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Journal : PeTeKa

KEPRAKTISAN MEDIA PEMBELAJARAAN INTERKATIF BERBASIS ANDROID DALAM MATA PELAJARAN TEKNOLOGI LAYANAN JARINGAN Ramadan, Gusti; Irsyadunas, Irsyadunas; Pratama, Ade
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.v6i1.39-43

Abstract

Berdasarkan pengamatan yang dilakukan di SMKN 6 Padang pada mata pelajaran Teknologi Layanan Jaringan (TLJ). Teknik Jaringan Komputer yang lebih menitik beratkan pada materi akan tetapi, sebagian besar siswa kurang minat membaca akibatnya nilai siswa banyak yang bermasalah atau harus belajar kembali. Tujuan penelitian ini adalah mengembangkan media pembelajaran interaktif berbasis Android pada mata pelajaran teknologi layanan jaringan kelas XI di SMK 6 padang yang praktis. Jenis peneltian yang digunakan adalah penelitian kuantitatif. Melalui tahapan sebagai berikut identifikasi masalah, Pengembangan, Uji coba Produk dan evaluasi. Subjek penelitian yang digunakan berjumlah 34 orang untuk respon siswa dan 1 orang untuk respon guru. Pengujian praktikalitas menggunakan angket praktikalitas yang terdiri atas angket peserta didik dan angket pendidik. Berdasarkan hasil praktikalitas guru mendapatkan hasil sebesar 4,6, persentase yaitu 92% dengan kategori sangat praktis. Sehingga dapat disimpulkan media pembelajaran interaktif berbasis android dari segi praktikalitas oleh siswa adalah praktis
PENGEMBANGAN GAME EDUKASI PADA MATERI TEKNOLOGI INFORMASI DAN KOMUNIKASI KELAS X DI SMK NEGERI 5 PADANG Wahyuni, Sindi Mardia; Mary, Thomson; Pratama, Ade
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 7, No 2 (2024): 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.v7i2.288-292

Abstract

This research uses Research and Development (R D) research with the ADDIE development model which consists of 5 stages, namely, Analysis (Analysis), Design (Design), Development (Development), Implementation (Implementation) and Evaluation (Evaluation). The ADDIE model concept is applied to develop a learning product design. The media validation results obtained an average score of 82.22% in the "Very Valid" category. The material validation results obtained an average score of 84.94% in the "Very Valid" category. Practicality results by teachers obtained an average score of 85.41% in the "Very Practical" category, for practicality results students obtained an average score of 80.17% in the "Very Practical" category. Based on the research results, the development of educational games based on information and communication technology material developed at SMK Negeri 5 Padang was declared valid and practical.
PENGEMBANGAN GAME EDUKASI SUPER ALIEN GEC DI SMK NEGERI 1 SINTUK TOBOH GADANG Zuliany, Dita; Alfiriani, Adlia; Pratama, Ade
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.v6i4.897-908

Abstract

Educational games are the most common type of educational media used to provide knowledge and improve user understanding through distinctive and interesting media. The learning media used is still based on textbooks and teaching materials, making it difficult for students to implement the material in the real world. The use of conventional learning media can reduce the attractiveness of students in paying attention to learning even though the facilities and infrastructure at this school are adequate. Such as the existence of computer labor, laptops, wi-fi networks and others. This type of research uses the RD Research method refers to the research methodology used to produce target products and assess their effectiveness. In this study, the ADDIE (Analysis-Development-Implementation-Evaluate) research model will be used. This research produces educational games for use in the computer science curriculum of class X TJKT at SMK Negeri 1 Sintuk Toboh Gadang. Based on the results of the game validation threshold data analysis, which was approved by the validator with an accuracy rate of 84.29% with the category "Very Valid". Data analysis shows that the percentage of students who get a minimum score of 92.36% with the category "Very Practical" in educational games developed by computer science lecturers. And educational games made by students get a percentage of 88.19% with the category "Very Practical".
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS MOBILE PADA MATA PELAJARAN INSTALASI JARINGAN LAN KELAS XI SMK NEGRI 2 PADANG Hardian, Ola; Rini, Faiza; Pratama, Ade
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.v6i4.862-871

Abstract

Proses pembelajaran dilaksanakan dengan metode ceramah, tanya jawab, dan demonstrasi. Dengan metode ceramah, guru menjelaskan materi secara lisan dan siswa mendengarkan penjelasan guru. Namun penggunaan metode ceramah kurang efektif karena siswa mempunyai kemampuan yang berbeda-beda dalam menyerap informasi. Dalam penelitian ini tujuannya adalah untuk menghasilkan suatu produk tertentu yaitu perangkat lunak media pembelajaran interaktif, Research and Development (RD), sehingga penelitian yang digunakan bersifat analisis kebutuhan dan untuk menguji keefektifannya agar dapat berfungsi secara lebih luas. masyarakat. Berdasarkan hasil penelitian dan pembahasan pengembangan media pembelajaran berbasis android pada mata pelajaran informatika kelas XI. Pengembangan media pembelajaran berbasis Android menggunakan metode ADDIE (Analysis, Design, Development, Implementation, dan Evaluasi). Produk yang dikembangkan berupa aplikasi berformat (.apk) yang mendukung proses pembelajaran, baik pembelajaran di kelas maupun mandiri. Pada aplikasi media pembelajaran ini terdapat fitur-fitur yang telah disesuaikan dengan kebutuhan Anda yaitu fitur penggunaan, materi pembelajaran, evaluasi dan permainan. 
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN SISWA PENERIMA BEASISWA DENGAN MENGGUNAKAN METODE SIMPLE ADDITIVE WEIGHTING (SAW) DI SMA NEGERI 1 SIBERUT BARAT Tasibeddei, Merici; Pratama, Ade; Mulyono, Heri
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): 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.v9i1.1-8

Abstract

Decision Support System (DSS) is a computer-based system that helps in the decision-making process. Scholarships are a form of appreciation in the form of financial assistance given to individuals or organizations for work achievements that have been produced. Simple Additive Weighting (SAW) is one of the methods used in the decision-making process with weighted addition. The purpose of this study is that researchers will design a Decision Support System (DSS) to select prospective scholarship recipients by implementing the Simple Additive Weighting (SAW) method. This method was chosen because this method is able to carry out a ranking process which is continued with a weighting process for each attribute, so that it can select the best alternative from a number of alternatives (students) based on certain criteria and weights. The research on the Decision Support System for Selecting Scholarship Recipients Using the Simple Additive Weighting (SAW) Method at SMA Negeri 1 Siberut Barat was conducted using the Software Development Life Cycle (SDLC) method with the waterfall model. The waterfall model consists of five stages, namely analysis, design, implementation, testing, and maintenance. The tests used in this study were Alpha testing and Beta testing. The Decision Support System for Selecting Scholarship Recipients Using the Simple Additive Weighting (SAW) Method at SMA Negeri 1 Siberut Barat was developed using the Laravel11 framework with the PHP programming language and MYSQL database. Based on the results of the Alpha test (black box and white box testing) it can be concluded that all test results are good and the Alpha test is successful. Furthermore, based on the results of the beta test on the validation of expert staff, the percentage of the value obtained was 77.5% with the statement agree and the average value of the user questionnaire assessment was 85.63% with the statement strongly agree. Based on the results of the research and testing above, it can be described that the decision support system for selecting scholarship recipients using the simple additive weighting method at SMA Negeri 1 Siberut Barat which was designed is a functional requirement that is expected to facilitate officers in managing student data.