Claim Missing Document
Check
Articles

Found 38 Documents
Search

Analysis of Students' Learning Skills and Innovation Skills at SMK Negeri 2 Padang Panjang Putri, Rifka Aulia; Samudra, Ami Anggraini; Junaidi, Satrio
Journal of Educational Sciences Vol 8. No. 2. April 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.2.p.259-269

Abstract

In the 21st century, there are several special skills that students must master, one of which is 21st century learning and innovation skills. This research aims to determine the level of learning and innovation skills of students at SMK Negeri 2 Padang Panjang. The variables used are 21st century skills, namely Learning and Innovation Skills, which consist of four components, namely critical thinking skills, creative thinking skills, collaboration skills and communication skills. So the sample totaled 63 people. The data collection technique uses a questionnaire. The data analysis used is descriptive analysis. The results of the research show that the skill level of students at SMK Negeri 2 Padang Panjang Abad 21 has an average percentage of 82.53% which is classified as very good. The average percentage value of each component is 80.51% for critical thinking skills, 79.56% for creative thinking skills, 89.58% for collaboration skills and 85.32% for communication skills. Based on the research results, it can be concluded that the overall level of learning and innovation skills of Vocational High School students at SMK Negeri 2 Padang Panjang is very good.
PERANCANGAN SISTEM INFORMASI E-RAPOR BERBASIS WEB DI SMK MUHAMMADIYAH 1 PADANG Anggraini, Fitma Fiana; Irsyadunas, Irsyadunas; Junaidi, Satrio
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 1 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Publish
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i1.248-253

Abstract

This research aims to develop a web-based E-Report Information System that can simplify the process of reporting grades at SMK Muhammadiyah 1 Padang. The methodology used in this research is the Software Development Life Cycle (SDLC) with an iterative model, which includes the stages of planning, analysis, design, implementation, testing and evaluation. Beta testing involves experts and end users. The assessment results from experts show an average percentage of 92.82% in the very good category, while assessments from users get an average percentage of 91.12% which is also categorized as very good. Based on the results of this test, the E-Report Information System developed was declared valid and suitable for use to simplify the process of reporting student grades at SMK Muhammadiyah 1 Padang.
Perancangan Sistem Informasi Akademik (SIAKAD) Berbasis Web Di SMK Negeri 1 Sijunjung Arsyad, Muhammad Zulfikri; Mary, Thomson; Junaidi, Satrio
Jurnal Ilmiah Sistem Informasi dan Teknik Informatika (JISTI) Vol 8 No 1 (2025): Jurnal Ilmiah Sistem Informasi dan Teknik Informatika (JISTI)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Lamappapoleonro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57093/jisti.v8i1.275

Abstract

Access to academic data is crucial in the digital era and should be more efficiently managed. However, many educational institutions continue to rely on traditional data management methods, such as maintaining physical ledgers or storing information in word or excel files, which hinder accessibility and efficiency. This study aims to design, develop, and evaluate an Academic Information System to enhance data accessibility and streamline academic record management. The system is developed using the Iterative System Development Life Cycle (SDLC), which comprises four key phases: requirement analysis, system design, coding, and testing. These phases are repeated iteratively until the system meets the required functional and usability standards. The Laravel framework was using to enhance structural integrity and security during the coding phase. Beta testing conducted by experts produced an average score of 98.67%, with the highest criteria ratings observed in functionality, efficiency, and maintainability, each scoring 100% and categorizing this criteria as highly satisfactory. Meanwhile, end-user testing yielded an average user satisfaction score of 87.78%, with usability receiving the highest rating at 90.63%, also classified as highly satisfactory. Based on the testing data, these study resulted in an academic information system that capable of improving data management and undergone a series of testing.
Analysis of Students' Learning Skills and Innovation Skills at SMK Negeri 2 Padang Panjang Putri, Rifka Aulia; Samudra, Ami Anggraini; Junaidi, Satrio
Journal of Educational Sciences Vol. 8 No. 2 (2024): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.2.p.259-269

Abstract

In the 21st century, there are several special skills that students must master, one of which is 21st century learning and innovation skills. This research aims to determine the level of learning and innovation skills of students at SMK Negeri 2 Padang Panjang. The variables used are 21st century skills, namely Learning and Innovation Skills, which consist of four components, namely critical thinking skills, creative thinking skills, collaboration skills and communication skills. So the sample totaled 63 people. The data collection technique uses a questionnaire. The data analysis used is descriptive analysis. The results of the research show that the skill level of students at SMK Negeri 2 Padang Panjang Abad 21 has an average percentage of 82.53% which is classified as very good. The average percentage value of each component is 80.51% for critical thinking skills, 79.56% for creative thinking skills, 89.58% for collaboration skills and 85.32% for communication skills. Based on the research results, it can be concluded that the overall level of learning and innovation skills of Vocational High School students at SMK Negeri 2 Padang Panjang is very good.
Integrasi Project-Based Learning dan Simulasi pada Mata Kuliah Geometri untuk Meningkatkan Motivasi Belajar Mahasiswa Program Studi Pendidikan Matematika Universitas PGRI Sumatera Barat Yusri, Radhya; Rosyana, Tina; Junaidi, Satrio
Juring (Journal for Research in Mathematics Learning) Vol 8, No 2 (2025)
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/juring.v8i2.37530

