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Peningkatan Kreatifitas Berwirausaha Melalui Pelatihan Keterampilan Teknik Pada Siswa SMK Di Kota Payakumbuh Sartika Anori; Yasdinul Huda; Igor Novid
RANGKIANG: Jurnal Pengabdian Pada Masyarakat Vol 1, No 2 (2019)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/rangkiang.2019.v1i2.3783

Abstract

SMK Payakumbuh graduates who work in accordance with their fields of expertise are still very few when compared with the number of graduates who have produced. Some of the causes, among others: lack of knowledge gained by students of masih, lack of supporting tools for practicum, minimal number of productive teachers, and others. In addition to the school side, this can also be influenced by external factors. Like the growth of employment that is not proportional to the number of graduates produced. This causes competition to get jobs in accordance with the field of expertise of students increasingly stringent. To help overcome this problem, the service team provides skills training and mentoring programs to enhance the creativity and innovation of students who will graduate in producing creative products based on the technical skills possessed by SMKN 2 Payakumbuh students. The methods used during the training activities are lectures, questions and answers, demonstrations, guidance. From the activities that have been carried out, students entrepreneurial creativity is better and students know the technical skills that can be developed and have a value.
Analysis of student’s learning outcomes test questions Department of Automotive Engineering FT UNP Hendra Dani Saputra; Sartika Anori; Donny Fernandez; Dedi Setiawan
invotek Vol 22 No 1 (2022): INVOTEK: Jurnal Inovasi Vokasional dan Teknologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/invotek.v22i1.964

Abstract

This study is a follow-up to the results of previous studies, which stated that e-learning media did not have a significant effect on improving learning outcomes. One way of measuring learning outcomes is by presenting test questions on E-Learning media. So that a good test item will be able to provide a good measurement of learning outcomes. This research is included in quantitative descriptive research. The research aims to see the level of validity, reliability, difficulty index and Different power test questions for students of the Department of Automotive Engineering, FT UNP. The research method presenting test items in the form of multiple choice. Then proceed with quantitative analysis of the test items. The results of the analysis will provide an overview of the criteria for valid items of 84% and the reliability index of the questions in the criteria of 0.899. The results of the test difficulty index analysis, that 80% of the test questions are included in the category of good test items. As many as 20% of the test questions including the category are too easy. The results of the analysis of the different power of the test items are 28% including the bad classification. Classification test questions are sufficient at 40%. Classification of different test items is good at 32%. The category of good test items is a category of test items with sufficient and good classification.
PENGEMBANGAN TEKNOLOGI VIRTUAL REALITY GUNA MENINGKATKAN HASIL BELAJAR MAHASISWA DI ERA COVID-19 Sartika Anori; Putra Jaya
Jaringan Sistem Informasi Robotik-JSR Vol 5, No 2 (2021): JSR : Jaringan Sistem Informasi Robotik
Publisher : AMIK Mitra Gama

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

Abstract

The purpose of this study was to develop VR technology in learning in order to improve student learning outcomes in the Department of Electronic Engineering Education, Padang State University. The development carried out is to develop VR technology in the learning module in the Electronic Components course in order to improve student learning outcomes. The development method used is the 4D development method which consists of four steps including Define, Design, Develop and Disseminate. The results of this study indicate that virtual reality technology which was developed in the form of a learning module for the Electronic Components course is valid, practical and effective to improve student learning outcomes of the Department of Electronic Engineering Education, State University of PadangKeywords: Learning Outcomes, Virtual Reality
Pelatihan Penggunaan Aplikasi Simulasi Elektronika Untuk Meningkatkan Literasi Digital Guru SMK Di Kota Payakumbuh Sartika Anori; Delsina Faiza; Winda Agustiarmi; Ika Parma Dewi
Lumbung Inovasi: Jurnal Pengabdian kepada Masyarakat Vol. 7 No. 4 (2022): December
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/linov.v7i4.976

