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Pengembangan E-Modul Mata Kuliah Sistem Operasi di Program Studi PTIK Universitas Negeri Makassar Ikra Ain Fahwa; Riana T. Mangesa; Andi Baso Kaswar
Information Technology Education Journal Volume 2, Issue 2, Mei 2023
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (471.82 KB) | DOI: 10.59562/intec.v2i2.270

Abstract

Penelitian ini bertujuan untuk mengetahui validitas, kepraktisan, dan keefektifan pengembangan e-modul mata kuliah Sistem Operasi di Jurusan Teknik Informatika dan Komputer Fakultas Teknik Universitas Negeri Makassar. Penelitian ini merupakan penelitian pengembangan (Research and Development), rancangan pengembangannya menggunakan model 4-D. Subjek pada penelitian ini adalah mahasiswa Program Studi PTIK Universitas Negeri Makassar. Instrumen pengumpulan data dilakukan melalui lembar uji validasi, angket respon mahasiswa, dan instrumen penilaian hasil belajar. Teknik analisis data yang digunakan adalah analisis data deskriptif. Dari penelitian ini, hasil yang diperoleh menunjukkan bahwa e-modul Sistem Operasi di Program Studi PTIK Universitas Negeri Makassar dinyatakan valid berdasarakan hasil validasi oleh ahli materi dan media yang berada pada kategori sangat valid. E-modul Sistem Operasi dinyatakan praktis berdasarkan frekuensi tanggapan responden pada uji coba kelompok kecil dan uji coba kelompok besar dengan kategori sangat baik. E-modul Sistem Operasi dinyatakan efektif karena memberikan kemudahan bagi mahasiswa dalam proses pembelajaran sehingga efektif meningkatkan hasil belajar, ditinjau dari hasil belajar mahasiswa dengan kategori lulus dengan nilai tinggi sehingga dinyatakan efektif. Berdasarkan data tersebut dapat disimpulkan bahwa e-modul Sistem Operasi valid, praktis, dan efektif untuk digunakan sebagai bahan ajar bagi mahasiswa Program Studi PTIK Universitas Negeri Makassar.
Pengaruh Persepsi Media Pembelajaran Daring dan Kompetensi Guru Terhadap Hasil Belajar Peserta Didik di Masa Pandemi Wirdhana al Habsyi A; Riana T. Mangesa; Purnamawati
Information Technology Education Journal Vol. 2, No. 3, September (2023)
Publisher : Jurusan Teknik Informatika dan Komputer

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Abstract

Penelitian ini bertujuan untuk mengetahui: (1) Pengaruh Persepsi media Pembelajaran daring terhadap hasil belajar peserta didik SMK Negeri 3 Makassar di masa pandemi, (2) Pengaruh kompetensi guru terhadap hasil belajar peserta didik SMK Negeri 3 Makassar di masa pandemi, (3) pengaruh media Pembelajaran daring dan kompetensi guru secara bersama terhadap hasil belajar peserta didik SMK Negeri 3 Makassar di masa pandemi. Metode yang digunakan dalam penelitian ini adalah asosiatif. Jumlah populasi pada penelitian ini sebanyak 36 orang yakni peserta didik SMK Negeri 3 Makassar jurusan TKJ kelas XI 2. Jumlah sampel pada penelitian ini adalah 33 orang peserta didik. Teknik pengumpulan data menggunakan angket dan dokumentasi. Teknik analisis data yang digunakan yaitu analisis data inferensial yaitu analisis regresi linear berganda. Hasil penelitian menunjukkan bahwa: (1) Terdapat pengaruh persepsi media pembelajaran daring (X1) yang positif dan signifikan terhadap hasil belajar (Y) dengan kontribusi X1 terhadap Y sebesar 42.24%. Hal ini menunjukkan bahwa semakin baik penggunaan media daring maka hasil belajar peserta didik semakin meningkat. (2) Terdapat pengaruh kompetensi guru (X2) yang positif dan signifikan terhadap hasil belajar (Y) dengan kontribusi sebesar 57.65%. Hal ini menunjukkan bahwa kompetensi guru dalam mengajar dapat meningkatkan hasil belajar. (3) Terdapat pengaruh persepsi media pembelajaran daring (X1) dan kompetensi guru (X2) yang positif dan signifikan terhadap hasil belajar peserta didik (Y) ditunjukkan dengan hasil uji koefisien determinasi sebesar 86.5%.
SISTEM PEMINJAMAN BARANG DAN PERALATAN LABORATORIUM SMK BERBASIS WEB Laode Muh ZulFardin Syah; Muh. Ichsan Ali; Riana T. Mangesa; Darlan Sidik; Abdul Muis Mappalotteng
UNM Journal of Technology and Vocational Volume 6, Issue 1, February (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

