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Pengembangan Media Pembelajaran Elektronika Dasar Berbasis Komik dengan Adobe Illustrator CS5 Noer Ekafitri Sam; Nurmayanti Nurmayanti; Nurjanna Nurjanna
Indonesian Journal of Educational Science (IJES) Vol 3 No 2 (2021): Indonesian Journal of Educational Science (IJES)
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/ijes.v3i2.1013

Abstract

Penelitian ini bertujuan untuk mengetahui: (1) proses pengembangan media pembelajaran berbasis komik dengan media adobe illustrator, (2) menghasilkan media pembelajaran berbasis komik dengan media adobe illustrator yang valid dan efektif. Metode penelitian yang digunakan ialah penelitian pengembangan atau research and development. Adapun prosedur pengembangan media pembelajaran elektronika dasar berbasis komik yaitu: (1) Penetapan topik komik dan pembuatan karakter komik; (2) pembuatan latar belakang komik; (3) pembuatan alur cerita; (4) pengumpulan data meliputi: (a) pengumpulan materi komponen dasar elektronika; (b) pembuatan dan pengumpulan gambar; (5) pengembangan produk awal berupa buku komik cetak berseri, atau tahapan uji coba; (6) validasi ahli materi dan media; (7) analisis hasil validasi; (8) uji coba kelompok kecil dan lapangan; (9) analisis hasil uji coba; (10) produk akhir berupa buku cetak berseri sebagai media pembelajaran. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis komik menggunakan adobe illustrator telah memenuhi kriteria kevalidan dari aspek materi dari segi umum, pembelajaran, dan substansi materi. Sedangkan aspek media dan aspek media dari segi umum, media, komunikasi visual. Untuk itu disarankan media pembelajaran berbasis komik menggunakan adobe illustrator dapat dijadikan sebagai referensi media pembelajaran di kelas yang menyenangkan, mempermudah dalam proses belajar mengajar, dan meningkatkan motivasi dan keingintahuan siswa sehingga hasil belajar yang diperoleh dapat optimal.
Pemanfaatan Aplikasi Remote Desktop Teamviewer pada Praktikum Jarak Jauh di Sekolah Menengah Kejuruan Negeri 5 Sidrap Nurmayanti Nurmayanti; Handy Ferdiansyah
Jurnal Basicedu Vol 5, No 5 (2021): : October Pages 3001-5000
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v5i5.1514

Abstract

Penelitian ini bertujuan untuk mengetahui implementasi penggunaan aplikasi Remote Desktop Teamviewer pada pelaksanaan praktikum jarak jauh siswa SMK Negeri 5 Sidrap Kompetensi Keahlian TKJ. Populasi penelitian ini adalah seluruh siswa kelas X TKJ SMK Negeri 5 Sidrap sejumlah 50 siswa, sedangkan sampel penelitian ini diambil dari populasi sebanyak 20 siswa. Teknik penarikan sampel yang digunakan adalah teknik purposive sampling. Teknik Pengumpulan data yang digunakan pada penelitian ini adalah pengamatan langsung proses kegiatan dan observasi yang dilakukan guru selama kegiatan praktikum berlangsung. Teknik analisis data yang digunakan yakni analisis deskriptif kuantitatif dengan melihat persentase keberhasilan pelaksanaan praktikum jarak jauh. Berdasarkan hasil penelitian diketahui bahwa pelaksanaan praktikum mata pelajaran Pemrograman Dasar dapat terlaksana dengan baik dengan melihat hasil observasi pelaksanaan kegiatan berada pada persentase 100% dan hasil observasi penggunaan aplikasi Remote Desktop Teamviewer pada pelaksanaan praktikum juga pada persentase 100%. Dengan demikian dapat disimpulkan bahwa pelaksanaan praktikum jarak jauh dapat terlaksana dengan memanfaatkan aplikasi Remote Desktop Teamviewer
Pengembangan E-Module Pemrograman Dasar Berbasis Masalah dalam Menunjang Pembelajaran di Masa Pandemi Covid-19 Nurmayanti Nurmayanti; Handy Ferdiansyah; Zulkifli N
Edumaspul: Jurnal Pendidikan Vol 5 No 1 (2021): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1314.867 KB) | DOI: 10.33487/edumaspul.v5i1.1122