Abstract

Sekolah Menengah Kejuruan memiliki tujuan untuk mempersiapkan lulusannya agar siap bekerja. Lulusan yang siap kerja adalah lulusan yang memiliki kompetensi yang menjadi tuntutan industri atau dunia kerja. Hal ini menjadi tanggung jawab guru untuk mempersiapkan lulusannya dengan kompetesni yang dibutuhkan dunia kerja. Tujuan pelatihan ini adalah untuk memberikan pelatihan aplikasi simulasi elektronika yaitu proteus kepada guru SMK di kota Payakumbuh guna memenuhi tuntutan dunia kerja saat ini yaitu memiliki kompetensi literasi digital yang mumpuni. Mitra dalam kegiatan ini adalah SMK Negeri 2 Payakumbuh . Kegiatan pelatihan ini dilakukan dengan metode ceramah dan praktek . Dari hasil evaluasi dketahui bahwa guru-guru yang mengikuti kegitan ini 90% berhasil menggunakan aplikasi ini dengan kategori  baik. Sedangkan evaluasi pada proses kegiatan dinilai baik dan masih perlu perbaikan untuk ke depannya. Training on the Use of Electronic Simulation Applications to Increase Digital Literacy for Vocational School Teachers in Payakumbuh City Vocational High School has a goal to prepare its graduates to be ready to work. Graduates who are ready to work are graduates who have competencies demanded by industry or the world of work. It is the teacher's responsibility to prepare graduates with the competencies needed by the world of work. The purpose of this training is to provide training on electronics simulation applications, namely Proteus, to vocational teachers in the city of Payakumbuh in order to meet the demands of the current world of work, namely having qualified digital literacy competencies. Partners in this activity is SMK Negeri 2 Payakumbuh. This training activity is carried out using lecture and practice methods. From the evaluation results it is known that the teachers who participated in this activity were 90% successful in using this application in the very good category. While the evaluation of the activity process is considered good and still needs improvement in the future.
PENGEMBANGAN DIGITAL LEARNING MELALUI PELATIHAN DAN PENDAMPINGAN DI SMPN 4 KUBUNG, KABUPATEN SOLOK, SUMATERA BARAT Winda Agustiarmi; Sartika Anori; Zulwisli
Journal of Community Service Vol 4 No 2 (2022): JCS, Desember 2022
Publisher : Ikatan Dosen Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (393.054 KB) | DOI: 10.56670/jcs.v4i2.87

Abstract

Perkembangan teknologi dirasa berkembang sangat pesat. Salah satunya dalam bidang pendidikan. Era new normal menuntut pembelajaran menuju pembelajaran digital. SMP 4 Kubung merupakan salah satu penerima bantuan BOS Kinerja dan Afirmasi, bantuan ini berupa perangkat IT yaitu tablet. Kondisi tablet aid belum terpakai secara optimal. tablet bantuan harus digunakan sebagai media pembelajaran digital di era New Normal. Melalui Pengabdian Kepada Masyarakat (PKM) guru dapat menggunakan guru dalam pengembangan pembelajaran digital melalui penggunaan tablet pendampingan kinerja dan afirmasi di era new normal. Metode PKM yang digunakan adalah Pelatihan dan Pendampingan. Hasil kegiatan PKM yang telah dilaksanakan mampu meningkatkan kompetensi guru dalam pembelajaran digital..
Peningkatan Kreatifitas Berwirausaha Melalui Pelatihan Keterampilan Teknik Pada Siswa SMK Di Kota Payakumbuh Sartika Anori; Yasdinul Huda; Igor Novid
RANGKIANG: Jurnal Pengabdian Pada Masyarakat Vol 1, No 2 (2019)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (873.525 KB) | DOI: 10.22202/rangkiang.2019.v1i2.3783

Abstract

SMK Payakumbuh graduates who work in accordance with their fields of expertise are still very few when compared with the number of graduates who have produced. Some of the causes, among others: lack of knowledge gained by students of masih, lack of supporting tools for practicum, minimal number of productive teachers, and others. In addition to the school side, this can also be influenced by external factors. Like the growth of employment that is not proportional to the number of graduates produced. This causes competition to get jobs in accordance with the field of expertise of students increasingly stringent. To help overcome this problem, the service team provides skills training and mentoring programs to enhance the creativity and innovation of students who will graduate in producing creative products based on the technical skills possessed by SMKN 2 Payakumbuh students. The methods used during the training activities are lectures, questions and answers, demonstrations, guidance. From the activities that have been carried out, students entrepreneurial creativity is better and students know the technical skills that can be developed and have a value.
Penerapan Metode Drill And Practice Untuk Meningkatkan Hasil Belajar Siswa Sekolah Menengah Kejuruan Fauzan Aliwarman; Hanesman Hanesman; Efrizon Efrizon; Sartika Anori
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 1 (2024): Vol. 12, No 1, Maret 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i1.125715

