Yasdinul Huda
Universitas Negeri Padang, Indonesia

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Analisis Konten Modul Pelajaran Mikrokontroller Terhadap Keterampilan Berpikir Kritis dan Kreativitas Siswa Sekolah Menengah Kejuruan Teguh Wijaksana Isma; Elfi Tasrif; Yasdinul Huda; Nurhasan Syah
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 4, No 1 (2022): February Pages 1-1600
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (584.863 KB) | DOI: 10.31004/edukatif.v4i1.1891

Abstract

Salah satu permasalahan pada pendidikan vokasional adalah tingginya angka pengangguran pada lulusan vokasional. Hal tersebut disebabkan karena guru dalam mengembangkan modul lebih berfokus kepada hardskill dibanding softskill seperti keterampilan berpikir kritis dan keterampilan kreatifitas. Penelitian ini bertujuan untuk menganalisis tentang konten modul pelajaran mikrokontroller terhadap keterampilan berpikir kritis dan kreativitas siswa Sekolah Menengah Kejuruan. Penelitian dilakukan di Sekolah Menengah Kejuruan Negeri 1 Sumatera Barat. Penelitian menggunakan metode deskriptif analisis. Penelitian yang dilakukan berfokus kepada pengaruh konten modul terhadap keterampilan berpikir kritis dan kreativitas siswa SMK. Teknik pengumpulan data yang digunakan dalam penelitian adalah angket. Subjek penelitian adalah guru yang mengajar mata pelajaran mikrokontroller. Teknik analisis data yang digunakan dalam penelitian adalah mixed method. Hasil penelitian menunjukkan bahwa keterampilan berpikir kritis dan Kreativitas siswa SMK N 1 Sumatera Barat berada pada kategori sangat baik. Selain itu konten modul pelajaran yang digunakan meningkatkan keterampilan berpikir kritis dan kreativitas siswa SMK N 1 Sumatera Barat.
The effect of virtual laboratory implementation (Proxmox) on students' cognitive and psychomotor learning outcomes Yarliansyah Agustian; Hansi Effendi; Yasdinul Huda; Rijal Abdullah
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol. 12 No. 1 (2026): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020266889

Abstract

This study aims to examine the effect of implementing a Proxmox Virtual Environment–based virtual laboratory on students’ cognitive and psychomotor learning outcomes in Computer and Network Engineering, addressing limited physical server availability at SMK Negeri 1 Batam. A quasi-experimental Nonequivalent Control Group Design was employed involving 59 students selected through purposive sampling. Cognitive outcomes were measured using a validated 40-item test (KR-20 reliability), while psychomotor skills were assessed using a performance rubric with inter-rater reliability (Cohen’s Kappa). Data were analyzed using Independent Sample t-test and N-Gain, preceded by normality and homogeneity tests. The experimental group showed significantly higher outcomes than the control group (p < 0.05). Cognitive N-Gain reached 82.68% (high), compared to 70.30% in the control group. Psychomotor N-Gain was 83.48%, exceeding the control group’s 76.97%, indicating more consistent technical performance. Proxmox-based virtual laboratories are effective in enhancing learning outcomes and provide a scalable solution for vocational education with limited infrastructure.
Pengembangan Media Pembelajaran Teknik Elektronika Dasar Kelas X Program Keahlian Teknik Audio Video Menggunakan Swishmax Ilhamdi Ilhamdi; Yasdinul Huda
Kognitif: Jurnal Pendidikan dan Inovasi Pembelajaran Vol. 1 No. 3 (2025): Kognitif: Jurnal Pendidikan dan Inovasi Pembelajaran
Publisher : Inovan Publisher

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

Abstract

This study aims to develop the media, determining  the performance of the media and the feasibility level of the learning media for Basic Electronics Engineering Class X Audio Video Engineering Expertise Program using Swishmax. This research is a Research and Development (R&D) research. The object of this research is learning media using Swishmax. The product manufacturing stage includes 1) Requirements analysis, 2) Reference collection, 3) Design, 4) Validation, 5) Revision, 6) Testing use. The data collection method used a questionnaire. The results showed that making learning media using Swishmax was adapted from Sugiyono’s research method. Getting material validation 91,56% and media validation gets 92,94% with a level of feasibility “Very Appropriate”. Meanwhile, the test of use by students also got 92,45% with  a level of feasibility “workable”.