Abstract

Abstrak: Penelitian ini bertujuan untuk (1) mengembangkan e-module pembelajaran pemrograman dasar berbasis masalah, (2) mendeskripsikan kelayakan dan kepraktisan e-module pembelajaran pemrograman dasar berbasis masalah untuk menunjang pembelajaran SMK di masa pandemi Covid-19. Desain penelitian ini menggunakan desain penelitian dan pengembangan model ADDIE yang terdiri dari lima tahapan, yaitu: (1) Analisis (Analyze), (2) Desain (Design), (3) Pengembangan (Development), (4) Implementasi (Implementation), dan (5) Evaluasi (Evaluation). Analisis data pada penelitian ini adalah analisis data deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa produk e-module yang dikembangkan memenuhi kriteria kevalidan dengan nilai persentase 90% . Hasil uji lapangan menunjukkan bahwa e-module yang dihasilkan juga memenuhi kriteria kepraktisan dengan nilai persentase 92%. E-Module Pemrograman Dasar Berbasis Masalah yang dikembangkan pada penelitian ini layak digunakan pada pembelajaran pemrograman dasar di SMK karena telah memenuhi kriteria kevalidan dan kepraktisan. Kata kunci: E-Module, Pemrograman Dasar, Berbasis Masalah, Pembelajaran, Covid-19. Abstract: This study aims to (1) develop problem-based basic programming e-module learning, (2) describe the feasibility and practicality of problem-based basic programming e-module learning to support vocational learning during the Covid-19 pandemic. This research design uses the ADDIE model research and development design which consists of five stages, namely: (1) Analysis (Analyze), (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The data analysis in this research is descriptive qualitative and quantitative data analysis. The results showed that the e-module product developed met the validity criteria with a percentage value of 90%. Field test results show that the e-module produced also meets the criteria for practicality with a percentage value of 92%. The Problem-Based Basic Programming E-Module developed in this study is suitable for use in basic programming learning at SMK because it meets the criteria of validity and practicality. Keywords: E-Module, Basic Programming, Problem Based, Covid-19.
Efektivitas Media Pembelajaran AIJ Berbasis Aplikasi Simulasi Cisco Paket Tracer Noer Ekafitri Sam; Nurmayanti L Nurmayanti
Journal of Computer and Information System ( J-CIS ) Vol 4 No 1 (2021): J-CIS Volume 4 Issue 1 2021
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (284.259 KB) | DOI: 10.31605/jcis.v1i1.845

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas media simulator cisco packet tracer terhadap hasil belajar peserta didik SMKS YPPP Wonomulyo kompetensi adminitrasi infrastruktur jaringan dengan pembahasan firewall jaringan komputer. Penelitian ini merupakan penelitian eksperimen semu Nonequivalen Control Group Design. Populasi penelitian adalah 2 kelas pada jurusan teknik komputer dan jaringan di SMKS YPPP Wonomulyo. Teknik pengumpulan data yang digunakan adalah teknik tes. Teknik analisis data yang digunakan adalah deskriptif dan inferensial. Hasil penelitian diperoleh bahwa peserta didik kelas eksperimen mendapat nilai tuntas sebesar 10% untuk pretest dan 93,33% untuk posttest. Sedangkan peserta didik pada kelas kontrol mendapat nilai tuntas sebesar 6,67% untuk pretest dan 50% untuk posttest. Dengan rata-rata peningkatan hasil belajar untuk kelas eksperimen sebesar 37,12% dan kelas kontrol 17,41%. Hal ini menunjukkan adanya perbedaan hasil belajar peserta didik antara kelas yang menggunakan media simulator Cisco Packet Tracer dan kelas yang tidak menggunakan media simulator Cisco Packet Tracer. Berdasarkan hasil yang diperoleh dari penelitian ini, maka dapat disimpulkan bahwa media pembelajaran berbasis simulator Cisco Packet Tracer efektif untuk meningkatkan hasil belajar peserta didik kelas XI TKJ di SMKS YPPP Wonomulyo.
PENGEMBANGAN APLIKASI FRUIT CARVING SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF DI ERA POSTPANDEMI COVID-19 Damayanti Trisna Sari; Nurmayanti Nurmayanti; Besse Qur’ani
JURNAL IMAJINASI Vol 6, No 2 (2022): Juli-Desember
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/i.v6i2.38915

