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PERANCANGAN MEDIA PEMBELAJARAN INTERAKTIF ADMINISTRASI SISTEM JARINGAN BERBASIS WEB KELAS XI TKJ SMK NEGERI 1 LINTAU BUO Dayuza, Teguh Nugratama; Samudra, Ami Anggraini; Junaidi, Satrio
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): 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.v6i4.617-627

Abstract

Penelitian bertujuan mengetahui kualitas produk media pembelajaran interaktif berbasis web buat siswa kelas XI Teknik Komputer Jaringan SMK Negeri 1 Lintau Buo sebagai akibatnya layak digunakan dalam pembelajaran Administrasi Sistem Jaringan. Jenis penelitian yang dipergunakan pada penelitian ini artinya aplikasi Development Life Cycle (SDLC) dengan contoh iteratif sebagai metode penelitiannya. Contoh interaktif sendiri mempunyai 6 tahapan, diantaranya: tahap perencanaan, tahap analisis, termin desain, termin implementasi, dan  tahap pengujian dan  pengelolaan. Yang akan terjadi berasal validasi sistem oleh ahli sistem memperoleh nilai rata-rata skor 92,37% menggunakan akibat fakta sangat baik. Hasil berasal validasi pengguna sang siswa memperoleh rata-homogen 90,7% dengan yang akan terjadi berita sangat baik. Berdasarkan hasil penelitian, maka media pembelajaran interaktif yg sudah dirancang di Sekolah Menengah kejuruan negeri 1 lintau buo layak digunakan menjadi media pembelajaran interaktif buat siswa Teknik Personal Komputer  Jaringan.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN DASAR-DASAR DKV KELAS X DESAIN KOMUNIKASI VISUAL SMKN 2 PADANG PANJANG Putri, Kenni Ceria; Junaidi, Satrio; Novita, Rini
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): 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.v6i4.839-846

Abstract

Pada mata pelajaran Dasar-Dasar DKV terdapat dua metode yang dilakukan yaitu praktik dan teori dimana praktik pembelajaran memerlukan penggunaan komputer, dan teori di kelas dengan guru tetap menyampaikan materi dengan menyediakan buku digital melalui smartphone sebagai sumber dalam pembelajaran. digunakan dalam penelitian dan pengembangan menggunakan penelitian dan pengembangan (RD) dengan model pengembangan ADDIE. 7469 pada kelas valid dan rata-rata ahli dokumen sebesar 0,9259 pada kelas valid. Oleh karena itu, dari hasil konfirmasi ahli materi dan komunikasi dapat disimpulkan bahwa media edukasi interaktif dinyatakan valid.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS PROJECT BASED LEARNING PADA MATA PELAJARAN DESAIN GRAFIS PENCETAKAN DI SMK NEGERI 3 MUKOMUKO Rahma, Rahma; Irsyadunas, Irsyadunas; Junaidi, Satrio
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 1 (2023): 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.v6i1.24-33

Abstract

Mata pelajaran desain grafis pencetakan Kelas XI Multimedia mengalami kesulitan dalam memahami materi pembelajaran khususnya pada mata pelajaran Desain Grafis Pencetakan, sehingga belum adanya media pembelajaran yang mendukung hasil belajar siswa. Penelitian ini bertujuan untuk menghasilkan media pembelajaran berbasis Project Based Learning yang valid dan praktis pada Mata Pelajaran Desain Grafis Pencetakan. Penelitian ini menggunakan metode Research and Development (RD) dengan model pengembangan ADDIE yang memilki 5 tahap (Analysis, Design, Develop, Implementation, Evaluation) populasi dalam penelitian ini adalah siswa Kelas XI Multimedia SMK Negeri 3 Mukomuko yang berjumlah 68 siswa. Hasil penelitian ini menunjukkan nilai validator media dengan rata-rata 0,89 dalam kategori “Valid”, sedangkan validator materi 0,93 dengan rata-rata dalam kategori “Valid” dan penilaian guru dengan persentase mencapai 94,16 % dikategorikan “Sangat Praktis”, sedangkan dipraktisan persentase siswa mencapai 89,81 % dengan kategori “ Sangat Praktis”.
PENGEMBANGAN SISTEM PAKAR UNTUK MENDETEKSI GEJALA KERUSAKAN PADA KOMPUTER LABOR SMK NEGERI 8 PADANG MENGGUNAKAN METODE FORWARD CHAINING Afdal, Rahmat; Ami Anggraini Samudra; Satrio Junaidi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42815