This study aims to: (1) produce a web-based system for borrowing goods and laboratory equipment for Vocational High Schools, (2) Determine the level of feasibility of the system for borrowing goods and equipment in the web-based SMK Negeri 1 Papalang laboratory, (3) Find out user responses about the lending system. goods and equipment in the web-based laboratory of SMK Negeri 1 Papalang. The type of research used in this research is Research and Development (R&D) using the Rapid Application Development (RAD) development model. The subjects in this study were the Deputy Head of Facilities and Infrastructure, the head of competence, and teachers from SMK Negeri 1 Papalang, totaling 32 people. Data was collected through documentation and questionnaires. The data were analyzed using the ISO/IEC 9126 software testing method which includes aspects of functionality, portability, efficiency, reliability, maintainability, and usability. In the functionality aspect using test cases by two system experts, the portability aspect using various types of operating systems and web browsers, the efficiency aspect using GTMetrix for web page load testing, the reliability aspect using the WAPT application for system performance testing, maintainability aspects for maintenance testing and usability aspects. using a questionnaire. The result of this research is the development of a web-based system for borrowing goods and equipment in the laboratory of SMK Negeri 1 Papalang. The results of the system functionality test are considered good because X is close to 1, the portability aspect has no errors in various types of operating systems and web browsers, the efficiency aspect gets a page load time of 788ms with an average score based on 100% Performance, the reliability aspect gets 100% for durability, maintainability has met all three metrics and usability aspects are carried out by giving questionnaires to research subjects, the assessment given by research subjects gets a score of 84.5 in the "very good" category and is feasible to use. So it can be concluded that the level of feasibility of the software already meets the software quality criteria
EFEKTIVITAS PENERAPAN MODEL PROJECT BASED LEARNING TERHADAP MOTIVASI DAN KEMAMPUAN PEMAHAMAN KONSEP SISWA SEKOLAH MENENGAH KEJURUAN Nugrah Wulandari AL; Riana T. Mangesa; Anas Arfandi; Supriadi; Abdul Muis Mappalotteng
UNM Journal of Technology and Vocational Volume 7, Issue 1, February (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

This study aims to examine (a) the increase of students' learning motivation after applying the Project Based Learning model in the Basic Programming Subject at SMKN (public vocational high school) 2 Gowa, (b) the increase of students' conceptual understanding skills after applying the Project Based Learning Model in Basic Programming Subject at SMKN 2 Gowa, (c) whether the students' learning motivation in applying the Project Based Learning model is more effective than students' motivation in applying conventional learning model, and (d) whether the students' conceptual understanding skills in applying Project Based Learning model are more effective than the students’ conceptual understanding skills in applying conventional learning model in Basic Programming Subject at SMKN Negeri 2 Gowa. The type of research used is experimental research. The experimental design used is the Nonequivalent Control Group Design in the form of PretestPosttest Design with a sample of 68 students. Data collecting employed questionnaire and test of conceptual understanding skills. The collected data were analyzed using descriptive statistical analysis and inferential statistical analysis. The results of the study are reveal that (a) there is an increase in students' learning motivation after applying the Project Based Learning model in Basic Programming Subject at SMKN Negeri 2 Gowa, (b) there is an increase in students' conceptual understanding skills after applying the Project Based Learning model in Basic Programming Subject at SMKN 2 Gowa, (c) the students’ learning motivation in applying the Project Based Learning model is more effective than students’ learning motivation in applying conventional learning model in Basic Programming Subject at SMKN 2 Gowa, and (d) the students' conceptual understanding skills in applying Project Based Learning model is more effective than the students' conceptual understanding skills in the applying conventional learning model in Basic Programming Subject at SMKN 2 Gowa. Based on the aforementioned results, it can be concluded that the application of the Project Based Learning model is effective and can increase students' motivation and conceptual understanding skills in Basic Programming subject at SMKN 2 Gowa.
EFEKTIVITAS E-PORTOFOLIO VIDEO UNTUK MENINGKATKAN SKILL DAN MOTIVASI PESERTA DIDIK PADA MATA PELAJARAN DESAIN GRAFIS PERCETAKAN DI SMK KARTIKA XX-I MAKASSAR Novitasari; Darlan Sidik; Riana T. Mangesa
UNM Journal of Technology and Vocational Volume 6, Issue 1, February (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