Abstract

Penelitian ini dimaksudkan untuk mengkaji sejauh mana penerapan metode Drill And Practice berdampak pada pencapaian hasil pembelajaran siswa. pada praktikum Perawatan dan Perbaikan Peralatan Audio Video (P3AV) di kelas 12 Teknik Audio Video SMK Negeri 1 Sumatera Barat. Penelitian ini menerapkan pendekatan kuantitatif dengan metode eksperimen. Dalam penelitian ini, terdapat dua kelompok sampel yang terlibat, yaitu kelas 12 Teknik Audio Video (TAV) sebagai kelompok eksperimen, dan kelas 12 Teknik Elektronika Industri (TEI) sebagai kelompok kontrol. Sampel diambil secara acak sederhana dalam proses pengambilan sampel. Instrumen penelitian yang digunakan mencakup soal pretest dan posttest dalam bentuk objektif serta lembar penilaian praktik yang diberikan setelah proses pembelajaran berakhir. Data penelitian mengindikasikan bahwa kelompok eksperimen memiliki nilai rata-rata sebesar 83,55, melebihi kelompok kontrol yang memiliki rata-rata skor sebesar 75,55. Dari hasil ini Bisa menghasilkan kesimpulan bahwa penerapan metode Drill and Practice berdampak secara relevan pada peningkatan pencapaian belajar siswa sebesar 10,5%. Hasil uji hipotesis menunjukkan bahwa nilai Thitung (3,022) lebih besar dari Ttabel (1,708), sehingga hipotesis (H0) ditolak dan hipotesis (H1) diterima. Kesimpulannya, penggunaan metode Drill and Practice memiliki dampak yang signifikan pada pencapaian siswa saat melakukan praktikum Perawatan dan Perbaikan Peralatan Audio Video (P3AV) di kelas 12 Teknik Audio Video di SMK Negeri 1 Sumatera Barat.Kata kunci : Metode Pembelajaran, Metode Drill and Practice, Hasil Belajar, Eksperimen, kontrol. This research aims to examine the extent to which the application of the Drill And Practice method influences student learning outcomes in the Audio Video Equipment Maintenance and Repair (P3AV) practicum in class 12 of Audio Video Engineering at SMK Negeri 1 West Sumatra. This research applies a quantitative approach with experimental methods. In this research, there were two sample groups involved, namely class 12 Audio Video Engineering (TAV) as the experimental group, and class 12 Industrial Electronics Engineering (TEI) as the control group. Samples were taken at simple random in the sampling process. The research instruments used include pretest and posttest questions in objective form as well as practical assessment sheets given after the learning process ends. Research data indicates that the experimental group had an average score of 83.55, exceeding the control group which had an average score of 75.55. From these results, it can be concluded that the application of the Drill and Practice method has a significant impact on increasing student learning achievement by 10.5%. The results of the hypothesis test show that the value of Tcount (3.022) is greater than Ttable (1.708), so the hypothesis (H0) is rejected and the hypothesis (H1) is accepted. In conclusion, the use of the Drill and Practice method has a significant impact on student achievement when carrying out the Practical Maintenance and Repair of Audio Video Equipment in class 12 Audio Video Engineering at SMK Negeri 1 West Sumatra.Keywords: Learning Method, Drill and Practice Method, Learning Results, Experiment, control.
Exploring the Impact of the STAD Cooperative Learning Model on Learning Outcomes in Vocational High Schools Yeni, Wila Mutiara; Jasril, Ilmiyati Rahmy; Anori, Sartika; Işık, Kenan; Wan, Xue
Journal of Hypermedia & Technology-Enhanced Learning Vol. 1 No. 3 (2023): Journal of Hypermedia & Technology-Enhanced Learning—Book Haven
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.v1i3.92