Abstract

Kurangnya penelitian yang mengkombinasikan project-based learning dan simulasi dalam pendidikan matematika, terutama dalam mengukur pengaruhnya terhadap motivasi belajar mahasiswa, menjadi perhatian utama. Penelitian ini bertujuan untuk menganalisis sejauh mana penerapan integrasi project-based learning dan simulasi mampu meningkatkan motivasi belajar mahasiswa. Penelitian dilakukan menggunakan pendekatan kuantitatif dengan desain one group pre-test post-test. Sebanyak 30 mahasiswa pendidikan matematika Universitas PGRI Sumatera Barat dilibatkan dalam penelitian ini. Pengumpulan data dilakukan dengan menggunakan kuesioner yang dirancang untuk mengukur tingkat motivasi belajar mahasiswa. Data yang terkumpul kemudian dianalisis menggunakan uji statistik One-way ANOVA. Hasil penelitian menunjukkan bahwa mahasiswa yang mengikuti pembelajaran dengan mengintegrasikan project-based learning dan simulasi mengalami peningkatan motivasi belajar yang signifikan. Mahasiswa terlibat secara aktif dalam proses pembelajaran dan menghadapi tantangan akademik dengan antusiasme yang lebih besar, yang berkontribusi pada peningkatan motivasi belajar mereka. Hasil penelitian menunjukkan bahwa integrasi project-based learning dan simulasi efektif dalam meningkatkan motivasi belajar mahasiswa pada mata kuliah geometri. Temuan ini memberikan manfaat praktis bagi pendidik dalam merancang strategi pembelajaran yang lebih inovatif dan efektif untuk meningkatkan kualitas pembelajaran matematika di perguruan tinggi. Sebagai rekomendasi, penelitian lanjutan diharapkan dapat mengeksplorasi pengaruh integrasi model pembelajaran ini terhadap pengembangan keterampilan yang lain, serta mengevaluasi penerapan nya pada berbagai disiplin ilmu lainnya.
PENGEMBANGAN GAME EDUKASI SISKOM ADVENTURE BERBASIS ANDROID PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 2 PADANG PANJANG Anggraini, Anggun; Kurniawan, Haris; Junaidi, Satrio
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 3 (2025): JATI Vol. 9 No. 3
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i3.13382

Abstract

Game edukasi merupakan jenis permainan yang dirancang khusus untuk mendukung proses pembelajaran, namun tetap memberikan kesenangan dan hiburan bagi para pemainnya. Untuk mencapainya tujuan pembelajaran yang efektif maka dibutuhkannya game pendukung pembelajaran, karena kurangnya media pembelajaran dalam proses pembelajaran menyebabkan siswa merasa jenuh dan kurang minat dalam belajar. Untuk mengatasi permasalahan di atas, para peneliti mengembangkan sebuah permainan edukasi berbasis Android yang diharapkan dapat menjadi media pendukung atau tambahan untuk meningkatkan minat belajar siswa dan membuat proses pembelajaran menjadi lebih menyenangkan. Jenis penelitian ini menggunakan pengembangan atau Research and Deveploment (R&D). Dalam penelitian ini akan menggunakan model ADDIE yaitu analisis (Analysis), Perancangan (Design), pengembangan (Development), pengembangan (Implementation), dan evaluasi (Evalution).Penelitian ini bertujuan untuk menghasilkan sebuah produk game edukasi berbasis android pada materi sistem komputer mata pelajaran informatika kelas X DKV di SMK Negeri 2 Padang Panjang. Berdasarkan hasil menunjukkan tingkat validitas game edukasi validasi media memperoleh rata-rata 89,35% dengan kategori “Sangat Valid”dan validasi materi memperole rata-rata 90,97% dengan kategori “Sangat Valid”. Dari kepraktisan game edukasi yang di nilai oleh praktikalitas guru memperoleh ratarata 94,44% dengan kategori “Sangat Praktis” dan game edukasi yang dinilai oleh siswa memperoleh rata-rata 88,79% dengan kategori “Sangat Praktis”.
PERANCANGAN SISTEM INFORMASI E-RAPOR BERBASIS WEB DI SMK MUHAMMADIYAH 1 PADANG Anggraini, Fitma Fiana; Irsyadunas, Irsyadunas; Junaidi, Satrio
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 1 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i1.248-253

Abstract

This research aims to develop a web-based E-Report Information System that can simplify the process of reporting grades at SMK Muhammadiyah 1 Padang. The methodology used in this research is the Software Development Life Cycle (SDLC) with an iterative model, which includes the stages of planning, analysis, design, implementation, testing and evaluation. Beta testing involves experts and end users. The assessment results from experts show an average percentage of 92.82% in the very good category, while assessments from users get an average percentage of 91.12% which is also categorized as very good. Based on the results of this test, the E-Report Information System developed was declared valid and suitable for use to simplify the process of reporting student grades at SMK Muhammadiyah 1 Padang.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS WEB PADA MATA PELAJARAN PEMASANGAN DAN KONFIGURASI PERANGKAT JARINGAN DI SMK N 2 PADANG Insani, Yumara; Novita, Rini; Junaidi, Satrio
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 2 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i2.582-591

Abstract

The goal of this project is to create reliable and useful web-based instructional materials for SMK Negeri 2 Padang's Network Device Installation and Configuration course.  The poor level of student comprehension brought on by the usage of less interactive media and the inefficiency of traditional teaching techniques are the issues.  The five steps of the ADDIE model analysis, design, development, implementation, and evaluation are used in this study's Research and Development (RD) methodology.  With a media validity test score of 0.81 (valid category) and a material validity test score of 0.81 (valid category), the study's findings show that the web-based learning materials created have a high degree of validity.  Furthermore, the practicality test findings indicate that this media is highly practical, with 81.94% of teachers and 82% of students using it for practice.  These findings support the validity and applicability of this web-based learning resource for educational purposes.  It is anticipated that using this media will improve learning outcomes and facilitate students' interactive comprehension of difficult subjects.