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Pengaruh Sistem Pembelajaran Komputer Pada Materi Teknologi Informasi Dalam Meningkatkan Kemampuan Siswa SMK Negeri 1 Panji Ikrom Maulana; Siti Seituni; Arico Ayani Suparto
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 4 No. 3 (2026): Februari 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i3.723

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh sistem pembelajaran komputer terhadap peningkatan kemampuan siswa pada materi Teknologi Informasi di SMK Negeri 1 Panji. Latar belakang penelitian ini adalah masih rendahnya pemahaman siswa terhadap materi TIK akibat metode pembelajaran konvensional yang belum memanfaatkan teknologi secara optimal. Penelitian ini menggunakan pendekatan kuantitatif dengan metode expost facto. Sampel penelitian adalah siswa kelas X Kuliner 1 sebanyak 36 orang. Teknik pengumpulan data dilakukan melalui observasi, angket, dan dokumentasi. Hasil analisis menunjukkan bahwa sistem pembelajaran komputer memiliki pengaruh signifikan terhadap peningkatan pemahaman materi TIK dan kemampuan siswa, dengan nilai koefisien kontingensi (KK) sebesar 0,63 yang tergolong korelasi tinggi. Temuan ini menunjukkan bahwa penggunaan komputer dalam proses pembelajaran mampu meningkatkan aspek kognitif, afektif, dan psikomotorik siswa secara menyeluruh. Penelitian ini merekomendasikan integrasi sistem pembelajaran berbasis komputer secara lebih luas untuk meningkatkan efektivitas pembelajaran TIK.
Pengaruh Media Pembelajaran Canva Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Informatika Kelas X Di Smk Khamas Wahidi Muhtar; Siti Seituni; Dyan Yuliana
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 4 No. 3 (2026): Februari 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i3.787

Abstract

Penggunaan media pembelajaran yang efektif sangat berpengaruh terhadap peningkatan hasil belajar siswa. Namun, di SMK Khamas, media pembelajaran yang digunakan masih kurang efektif, sehingga berakibat pada penurunan hasil belajar siswa, terutama dalam mata pelajaran Informatika. Penelitian ini bertujuan untuk mengkaji pengaruh penggunaan media pembelajaran Canva terhadap hasil belajar siswa kelas X DKV di SMK Khamas. Penelitian ini menggunakan metode eksperimen dengan desain one group pretest-posttest yang melibatkan 21 siswa kelas X DKV sebagai sampel penelitian. Sebelum penerapan media Canva, dilakukan pretest untuk mengukur pemahaman awal siswa, kemudian media Canva digunakan sebagai media pembelajaran, dan setelah itu, dilakukan posttest untuk mengukur perubahan hasil belajar siswa setelah diberi perlakuan. Hasil penelitian menunjukkan bahwa penggunaan media Canva memberikan pengaruh positif terhadap hasil belajar siswa. Hasil analisis data menunjukkan adanya peningkatan yang signifikan antara hasil pretest dan posttest. Berdasarkan hasil uji normalitas menggunakan Kolmogorov-Smirnov dan Shapiro-Wilk, data pretest dan posttest menunjukkan distribusi normal. Selanjutnya, uji hipotesis menggunakan paired sample test menunjukkan nilai signifikansi sebesar 0,000, yang lebih kecil dari 0,05, yang berarti hipotesis nol (Ho) yang menyatakan tidak ada perbedaan signifikan antara pretest dan posttest ditolak, dan hipotesis alternatif (H1) yang menyatakan adanya perbedaan signifikan diterima. Rata-rata nilai pretest siswa sebelum penggunaan media Canva adalah 59,52, sedangkan setelah penggunaan media Canva, rata-rata nilai posttest meningkat menjadi 78,57. Dari hasil uji tersebut, dapat disimpulkan bahwa penggunaan media pembelajaran Canva berpengaruh signifikan terhadap peningkatan hasil belajar siswa pada mata pelajaran Informatika di kelas X DKV SMK Khamas. Dengan demikian, penggunaan media Canva sebagai media pembelajaran yang praktis dan inovatif sangat dianjurkan untuk meningkatkan hasil belajar siswa, karena Canva memungkinkan guru untuk menyampaikan materi secara lebih menarik dan interaktif, serta dapat menumbuhkan minat siswa dalam pembelajaran. Penelitian ini menyarankan agar media pembelajaran berbasis teknologi seperti Canva dapat diterapkan secara lebih luas di berbagai sekolah untuk meningkatkan kualitas pendidikan di era digital ini.
Penggunaan Media Pembelajaran Interaktif Berbasis Game Edukasi Word Wall Terhadap Berpikir Kritis Peserta Didik Khoirur Roisil Udzri; Arico Ayani Suparto; Siti Seituni
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 2 (2025): Juli : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i2.7401

Abstract

This research is motivated by the low critical thinking skills of students and the lack of use of interactive learning media that can increase active involvement in the learning process. To overcome these problems, educational game-based learning media Wordwall is used as a fun, challenging, and interesting alternative. This study aims to determine the effect of using Wordwall media on students' critical thinking skills. The research was conducted at SMK Farida Adz-Dzikra Situbondo involving 30 class X TKJ students as respondents. The approach used was quantitative with a survey method, and data collection was carried out through questionnaires based on critical thinking indicators. Data analysis included validity, reliability, normality, linearity, and simple linear regression tests. The results showed that all statements in the questionnaire were valid and reliable with a Cronbach's Alpha value of 0.853. The data was normally distributed and had a linear relationship. Hypothesis testing showed that the use of Wordwall media had a positive and significant effect on students' critical thinking skills with a significance value <0.05. The implication is that the use of Wordwall media has proven effective as an interactive learning tool to improve students' critical thinking skills in learning.
Penerapan Media Pembelajaran Interaktif Berbasis Canva Untuk Meningkatkan Literasi Membaca Siswa Pada Mata Pelajaran Fiqih Kavel Kafabi Fahrozi; Siti Seituni; Arico Ayani Suparto
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 2 (2025): Juli : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i2.7608