The purpose of the study was to see the effectiveness of the video e-portfolio to improve the skills and motivation of students in printing graphic design lessons. Assessment is an important subsystem in education. Indicates the need for innovation in accordance with the development of science and technology. E-Portfolio is software to present students' mastery and skills effectively, because it can store materials, images, audio and video. This type of research is experimental research. This research method is a pre- experimental design using the one group pretest-posttest design. Data collection techniques using questionnaires were given to students and teachers, with this questionnaire the authors obtained data about skills, student motivation and teacher responses. The research sample for class XI multimedia was 20 people. The results showed that there was an increase in skills in the field of photography, the percentage of the average value of the pre test was 43.36% and the post test was 85.45% from the ideal score of 100. Data analysis used the T-test to see the completeness of student learning before and after being taught to make e-portfolios. videos. The classical mean value of learning outcomes before treatment was 15% and after treatment was 90%, with a significance value (Sig) <0.05. The percentage of students' responses was 91% very good category. Student motivation with a percentage of 76.14% in good category. While the teacher's response has a percentage of 96% indicating that the teacher gave a very good response to the video e-portfolio assessment for use in the assessment of printing graphic design subjects. Keywords: Photoshoot skills, work motivation, E-portfolio Video, Graphic Design
ANALISIS PROGRAM LITERASI SEKOLAH TERHADAP MOTIVASI DAN MINAT PESERTA DIDIK DI SMK KOTA MAKASSAR Wirda Angraiani; Riana T. Mangesa; Abdul Muis Mapalotteng
UNM Journal of Technology and Vocational Volume 6, Issue 2, June (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

This study aims to determine: (1) The influence of the school literacy program on the motivation of students in the Makassar City State Vocational School, (2) The influence of the school literacy program on the interest of students in the Makassar City State Vocational School (3) The joint influence between school literacy, motivation and interest in learning at SMK Negeri Makassar City. The population in this study were students at the Makassar City State Vocational School. then a sample of 101 students was taken. Collecting data using a questionnaire, observation and documentation. Test requirements analysis by testing data normality, linearity and homogeneity. Analysis of the data used in the form of regression analysis to answer the formulation of this research problem. The results of this study indicate the following: (1) there is a significant effect. This shows that learning motivation contributes 50%. (2) there is a significant effect. This shows that interest in learning contributes 81%. (3) there is a joint influence of school literacy, motivation and interest in learning at SMK Negeri Makassar City by contributing 81%.
EFEKTIVITAS PENGGUNAAN APLIKASI PEMBELAJARAN DARING PADA MATA PELAJARAN SIMULASI DAN KOMUNIKASI DIGITAL SMK NEGERI 2 PINRANG Andi Satriani; Syahrul; Riana T. Mangesa
UNM Journal of Technology and Vocational Volume 6, Issue 2, June (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

This study aims to discover: (1) the effectiveness of using online learning applications, (2) students’ learning activities on the use of online learning applications, and (3) students’ responses on the use of online learning applications. The type of research employed pre-experimental. The population of the study were students of grade X Computer Engineering and Network at SMKN 2 Pinrang. The sample of the study was the students of grade X TKJ2 with the total of 36 students who were determined using the Cluster Random Sampling technique. The research data was obtained by using tests, observations, and questionnaires. The results of the study reveal that the learning outcomes after using online learning applications have increased as well as their activities. The results of students’ responses on the use of online learning applications received a positive response. Based on the research, it is concluded that the use of online learning applications is effective in improving learning outcomes and activities during the learning process.
PENGARUH IMPLEMENTASI PEMBELAJARAN BERBASIS LESSON STUDY TERHADAP MOTIVASI DAN HASIL BELAJAR INFORMATIKA PADA SISWA SMA PLUS BUDI UTOMO MAKASSAR M.Ruhan Bachry; Riana T. Mangesa; Jumadi M.parenreng; Djuanda; Abdul Muis Mapalotteng; Ramli Rasyid
UNM Journal of Technology and Vocational Volume 6, Issue 2, June (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