Abstract

Penelitian ini bertujuan mengembangkan dan mengetahui kelayakan aplikasi fruit carving sebagai media pembelajaran interaktif di Prodi D-IV Tata Boga Fakultas Teknik Universitas Negeri Makassar berdasarkan validasi materi dan validasi media. Tahapan penelitian dimulai dari (1) Analyze bahan kajian fruit carving, dan kebutuhan pengguna, (2) Design model dan layout aplikasi media pembelajaran fruit carving, (3) Development yaitu realisasi rancangan produk kemudian dilakukan uji validitas terhadap media dan materi yang disajikan pada aplikasi fruit carving. Hasil penelitian menunjukkan aplikasi fruit carving berdasarkan penilaian validasi media adalah 93,75% dan penilaian validasi materi adalah 95,37%, sehingga aplikasi fruit carving yang dikembangkan dinyatakan layak digunakan sebagai media pembelajaran interaktif di era post pandemi covid 19
Development of Web-Based Pascal Programming Multimedia at UPT SMK Negeri 2 Sidrap Ayu Anjeliani; Nurmayanti Lamanna; Muhammad Takdir
Edumaspul: Jurnal Pendidikan Vol 6 No 2 (2022): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (733.167 KB) | DOI: 10.33487/edumaspul.v6i2.4159

Abstract

This study aims to develop web-based Multimedia Pascal Programming in the basic programming subject of TKJ class X UPT SMK Negeri 2 Sidrap. This type of research is research and development (Research and Development / R&D) with a 4D development model that has been developed by Thiagarajan, Semmel and Semmel (1974) which includes the stages of Define, Design, Develop, and Disseminate. Data collection uses observation instruments, interviews, and questionnaires which are then analyzed descriptively quantitatively. The results showed that Pascal Programming multimedia met the valid criteria based on the assessment of media and material validation with an average value of 85.5%. Thus, it can be concluded that multimedia Pascal Programming is declared very suitable for use in limited face-to-face learning UPT SMK Negeri 2 Sidrap.
Development of Science E-modules on Solar System Materials Based on Android for Junior High School Students Khaerani Khaerani; Usman M; Nurmayanti Nurmayanti
Indonesian Journal of Instructional Media and Model Vol 5, No 1 (2023)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v5i1.4169

Abstract

Solar System e-modules are electronic teaching materials that are packaged interactively to foster student motivation and enthusiasm for learning. This study aims to determine the validity and practicality of e-modules as science teaching materials for grade VII SMPN 1 Watang Pulu. The research method used is Research and Development (R&D) with the 4D research model; Define, Design, Develop, and Disseminate. Data analysis in this study is quantitative data analysis in the form of questionnaires for material and media validators as well as questionnaires for teacher and student responses. The results showed that the use of the Solar System e-module was classified as very valid to use with an overall percentage of 89.1% and the acquisition in the field test showed that the e-module met the criteria of being very practical with a percentage value of 90.8%. This states that the Solar System e-module is declared valid and practical for use in learning.
Development of android-based immune system learning media SMA Negeri 6 Sidrap Nur Atifah Tamrin Atifah; Nurmayanti Nurmayanti; Agussalim Agussalim
Jurnal Mantik Vol. 7 No. 2 (2023): Agustus: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v7i2.3983

