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Prototype Pengeringan Cengkeh Dengan Menerapkan IoT Yang Berbasis Android Pratama, Ade; Sulaksono, Danang Haryo
KERNEL: Jurnal Riset Inovasi Bidang Informatika dan Pendidikan Informatika Vol 6, No 1 (2025)
Publisher : Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.kernel.2025.v6i1.7811

Abstract

Clove is a kind of spice used in various industries, such as clove cigarettes, pharmaceuticals, cosmetics, and spices. During the rainy season, the supply of dry cloves ready for sale becomes scarce because it is difficult to dry wet cloves. Therefore, the drying prototype was designed to use a heater for the clove drying process. IoT (Internet of Things) can be implemented to take advantage of better and more flexible time estimation This research designed a clove dryer using an Android application as a control application. The tool for drying cloves can be connected to the internet for monitoring and controlling the process from an Android smartphone. The system employed the ESP32 as a microcontroller, a capacitive sensor, DHT22 as the sensor input data for drying parameters, and a heater with 400 watts of power. Testing the drying process is carried out according to the value limit of each sensor and the time limit set by the Android application. The research results indicated that every 500 grams of wet cloves with a drying temperature of 74°C–77°C and a drying process time of 3 hours 35 minutes would produce 200 grams of dry cloves with a moisture content of 14%. The results of measuring network quality with the TIPHON standard obtained an average index value of 3.75 in the satisfactory category
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY {AR} PADA MATA PELAJARANDASAR – DASAR PROGRAM KEAHLIAN {DDPK} KELAS X DI SMK N 1 RAO SELATAN Saputra, Randa Dwi; Alfiriani, Adlia; Pratama, Ade
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.v8i2.829-840

Abstract

This research aims to develop interactive media in learning drawing sketches in class The background of this research is based on students' low interest and learning motivation in understanding drawing sketch theory material due to the lack of use of interactive media in the learning process. The research method used is Research and Development (RD) with the ADDIE development model which consists of five stages: analysis, design, development, implementation and evaluation. Interactive media was developed using the Articulate Storyline 3 application and converted into an Android application (.apk), so that students can access it anytime and anywhere. Validation results by media experts show that interactive media has a validity level of 88.02% in the very valid category, while validation by material experts got a score of 84.62% which is also in the suitable for use category. Furthermore, the practicality test by the teacher obtained a result of 89%, and the practicality test by students reached 85%, both of which fall into the very practical category. Thus, the interactive media developed can be a solution in increasing students' interest, motivation and understanding of sketch drawing material.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS MOBILE PADA MATA PELAJARAN INFORMATIKA DI SMK NEGERI I KOTO XI TARUSAN Mahrifah, Ega; Rini, Faiza; Pratama, Ade
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 3 (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.v8i3.967-977

Abstract

The development of mobile-based interactive learning media in informatics subjects at SMK Negeri I Koto The aim of this research is to develop valid and practical mobile-based interactive learning media. This research uses the Research and Development (RD) method with the ADDIE development model, namely Analysis, Design, Development, Implementation, and evaluation. The instruments used in this research were media validity questionnaire sheets, material validity questionnaire sheets, teacher practicality questionnaire sheets and student practicality questionnaire sheets. The research subjects in this study were the media validity of 2 lecturers at PGRI University of West Sumatra, the material validity of 2 teachers, the practicality of 1 informatics teacher and 53 class X RPL students at SMKN I Koto XI Tarusan.The results of this research show that the average value of the media validity test is 74,99% in the very valid category, material validity is 72,91% in the very valid category, teacher practicality is 77,77% in the very practical category, and student practicality in class X RPL 1 is 81,75%, RPL 2 is 85,29% in the very practical category. Thus, it can be concluded from the data obtained that mobile-based interactive learning media in informatics subjects is feasible and practical to use in the learning process.
PENGARUH MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN MODEL TUTORIAL PADA MATA PELAJARAN TJKT TERHADAP HASIL BELAJAR SISWA DI SMK NEGERI 6 PADANG Novryanli, Abdul Hanif; Pratama, Ade; Kurniawan, Haris
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 3 (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.v8i3.909-915

Abstract

This study was motivated by the low learning achievement of students and the minimal use of interactive learning media with tutorial models, as well as the lack of variation in the. The purpose of  study was  evaluate the effect of the use of interactive learning media with tutorial models achievement . The method used in this study was quantitative with an experimental type that applied .The samples in this study was determined through random sampling. Learnings outcomesi in the experimentail clasas showeid thatt moere studentis achieved hihg scorse compared to the contrle classe. The average pretest score for the experimental class was 41.14, while for the control class it was 36.57. The posttest score in the experimental class reached 85.77, while in the  only 52.68. Based on these results, the Ha hypothesis is accepted and the Ho rejected. From the analysis carried out, it can be concluded that there is an effect of the use of interactive learning media achievement of class X students in TJKT lessons at SMK Negeri 6 Padang.
PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK ELEKTRONIK (E-LKPD) BERBASIS PROBLEM BASED LEARNING (PBL) PADA MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR KELAS XI SMK N 2 PADANG PANJANG Yomi, Nurrahma; Alfiriani, Adlia; Pratama, Ade
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.v8i1.62-72

