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PERANCANGAN APLIKASI WEB PENGELOLAAN DOKUMEN BADAN PERWAKILAN MAHASISWA FAKULTAS TEKNIK UNIVERSITAS NEGERI PADANG Astry Yulinda Elfani; Dony Novaliendry; Denny Kurniadi; Ahmaddul Hadi; Andhika Herayono
PENDIDIKAN SAINS DAN TEKNOLOGI Vol 9 No 1 (2022)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/edusaintek.v9i1.407

Abstract

Pemeliharaan dan pengelolaan dokumen kepengurusan tentu harus dioptimal untuk menghindari kondisi seperti penumpukan berkas berbentuk hardcopy, kerusakan dan kehilangan dokumen karena lemari penyimpanan yang terbatas, ataupun dokumen berbentuk softcopy yang disimpan pada localdisk komputer beresiko corrupt, hilang atau rusak karena virus. Selain itu, BPM FT UNP sebagai Badan Perwakilan Mahasiswa Fakultas Teknik, memiliki kewajiban dalam menerima dan mengumpulkan Aspirasi masyarakatnya. Pengelolaan dan pemeliharaan dokumen yang terstruktur sangat dibutuhkan oleh BPM FT UNP untuk mendukung proses pelaksanaan kepengurusan. Oleh karenanya, BPM FT UNP membutuhkan sebuah Aplikasi Pengelolaan Dokumen berbasis Web untuk mendukung hal tersebut. Dalam perancangan Aplikasi Pengelolaan Dokumen BPM FT UNP berbasis Web menggunakan metode Waterfall model, teknik arsitektur MVC (Model View Controller) yang dipadukan dengan framework YII2 untuk menghasilkan aplikasi yang dapat dimanfaatkan oleh Badan Perwakilan Mahasiswa Fakultas Teknik Universitas Negeri Padang dalam mengelola dan memelihara dokumen selama menjalankan masa kepengurusannya sekaligus mempermudah masyarakat FT UNP dalam menyampaikan aspirasi.
PENGEMBANGAN SYSTEM INFORMASI BURSA KERJA KHUSUS (BKK) PADA SEKOLAH MENENGAH KEJURUAN (SMK) Hadi Kurnia Saputra; Bai`aturridwan Bai`aturridwan; Andhika Herayono
PENDIDIKAN SAINS DAN TEKNOLOGI Vol 10 No 3 (2023)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/edusaintek.v10i3.904

Abstract

Sekolah Menengah Kejuruan (SMK) merupakan subsistem pendidikan yang secara konkrit mendukung penyiapan siswa untuk memasuki dunia kerja. Busa Kerja Khusus (BKK) adalah sebuah komponen utama untuk mengukur keberhasilan pendidikan di SMK, karena BKK berperan dalam mengoptimalkan pemerataan lulusan SMK dan menjadi sumber informasi bagi pencari kerja. Aplikasi sistem informasi BKK berbasis website ini terdiri dari, pengumpulan data alumni, yang dimonitoring oleh operator BKK, memberi lowongan pekerjaan yang dilakukan oleh perusahaan dan mendaftarkan lamaran pekerjaan oleh alumni atau siswa.. Pengembangan aplikasi sistem informasi Bursa Kerja Khusus (BKK) pada SMK Negeri 2 Padang. Tujuan aplikasi ini untuk mempermudah SMK Negeri 2 padang dalam mengelola data dan mempermudah alumni untuk mencari lowongan untuk melamar pekerjaan. Pengelolaan yang sedang berjalan saat ini mengalami berbagai kendala, yaitu Sekolah kesulitan untuk mengumpulkan data alumni, pelayanan BKK di SMK belum efektif, karena masih mengunakan cara manual untuk mengumpulkan data alumni serta penyaluran lulusan SMK N 2 Padang ke dunia kerja belum maksimal. Maka dirancanglah suatu aplikasi sistem informasi Bursa Kerja Khusus (BKK) berbasis website. Metode pengembangan aplikasi sistem informasi ini menggunakan metode waterfall dengan UML, framework codeneigter 3, dan MySQL sebagai alat untuk mengembangka aplikasi BKK pada SMK N 2 Padang. Aplikasi Sistem informasi Bursa Kerja Khusus ini diharapkan membantu Sekolah SMK Negeri 2 dalam mengelola data alumni dan mempermudah alumni untuk mencari lowongan pekerjaan.
Beyond scores: Self-efficacy and self-monitoring as mechanisms of project-based learning effects in an analog electronics course Ilmiyati Rahmy Jasril; Muhammad Anwar; Muhammad Giatman; Andhika Herayono
Journal of Advanced Sciences and Mathematics Education Vol. 6 No. 1 (2026): Journal of Advanced Sciences and Mathematics Education
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jasme.v6i1.1215