The purpose of this study was to obtain, analyze, and describe data regarding (1) Knowing the description of the implementation of collaborative learning based on lesson study in class X SMA Budi Utomo Makassar City (2 Knowing the description of collaborative learning based on lesson study on student learning outcomes in class X SMA Budi Utomo Makassar City 3) Knowing the effect of the implementation of collaborative learning based on lesson study on student learning outcomes in class X SMA Budi Utomo Makassar City. This type of research is quantitative research with True Experiment Design technique. The results of this study show that the implementation of collaborative learning based on lesson study in class X SMA Budi Utomo Makassar City is in the very good category. With a presentation for the Plan stage of 92.3%, the Do stage of 80%, the See stage of 87.5%. the average value with the average value between the experimental class and the control class has a difference, the experimental class with an average value of 73.9 and the control class with an average value of 52.6, with the experimental class being higher than the control class. Meanwhile, the effect of the implementation of collaborative learning based on lesson study on student learning outcomes in class X SMA Budi Utomo Makassar City has a significant effect of 95%. While the effect of the implementation of collaborative learning based on lesson study on students' learning motivation in class X SMA Budi Utomo Makassar City has a significant effect of 95%.
Pengembangan Media Interaktif Berbasis Model Pembelajaran Guided Inquiry Pada Mata Pelajaran Simulasi Digital Zulfahmi Lutfi; Riana T. Mangesa; Hendra jaya
UNM Journal of Technology and Vocational Volume 7, Issue 3, October (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v7i3.2037

Abstract

This study aims to determine (1) The results of developing interactive media based on guided inquiry. learning models in digital simulation subjects; (2) the effectiveness of using interactive media based on guided inquiry. learning models to foster student interest and learning activities; (3) The practicality of using interactive media based on guided inquiry. learning models in digital simulation subjects. This research is a type of Research and Development (R&D) research with the ADDIE development model which consists of several stages, namely analysis, design, development, implementation and system evaluation. The data analysis technique used is descriptive analysis. The subjects of this research product trial were 2 learning media experts, 1 material expert, 3 teachers and 35 students of SMK Nasional Makassar City. Data collection techniques in this study used observation, documentation and questionnaires. The results showed that the development of interactive media based on the quided inquiry learning model can motivate students to learn independently, creatively, effectively and efficiently with an assessment of the elements of validity given by media experts, which is an average of 4.74. Then the material expert gives an average assessment of 4.81, the average on each of these results is greater than the median Likert scale. Thus it can be said that learning media based on the quided inquiry learning model is very feasible to use. then in the element of effectiveness given by 3 teachers in the field trial, the average was 4.69 and for the large-scale trial of 35 students got an average of 4.70.The average of each result is greater than the median of the Likert scale.Thus it can be said that learning media based on the quided inquiry learning model is very effective.Then in the element of practicality given by 3 teachers in the field trial, the average was 4.76 and for the large-scale trial of 35 students got an average of 4.81.The average of each result is greater than the median of the Likert scale.Thus it can be said that learning media based on the quided inquiry learning model is very practical.
PENGEMBANGAN SISTEM INFORMASI KEARSIAPAN DOKUMEN TUGAS AKHIR MAHASISWA FAKULTAS PSIKOLOGI UNIVERSITAS NEGERI MAKASSAR Firmansyah S; Riana T. Mangesa; Sanatang
UNM Journal of Technology and Vocational Volume 8, Issue 2, June (2024)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v8i2.2217

Abstract

This research is a type of development research which aims to: (1) produce an archival information system for students' final assignment documents at the Psychology Faculty, Makassar State University; (2) testing the archival information system for students' final assignment documents at the Faculty of Psychology, Makassar State University based on ISO/IEC 25010; (3) see the effectiveness of the archival information system for students' final assignment documents at the Faculty of Psychology, Makassar State University; (4) analyzing the responses of archival information system users to the final assignment documents of Psychology Faculty students at Makassar State University. This research uses the research and development (RnD) method and the waterfall development. The data collection technique used was a questionnaire and documentation, then the data was processed using descriptive statistical analysis techniques. The results of the development prove that the archival information system for students' final assignment documents at the Faculty of Psychology, Makassar State University is suitable for use because it has been declared suitable by a media expert validator. Very effective to use based on effectiveness test questionnaires, very suitable for use based on user responses. And has met the ISO/IEC 25010 testing standards with test results for the functionality suitability aspect of 100% in the "very feasible" category, GTMetrix test performance efficiency category B "Good", usability 52% stating "very feasible", security level 2 "Poor", reliability 100% reliable, 100% maintainability meets instrumentation, consistency and simplicity tests. Compatibility is “very good” on Edge, Opera, Chrome and Android browsers. 100% portability can operate on 4 operating systems.