Abstract

The rapid development of information technology requires increased use of computer devices in educational environments, particularly at SMK Negeri 8 Padang, which has a high intensity of computer laboratory use. However, the limited time available to technicians to diagnose computer malfunctions means that many devices are not used optimally. This study aims to develop a web-based expert system capable of detecting symptoms of computer malfunctions using the forward chaining method. This method works based on IF-THEN rules to draw conclusions from symptom data input by users. The system was developed using an iterative model approach within the SDLC framework and tested using the black box method and validated by experts and users. The results of the testing show that the system is feasible and effective to use, and is able to assist teachers, students, and technicians in accurately diagnosing damage. The evaluation results show that this system is capable of detecting computer damage according to its symptoms, accelerating the process of detecting computer damage, and increasing the accuracy and time efficiency of the computer damage checking process. The system has a validity rate of 84.17% and a practicality validity of 90.8%.
Pemodelan dan Prediksi Tingkat Kemiskinan Provinsi Sumatera Barat Menggunakan Support Vector Machine Putri, Melani Septina; Junaidi, Satrio; Mardiyah, Ainil
Computer Science and Information Technology Vol 7 No 1 (2026): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v7i1.11207

Abstract

This research is motivated by the problem of poverty distribution in West Sumatra Province, which still varies between regions. The objectives of this study are to build a prediction model using the Support Vector Machine (SVM) algorithm, evaluate the model's performance, and implement the prediction results in the form of an interactive dashboard to support local government decision-making. The study uses secondary data from the Central Statistics Agency (BPS) of West Sumatra Province for the period 2015–2024, covering 19 districts/cities. The dependent variable is the percentage of poor people (P0), while the independent variables consist of seven socio-economic indicators. The method used refers to the CRISP-DM stages. In the data preparation stage, missing values are handled using median imputation, outliers are handled using winsorizing, standardization is carried out using Z-Score, and the addition of a one-period lag variable (P0_lag1). The data is divided into training data (2015–2022) and test data (2023–2024), with parameter optimization using GridSearchCV and TimeSeriesSplit. The results showed that the Support Vector Regression (SVR) model with a radial basis function (RBF) kernel provided the best performance with parameters C=1000, epsilon=0.05, and gamma=0.001. This model produced an MAE value of 0.32, RMSE of 0.36, and R² of 0.98. The implementation of the prediction results in the Streamlit dashboard for the 2025–2030 period showed a downward trend in poverty levels in most regions. This model is considered effective as a basis for planning and evaluating data-based poverty alleviation policies.
Perancangan Sistem Informasi Akademik (SIAKAD) Berbasis Web Di SMK Negeri 1 Sijunjung Muhammad Zulfikri Arsyad; Thomson Mary; Satrio Junaidi
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.
PERANCANGAN SISTEM INFORMASI E-RAPOR BERBASIS WEB DI SMK MUHAMMADIYAH 1 PADANG Fitma Fiana Anggraini; Irsyadunas Irsyadunas; Satrio Junaidi
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 ANDROID PADA MATERI INTEGRASI APLIKASI PERKANTORAN KELAS X TKJT DI SMK MUHAMMADIYAH 1 PADANG Enggi Permata Sari; Irsyadunas Irsyadunas; Satrio Junaidi
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 4 (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.v8i4.1342-1347

Abstract

The 21st century has witnessed a great deal of change in education because of globalisation and technology advancements that make learning more interesting and faster. The purpose of this project is to use the Android platform to develop authentic and realistic learning resources for the integration of office applications in class X at TKJT SMK Muhammadiyah 1 Padang. This kind of RD (Research and Development) project follows the ADDIE methodology (Analysis, Design, Development, Implementation, and Evaluation). The conclusion of the study shows that media experts in the very valid category have a validity level of 89.29%, while materials in the same field have a validity level of 98.81%. Thus, it can be concluded that the practicality test of Androidbased teaching materials based on teacher practicality data is 97.92% with a very practical category, and the validation results of media experts and media material experts for Android-based teaching materials can be said to be "Very Valid". However, 89.38% of student replies were found in the category of highly practical. 
Instructional Design and Digital Platforms in the Development of Local Wisdom-Based Social Studies Learning Materials: A Systematic Review Felia Siska; Yenni Melia; Satrio Junaidi; Irwan Irwan; Neffi Sulkasi; Nawalinsi Nawalinsi
International Journal of Social Learning (IJSL) Vol. 6 No. 1 (2025): December
Publisher : Indonesian Journal Publisher in cooperation with Indonesian Social Studies Association (APRIPSI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/ijsl.v6i1.543