Abstract

Permasalahan yang ada pada mata pelajaran komputer dan jaringan materi perangkat keras komputer terdapat pada kurangnya pemanfaatan teknologi dalam pembuatan bahan ajar dan bahan ajar yang digunakan tidak pernah dikembangkan serta kurang menarik menyebabkan peserta didik menjadi pasif, monoton, dan merasa bosan. Penelitian ini bertujuan untuk menghasilkan sebuah produk E-LKPD berbasis Problem Based Learning menggunakan Website Wizer.me dengan kualifikasi valid dan praktis. Peneliti menggunakan jenis penelitian Research and Development (RnD) menggunakan model ADDIE. Teknik Pengumpulan data menggunakan angket. Hasil penelitian Menunjukkan nilai rata-rata uji validitas ahli media sebesar 92,3%, dengan kategori sangat Valid dan ahli materi sebesar 85,2% dengan kategori sangat valid. Uji praktikalitas memperoleh nilai presentase kuesioner respon siswa 78,7% dengan kategori sangat praktis dan nilai presentase kuesioner respon guru 91,6% dengan kategori sangat praktis. dapat ditarik kesimpulan bahwa E-LKPD berbasis problem based learning menggunakan website wizer.me materi perangkat keras komputer kelas XI TKJ di SMKN 2 Padang Panjang layak digunakan. 
MINANGKABAU LOCAL WISDOM-BASED EDUCATIONAL TOURISM AS AN EFFORT TO FOSTER CULTURAL IDENTITY AMONG THE YOUNGER GENERATION Rahayu, Sri; Yasin, Faishal; Pratama, Ade; Fitlayeni, Rinel; Amini, Annisa; Pratama, Maulana Agiel
Jurnal Mamangan Vol 14, No 1 (2025): Special Issue
Publisher : LPPM Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/mamangan.v14i1.10306

Abstract

Minangkabau local wisdom-based educational tourism is an approach that integrates elements of education, recreation, and sustainable cultural preservation. Kubu Gadang Tourism Village in Padang Panjang City is a concrete example of the application of this concept through various traditional activities, such as making onde-onde, planting rice, playing traditional musical instruments, randai, traditional pacu upiah games, and making pupuik from rice stalks. These activities are not only tourist attractions, but also a means of contextual cultural learning for the younger generation because they can learn directly through real experiences, interactions with local communities, and appreciation of the traditional values that live in the community. This study aims to examine how Minangkabau local wisdom-based educational tourism can foster cultural identity among the younger generation. The research method used is descriptive qualitative with data collection techniques through observation, interviews, and documentation. The results of the study show that the involvement of young people in various educational tourism activities increases their knowledge, understanding, and appreciation of Minangkabau cultural values. In addition, these activities strengthen their sense of belonging, pride, and responsibility for their cultural identity, while encouraging the active participation of young people in efforts to preserve traditions. These findings indicate that Minangkabau-based educational tourism has great potential as an effective medium for transmitting cultural values to future generations in a sustainable manner amid the rapid pace of globalization. This study recommends strengthening collaboration between the community, government, educational institutions, and the private sector to develop more structured, innovative, and sustainable educational tourism programs so that Minangkabau cultural values can continue to be instilled in the younger generation, thereby strengthening, solidifying, and preserving their cultural identity.
Perancangan Sistem Informasi Pendaftaran Praktek Kerja Lapangan Di SMKN 2 Padang Panjang Pratama, Ade; Irsyadunas; Fajraini, Ridhatul
Jurnal Pustaka Data (Pusat Akses Kajian Database, Analisa Teknologi, dan Arsitektur Komputer) Vol 1 No 1 (2021): Jurnal Pustaka Data (Pusat Akses Kajian Database, Analisa Teknologi, dan Arsitekt
Publisher : Pustaka Galeri Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (589.72 KB) | DOI: 10.55382/jurnalpustakadata.v1i1.104

Abstract

Pendaftaran praktik kerja lapangan (PKL) di SMK Negeri 2 Padang Panjang siswa mengalamai kesulitan dalam menentukan tempat yang sesuai untuk melakukan praktek kerja lapangan. Kurangnya informasi menjadi salah satu penyebab siswa kesulitan dalam menentukan tempat praktek kerja lapangan. Pada proses pendaftaran sebelumnya, dilakukan dengan cara manual yaitu perekapan pada buku pembukuan. Penelitian ini bertujuan merancang dan menghasilkan sebuah informasi berbasis web dalam mengolah data pendaftaran praktik kerja lapangan. Dalam masalah tersebut sistem informasi pendaftaran praktek kerja lapangan dirancang menggunakan model Unified Modeling Language (UML) dan metode Software Development Life Cycle (SDLC) pada metodi ini terdapat beberapa tahap yaitu tahap requirements (analisis kebutuhan), analysis (analisis sistem), design (perancangan),coding / implementation (imple- mentasi), testing (pengujian), dan maintenance (perawatan). Untuk proses pembuatan program  penulis menggunakan bahasa pemrograman Hypertext Preprosesor (PHP) dan Hypertext Markup Languagu (HTML) , dan server databse menggunakan Xampp. Sistem Pendaftaran praktek kerja lapangan dilakukan  dengan pengujian Blackbox testing dan sesuai dengan pengujian sistem ini dapat mempermudah siswa dalam informasi dan proses pendaftaran praktek kerja lapangan dan pengolahan data pendaftaran oleh admin.
ANALISIS KESUKSESAN SISTEM INFORMASI PPLK BERDASARKAN MODEL DELONE DAN MCLEAN DI UNIVERSITAS PGRI SUMATERA BARAT Putri, Yulnia; Pratama, Ade; Irsyadunas, Irsyadunas
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 7, No 4 (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.v7i4.640-645