Abstract

Abstract. This study aims to improve the reading literacy of grade X students of MA Sabilal Muhtadin in the Fiqh subject through the application of interactive learning media based on Canva and how to apply it. The method used is Classroom Action Research (CAR) with a two-cycle model that includes planning, implementation, observation, and reflection. The results of the study show that the use of Canva increases students' active participation and understanding of fiqh material, especially in the chapters of Milkiyah and Buying and Selling. Data were obtained through observation, questionnaires, interviews, and documentation. Important findings show an increase in the average reading literacy of students from the category of "less improved" in cycle I (79%) to "very improved" in cycle II (93%). The conclusion of this study is that Canva media can effectively be used as a creative solution to improve reading literacy, creating a more interesting learning atmosphere.
Pengaruh Media Pembelajaran Interaktif Berbasis Google Sotes Terhadap Motivasi Belajar Peserta Didik Kelas X Smk Farida Adz Dzikraa Dimas Adi Saputra; Arico Ayani Suparto; Siti Seituni
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 2 (2025): Juli : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i2.7634

Abstract

This study was motivated by the low learning motivation among vocational high school students, particularly in productive subjects that require technological understanding. With the advancement of educational digitalization, interactive learning media such as Google Sites has emerged as an innovative solution. The aim of this study was to examine the effect of using Google Sites-based interactive learning media on students’ learning motivation. A quantitative approach was applied using a pre-experimental one group pretest-posttest design. The sample consisted of 30 tenth-grade TKJ students at SMK Farida Adz Dzikraa. The research instrument was a learning motivation questionnaire that had been tested for validity and reliability. The data analysis showed an increase in students’ learning motivation after the implementation of Google Sites. The use of this media effectively enhanced students’ attention, interest, and active participation in learning activities. The implication of this study highlights the importance of integrating digital media into the teaching and learning process to create engaging, adaptive, and learner-centered instruction suitable for today’s digital generation.
Pengaruh Media Pembelajaran Berbasis Game Edukasi Blooket Terhadap Minat Belajar Peserta Didik Nur Aida; Arico Ayani Suparto; Siti Seituni
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 3 (2025): November : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i3.7750

Abstract

Abstract.  This study aims to determine the effect of Blooket-based educational game media on students' learning interest in Informatics subjects. The background of this research stems from the low level of student interest due to the use of conventional and less interactive learning methods. A quantitative approach was used with a pre-experimental research type and a One Group Pretest-Posttest design. The research subjects were 30 students of class XI Informatics B at SMA Negeri 1 Panji. Data collection techniques included observation, documentation, and a Likert scale questionnaire to measure students' learning interest. The data analysis results showed that all research instruments were valid and reliable, and the data were normally distributed. Hypothesis testing indicated a significant difference between students' learning interest before and after using the Blooket media. These findings suggest that the use of Blooket-based educational game media has a significant positive effect on increasing students' learning interest. The implication is that this media can serve as an effective alternative to create a fun, interactive learning environment and encourage active student engagement in the learning process.
Rancangan Video Animasi Pembelajaran TIK Kelas X Menggunakan Aplikasi Animaker Amiruddin Amiruddin; Siti Seituni; Miftahus Surur
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 3 (2025): November : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i3.7751

Abstract

Abstract. nimation Video Design Using Animaker Application to facilitate teachers in the learning process. Make the learning atmosphere cool, interesting, and fun for students. During observations at school, teachers have not maximally used animation in learning media. Teachers have not used new learning media, but only utilize books and makeshift learning media. So therefore developed learning media Design of Animation Video Using Animaker Application as Tik Learning Media in Class X MA Raudatut Thalibin with a valid category. The type of research used is using the ADDIE model. The ADDIE model has five stages, namely analysis (Analyze), design (Design), development (Development), implementation (Implementation), and evaluation (Evaluation). The results of the research on the design of animated videos using the animaker application on the validation of the media expert test got 100% with a very valid category. For the results of the validation of material experts get a value of 100% very valid category. So the design of animated videos using animaker applications reaches very valid criteria.
Efektivitas Pembelajaran Kontekstual Dengan Video Animasi Untuk Meningkatkan Minat Belajar Peserta Didik Pada Mata Pembelajaran Informatika Kelas VII A MTS Nurul Hikam Dwi Citra Irawan; Dyan Yuliana; Siti Seituni
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 3 (2025): November : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i3.8493

Abstract

Abstract. : This study aims to examine the effectiveness of contextual learning based on animated video in increasing students’ learning interest in informatics subjects. The research was motivated by the low interest in learning among seventh-grade students at MTs Nurul Hikam, indicated by a lack of enthusiasm and active engagement during lessons. This study employed a descriptive qualitative approach with data collected through observation, interviews, and documentation. The animated video media was developed using Canva and validated by content and media experts before being implemented in the classroom. The results showed that the use of animated videos in contextual learning created a more engaging learning atmosphere, facilitated better understanding of the material, and increased active student participation. Both teachers and students responded positively to this learning method. The study concludes that contextual learning supported by animated video is effective in enhancing students’ interest in learning. The implication of this research highlights the importance of utilizing contextual digital media to support innovative learning in informatics education at the secondary level.