Abstract

The integration of local wisdom into digital learning materials is a strategic approach to strengthening cultural literacy and character education in social studies learning. However, variations in instructional design models and digital platforms have resulted in different levels of pedagogical and cultural effectiveness. This study aims to examine how instructional design models influence the development process and to identify the most effective digital platforms and media for delivering culturally based materials. A Systematic Literature Review (SLR) was conducted using the PRISMA protocol and analyzed through the PICOS framework. The findings reveal that the ADDIE model is most widely implemented due to its flexibility and iterative evaluation process, followed by Borg & Gall, Dick & Carey, and the 4D model, each supporting product validation and pedagogical relevance. Additionally, e-modules and interactive multimedia are the most effective platforms for improving conceptual literacy, while mobile applications and e-learning platforms enhance accessibility and interactivity.
Pengembangan E-modul Interaktif Mata Pelajaran Project Kreatif dan Kewirausahaan Kelas XI Program Keahlian Desain Komunikasi Visual Novita Angraini; Irsyadunas Irsyadunas; Satrio Junaidi
Justek : Jurnal Sains dan Teknologi Vol 7, No 3 (2024): September
Publisher : Unversitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/justek.v7i3.26153

Abstract

Abstract:  The aim of this research was to produce an interactive e-module in packaging and product design material at SMK Negeri 1 Guguk class XI Visual Communication Design Skills Program in Creative Project and Entrepreneurship subjects. This research uses the Research and Development method with the development model used in this research being the ADDIE model. The subjects involved in the Creative Project and Entrepreneurship subjects in the 2023/2024 academic year amounted to 29 students and 3 teachers. This research instrument is a validity instrument using a validity questionnaire with 4 validators. The validity assessment includes 3 people as media expert validators and 1 person as material expert validator. Based on the media validity results, validation results were obtained at 84.35% in the "Very Valid" category. Material validity results were obtained at 91.11% in the "Very Valid" category. So it can be concluded that the interactive E-module for creative and entrepreneurship project subjects in terms of validity is "Very Valid". Based on the practicality results, the teacher got a score of 90.27% in the "Very Practical" category and the student's practicality score was 82.31% in the "Very Practical" category.       Abstrak: Tujuan penelitian ini dilakukan untuk menghasilkan E-modul Interaktif dalam materi Desain Kemasan dan Produk di SMK Negeri 1 Guguk kelas XI Program Keahlian Desain Komunikasi Visual pada mata pelajaran Project Kreatif dan Kewirausahaan. Penelitian ini menggunakan metode Research and Development dengan model pengembangan yang digunakan dalam penelitian ini model ADDIE. Subjek terlibat dalam mata pelajaran Project Kreatif dan Kewirausahaan pada tahun ajaran 2023/2024 yang berjumlah 29 orang siswa dan 3 orang guru. Instrumen penelitian ini adalah instrumen validitas menggunakan angket validitas dengan 4 orang validator. Penilaian validitas memuat 3 orang untuk validator ahli media dan 1 orang untuk validator ahli materi. Berdasarkan hasil validitas media didapatkan hasil validasi sebesar 84,35% dengan kategori “Sangat Valid”, Validitas materi didapatkan hasil validasi sebesar 91,11% dengan kategori “Sangat Valid”. Maka dapat disimpulkan E-modul interaktif mata pelajaran project kreatif dan kewirausahaan dilihat dari segi validitas adalah “Sangat Valid”. Berdasarkan hasil praktikalitas guru mendapatkan hasil sebesar 90,27% denghan kategori “Sangat Praktis” dan praktikalitas siswa didapatkan nilai sebesar 82,31% dengan kategori “Sangat Praktis”.