Abstract

Analisis kesuksesan sistem informasi PPLK berdasarkan model delone dan mclean di Universitas PGRI Sumatera Barat di latar belakangi dengan beberapa permasalahan yang sering terjadi ketika mahasiswa mengakses sistem tersebut diantaranya yaitu keterbatasan akses internet, terjadinya error pada sistem sehingga data yang dibutuhkan oleh pengguna tidak sampai dengan baik, dan terdapat kendala pada sistem yang berada pada master dan servernya. Penelitian ini bertujuan untuk mengetahui pengaruh atau tidaknya pada variabel dan untuk meningkatkan dan mengoptimalkan kinerja dari sistem tersebut. Penelitian ini menggunakan model Delone and McLean, model Delone and McLean adalah salah satu model yang digunakan untuk mengukur kualitas sistem informasi. Hasil penelitian yang telah dilakukan dapat disimpulkan bahwa dimensi Delone and McLean terdapat beberapa variabel yang memiliki pengaruh dan beberapa variabel tidak berpengaruh.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA PELAJARAN INFORMATIKA DI SMK NEGERI 4 PADANG Veri, Satria; Mulyono, Heri; 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.v6i4.915-923

Abstract

The point of this examination is to convey Android-based learning materials in the computational reasoning material informatics subject at SMK Negeri 4 Padang on computational reasoning material. This exploration utilizes an innovative work approach. The advancement model utilized in this exploration is the ADDIE model. The examination subjects utilized were understudies of State Professional School class The exploration instrument is an important device since it utilizes a substantial survey with 6 validators. The verification interaction incorporates 3 media validators and 3 equipment validators. The viable device involves a survey for 18 understudies and 3 teachers. The item made in this examination is an Android-based learning apparatus. In view of the media approval results, an Android-based media approval score of 83.75 was acquired in the "Extremely Legitimate" classification. The outcomes have a huge worth of 87.36 with the kind "Extremely Substantial". Accordingly, it tends to be presumed that Android-based learning media has "truly important" esteem. In light of the consequences of the activity, Teachers got a score of 90.83 in the "Extremely Pragmatic" classification. Students' training level is 86.94 at the "Extremely Sensible" level.
HUBUNGAN PERSEPSI SISWA TENTANG PENGGUNAAN APLIKASI DESAIN GRAFIS DENGAN HASIL BELAJAR SISWA JURUSAN MULTIMEDIA DI SMK N 2 PADANG PANJANG Sari, Isra Nofita; Alfriani, 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.v6i4.847-851

Abstract

Penelitian ini dilatar belakangi  hasil observasi yang dilakukan di SMKN 2 Padang Panjang ditemukan bahwa media pembelajaran yang di terapkan oleh tenaga pendidik masih menggunakan buku modul dan media pembelajaran power point seperti dalam pelaksanaan proses pembelajaran guru hanya menerangkan dan membaca materi yang di sampaikan, guru lebih banyak aktif dari pada peserta didik. Sehingga tidak adanya minat belajar yang diberikan terhadap kemandirian dan kebebasan mengekplorasikan penggunaan aplikasi desain grafis terhadap hasil belajar siswa..  Dalam permasalahan tersebut penelitian ini menggunakan penelitian kuantitatif. Metode penelitian yang berlandaskan untuk meneliti pada populasi dan sampel tertentu, pengumpulan data menggunakan instrumen penelitian, analisis data bersifat kuantitatif/statistic. Penelitian ini mengangkat 2 variabel yaitu variabel persepsi siswa tentang penggunaan aplikasi desain grafis (X) dan hasil belajar siswa desain grafis percetakan (Y) siswa pada SMKN 2 Padang Panjang dalam mata pelajaran Desain Grafis Percetakan Hasil penelitian yang dilakukan Pengguanan Aplikasi Desain Grafis dapat membuat kegiatan pembelajaran lebih menarik dan dapat membantu meningkatkan kreativitas siswa. Dari Hasil Uji Persyaratan Analsis didapatkan uji Paired sample t-test maka diperoleh nilai sig 0.000 0.05, maka dapat dikatakan bahwa terbukti terdapat Pengaruh Persepsi Siswa Jurusan Multimedia melalui Penggunaan Aplikasi Desain Grafis.Kata Kunci : Hubungan, Persepsi, Desain Grafis, Hasil Belajar, Multimedia