Abstract

Background: Project-Based Learning (PjBL) has been widely adopted in engineering education to improve students’ achievement and engagement; however, most studies remain outcome-oriented and provide limited insight into the psychological mechanisms underlying its effectiveness. In technically demanding courses such as Analog Electronics, understanding how instructional strategies influence internal learning processes is essential for promoting meaningful learning. Aim: This study aims to examine the effect of PjBL on students’ learning achievement and to investigate whether self-efficacy and self-monitoring function as mediating variables linking PjBL to academic performance. Method: A quantitative quasi-experimental design with a pretest–posttest non-equivalent control group was employed, involving 50 undergraduate engineering students (25 in the PjBL group and 25 in the control group). Data were collected using a learning achievement test and validated questionnaires measuring self-efficacy and self-monitoring. Data analysis was conducted using ANCOVA to assess treatment effects and mediation analysis with bootstrapping (5,000 resamples) to examine indirect effects. Results: The results indicated that PjBL significantly improved students’ posttest scores after controlling for prior knowledge. PjBL also significantly increased both self-efficacy and self-monitoring. However, mediation analysis revealed that only self-efficacy had a significant indirect effect on learning achievement, while self-monitoring did not show a unique mediating effect, likely due to its strong correlation with self-efficacy. The direct effect of PjBL on achievement remained significant, indicating partial mediation. Conclusion: The findings suggest that PjBL enhances learning achievement both directly and indirectly through strengthening students’ self-efficacy. This highlights the importance of incorporating motivational support within project-based environments to foster effective and sustainable learning in engineering education.
Linking Gamification Technology, Motivation, and Flow to Student Engagement and Problem-Solving in Education Dedy Irfan; Didik Hariyanto; Heri Prabowo; Zulhendra Zulhendra; Edidas Edidas; Andhika Herayono
Journal of Applied Engineering and Technological Science (JAETS) Vol. 7 No. 2 (2026): Journal of Applied Engineering and Technological Science (JAETS)
Publisher : Yayasan Riset dan Pengembangan Intelektual (YRPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/a75mdr10

Abstract

The use of gamification in higher education has been widely explored as a strategy to enhance student engagement and learning outcomes. However, many empirical studies on gamified learning primarily examine direct relationships between gamification and motivational outcomes, while the underlying experiential mechanisms that connect gamification with sustained engagement and higher-order cognitive performance remain insufficiently understood. In particular, few structural modeling studies simultaneously examine the roles of motivation, flow, and presence within a unified experiential framework. This study investigates how gamification technology influences student engagement and problem-solving competence through the experiential mechanisms of motivation, flow, and presence. A quantitative research design was employed involving 100 undergraduate students enrolled in technology-oriented programs (electronics engineering education and informatics engineering education) at Universitas Negeri Padang. Data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) to examine the proposed mediation pathways. The results indicate that gamification technology significantly influences motivation (β = 0.412, p < 0.001), flow (β = 0.508, p < 0.001), and presence (β = 0.436, p < 0.001). Among the experiential constructs, flow shows the strongest influence on student engagement (β = 0.483, p < 0.001), while the effect of motivation on engagement is not statistically significant (β = 0.097, p = 0.18). Student engagement subsequently demonstrates a significant effect on problem-solving competence (β = 0.498, p < 0.001). The structural model explains 30.6% of the variance in student engagement and 24.8% of the variance in problem-solving competence. These findings suggest that immersive experiential states, particularly flow, play an important role in shaping engagement in gamified learning environments. The study contributes to the gamification literature by proposing and empirically testing an experiential pathway model that integrates psychological immersion mechanisms with behavioral learning outcomes in technology-enhanced education.