Abstract

This study examines the impact of the Student Team Achievement Division (STAD) cooperative learning model on student learning outcomes in technical education, specifically focusing on "The Application of Electronic Circuits" at SMKN 1 Sutera. The study employed a quasi-experimental design in which two classes were selected as samples: an experimental group taught using the STAD model and a control group utilizing direct instruction. Posttest results revealed that the experimental group achieved significantly higher average scores (80.00) compared to the control group (71.43), with a lower standard deviation (9.40) indicating more consistent learning outcomes. Normality and homogeneity tests confirmed the validity of the dataset, while hypothesis testing (tcalculated = 5.73, ttable = 1.679, α = 0.05) demonstrated the significant effectiveness of the STAD model. The findings highlight STAD’s ability to foster collaboration, inclusivity, and equitable learning, effectively bridging theoretical knowledge and practical skills gaps. This research addresses a gap in the application of cooperative learning models within technical education and offers actionable insights for enhancing teaching strategies in vocational contexts. Future studies should explore the long-term effects of STAD on skill application, student motivation, and knowledge retention, contributing to the broader discourse on innovative pedagogical approaches in education.
Exploring the Impact of Tinkercad-Assisted Learning on Student Performance in Industrial Electronics Subject BL, Asbendri; Anori, Sartika; Dewi, Ika Parma; Efrizon
Journal of Hypermedia & Technology-Enhanced Learning Vol. 2 No. 2 (2024): Journal of Hypermedia & Technology-Enhanced Learning—Meta World
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.v2i2.124

Abstract

This research explored the impact of implementing Tinkercad-assisted learning media on the learning outcomes of 11th-grade Electronics Engineering students at SMK Negeri 5 Padang, focusing on embedded system programming. Employing a quasi-experimental design with a Non-equivalent Control Group Design method, the study comprised an experimental group using Tinkercad and a control group undergoing traditional direct learning. The analysis of pretest and posttest data revealed a significant difference between the two groups, with the experimental group exhibiting an 11.5% improvement in learning outcomes. The hypothesis test, employing the t-test, yielded a t-value of 2.231, surpassing the critical t-value (1.708). Consequently, the null hypothesis (H0) was rejected, and the alternative hypothesis (H1) was accepted. The study concludes that the implementation of Tinkercad-assisted learning media had a significantly positive influence on the learning outcomes of Electronics Engineering students. These findings contribute to both practical and theoretical understanding regarding the effectiveness of Tinkercad in enhancing student learning outcomes in embedded system programming. It is recommended that further emphasis be placed on integrating Tinkercad into the curriculum to enrich students’ learning experiences and elevate the overall educational quality at SMK Negeri 5 Padang.
Automatic Light Control System for Bathroom Using Arduino Uno Kusuma, Ripo Winda; Faiza, Delsina; Thamrin; Anori, Sartika
Journal of Hypermedia & Technology-Enhanced Learning Vol. 2 No. 3 (2024): Journal of Hypermedia & Technology-Enhanced Learning—Tech Harmony
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.v2i3.134

Abstract

This study aims to design and develop an Arduino Uno microcontroller-based automated system for controlling lighting and ventilation to minimize energy waste associated with user inattention in deactivating electronic devices. Using a Passive Infrared Receiver (PIR) sensor, the system detects human presence within a room and automatically activates or deactivates lighting and fans, optimizing energy consumption in real-time. The methodology follows the Research and Development (R&D) framework, encompassing four stages: (1) requirement analysis to identify key system functionalities and component specifications, (2) system design using flowcharts and block diagrams to outline hardware-software integration, (3) hardware assembly involving Arduino Uno, PIR sensors, and relay modules, and (4) functional testing for validating system accuracy in real-world conditions, specifically in human detection range and energy efficiency. The results indicate that the proposed system achieves an 8-meter detection range with high accuracy, aligning well with existing technologies in energy management for enclosed spaces. Compared to similar systems that utilize alternative microcontrollers or sensors, the Arduino Uno-based approach offers a cost-effective solution with comparable detection reliability and reduced energy waste, suitable for both residential and small commercial applications. The system’s capability to consistently reduce electricity consumption highlights its practical application in energy-saving initiatives, particularly within the context of increasing global energy demands. This research demonstrates that automated systems using accessible microcontroller technology like Arduino Uno can provide a significant impact in the field of energy-efficient automation.