Abstract

This android application-based learning media is an interactive teaching material that can facilitate students in the learning process. the purpose of the research is to produce valid and practical android-based learning media in Biology subjects to facilitate the learning process. The research method used is Research and Development (R&D) by applying the 4D model with stages: 1) Define, 2) Design, 3) Develop, 4) Disseminate. Data were obtained through observation, interview, and questionnaire techniques. Data processing was carried out with quantitative descriptive techniques using formulas and validation criteria and practical criteria. The results showed that based on the validation test by material experts and media experts, it was declared very valid with a percentage value of 83.2%. While the results of the assessment of the teacher's response were declared very practical with a percentage value of 97.14% and the results of responses from students were declared very practical with a percentage value of 84.97%. Based on the data obtained, it can be concluded that the development of learning media based on android applications is declared feasible for use in the Biology learning process
INFLUENCE USE VIDEOS ANIMATION TO LEARNING OUTCOMES STUDENTS OF SMPN 2 PANCARIJAN A. Yudistira Yusbani; Usman M; Nurmayanti Nurmayanti
Indonesian Journal of Education (INJOE) Vol. 3 No. 3 (2023): DECEMBER
Publisher : CV. ADIBA AISHA AMIRA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this study is to understand how using video animation affects learning outcomes for students in SMPN 2 Pancarijang. The purpose of this study is to determine the impact of using video animation on the learning outcomes for IPA students in grade VIII at SMP Negeri 2 Pancarijang. The study uses a quantitative methodology with a true experimental design with a posttest-only control group design. 77 eighth-grade students from SMPN 2 Pancarijang made up the majority of the study's sample, which employed Cluster Random Sampling and included around 26 eighth-grade students. There are two variables in this essay: the use of video animation (variable bebas) and the results Students.data collection technique utilising documentation and tests. Data from the tests that were completed were then analysed using the t-test and the rumus mean. Based on the results of the data analysis, it is estimated that there are 78,4615 for the experimental group and 68,8462 for the control group. The independent sample t-test yielded Sig-2 tailed 0,784 > Sig-2 tailed 0,05.According to the results of the study, it can be concluded that the hypothesis (H1) that states that the use of video animation has a negative impact on the results of the study on students of Junior high School 2 Pancarijang "accepted" is true.
STUDI TENTANG BUDAYA SEKOLAH DI SMA NEGERI 6 SIDRAP Suardi Zain; Suhartini Khalik; Nuraini Kasman; Nadirah Nadirah; Nurmayanti Nurmayanti
Jurnal Ilmu Pendidikan dan Kearifan Lokal Vol. 3 No. 6 (2023): Desember
Publisher : CV. ADIBA ASIHA AMIRA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research comprehensively delineates the school culture at SMA Negeri 6 Sidrap, focusing on the school's vision and mission, physical and non-physical environment, facilities, the condition of teachers and students, and an introduction to the learning process. The school's vision emphasizes achievement, faith, culture, character, broad insights, and environmental awareness. Its mission includes active, creative, and innovative learning, the practice of religious teachings, and participation in environmental preservation. SMA Negeri 6 Sidrap boasts facilities encompassing classrooms, a library, computer laboratories, guidance and counseling rooms (BK), as well as other facilities such as the health unit (UKS), cooperative, student council room (OSIS), and administrative room (TU). The library's quality is marked by an adequate book collection, with ongoing efforts to enhance it. The computer laboratories are well-equipped, including WiFi and air conditioning. The condition of teachers at SMA Negeri 6 Sidrap includes the number of permanent teachers, honorary teachers, and administrative staff. Ratios of teachers to students and administrative staff to students are also outlined. Student admissions are conducted through zoning, achievements, and affirmative action. Observations in English, Indonesian language, and Infomatics classes reveal diverse teaching strategies, the use of technology, and positive interactions between teachers and students. Teachers are active in creating a conducive learning environment and providing appropriate feedback. This research also depicts activities inside and outside the classroom, patterns of student behavior, teaching and learning interactions, classroom management, as well as the role and activities of Guidance and Counseling (BK) in assisting students. This study presents a comprehensive overview of the school culture at SMA Negeri 6 Sidrap, providing valuable insights for the development of education in similar schools.