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Pengembangan Modul Pembelajaran Berbasis Blended Learning Mata Pelajaran Rancang Bangun Jaringan Panyahuti Panyahuti; Kasman Rukun; Waskito Waskito
Pedagogi: Jurnal Ilmu Pendidikan Vol 17 No 2 (2017): Pedagogi: Jurnal Ilmu Pendidikan
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (603.527 KB) | DOI: 10.24036/fip.100.v17i2.281.000-000

Abstract

This research is written based on the learning difficulties during industrial internship activities. This research is to produce a learning module for students who implement Prakerin with the Blended Learning model. To know the validity of modules, the effectiveness, and effectiveness of the developed learning modules. The method used is Research and Development (R & D) by using the FOUR D development model that is the definition, design, development, and deployment. The research design used for the trial module is quasi-experiment with a time series model. The module made is valid by the material expert with the average of all eligibility is 80.38%, included in the "Excellent" category. The modular practicality analysis is 81.41%, included in the "Practical" category. Module effectiveness analysis, included in the "Good" category. From both data analysis results done, it can be stated that the module is effective in improving learning outcomes.
Validitas dan Praktikalitas E-Modul Pelatihan Mikrotik Guru Teknik Komputer Jaringan Khairul Anshari; Kasman Rukun; Asrul Huda
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 3 No 3 (2019): Desember 2019
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (637.447 KB) | DOI: 10.29207/resti.v3i3.1252

Abstract

The achievement of the Teacher Competency Test (UKG) results has not yet reached the expected percentage target. Based on the analysis, teachers need to increase their knowledge and skills about microtics. The module that is commonly used is a pdf format module that contains power point slides, the module does not have a more detailed description of the proxy use steps. This study aims to develop microtic training modules and reveal their validity and practicality. This type of research is development research using plomp and nieveen models, namely preliminary research, prototyping stage, and assessment phase. The instrument used was a questionnaire of validity and practicality. The results of the module validity test research by three module experts obtained results in the valid category. The validation of the material by three experts, the material was obtained with a valid category. Based on practicality tests by network computer engineering teachers at SMKN 2, SMKN 3, SMKN 5, SMKN 6 and SMKN 8 Padang shows that the module has a very high practicality category. Based on the results of the study, it can be concluded that the microtic training e-module is considered valid by experts as well as practical by instructors and trainees
Pelatihan Pengembangan Pengajaran Berbantuan Komputer (PBK) Bagi Guru Sekolah Menengah Kejuruan SMAK dan SMTI Kota Padang Nelda Azhar; Asrul Huda; Kasman Rukun
Prosiding SISFOTEK Vol 1 No 1 (2017): SISFOTEK 2017
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (687.586 KB)

Abstract

Sekolah menengah kejuruan (SMK) merupakan lembaga pendidikan kejuruan penghasil pekerja teknik tingkat menengah yang sangat dibutuhkan oleh dunia industri. Tenaga pengajar di SMK harus dapat meningkatkan kualitas lulusannya agar dipercaya oleh industri dan mempunyai daya saing tinggi. Pengetahuan yang relevan dengan dunia industri harus ditanamkan pada para peserta didik di SMK sebagai bekal masuk ke Industri nantinya. Kegiatan ceramah yang dilakukan oleh guru sama sekali tidak salah, namun ketika ceramah, interaksi guru dengan siswa kurang begitu berjalan, guru hanya cenderung ceramah dan tidak memperhatikan situasi dan kondisi siswa di kelas. Metode ceramah juga tidak bisa dilepaskan dari proses pembelajaran. Metode ceramah akan membuat siswa mendapat hasil belajar yang maksimal jika dikemas dengan lebih baik dan menarik. Tercapainya tujuan pembelajaran pada mata pelajaran dasar kompetensi kejuruan tidak lepas dari peran utama seorang guru. Seorang guru tidak hanya dituntut sekedar menyampaikan ilmu, tetapi juga harus dapat menciptakan suasana pembelajaran yang kondusif sehingga proses pembelajaran dapat belangsung secara aktif. Berdasarkan pertimbangan tersebut, maka diperlukan metode pembelajaran yang mampu melibatkan peran serta siswa secara menyeluruh sehingga kekuatan belajar mengajar tidak hanya didominasi oleh siswa-siswa tertentu saja. Pemilihan metode pembelajaran tersebut di harapkan dapat meningkatkan peran serta dan keaktifan siswa dalam mempelajari dan menelaah ilmu.
Learning Model Development Using Moodle E-Learning Software By Implementing Borg And Gall Method Muhardi Yudie; Syafri Anwar; Kasman Rukun; Jasrial -
Prosiding International conference on Information Technology and Business (ICITB) 2017: INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY AND BUSINESS (ICITB) 3
Publisher : Proceeding International Conference on Information Technology and Business

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

Abstract

This research is based on the vastness of Indonesia territory consisting of islands and uneven distribution of population to state education need to follow the development and technological progress which has changed the paradigm of the concept of learning that is conventional.Currently in the midst of technological advances required variations of methods that provide more opportunities for teachers and students to learn independently by utilizing various sources. Teaching and Learning Process is required by utilizing technological elements and utilizing wider learning resources by not abandoning the conventional pattern of direct guidance from the teacher. LESSON LEARNING AND LEARNING TEACHING to the global world today that has meaning in the learning pattern that contains elements of mixed, combined or combined patterns with other patterns to improve the quality of learning to improve. This concept is often also termed by mixing between e-learning with the conventional so-called blended e-learning. Based on the purpose of this study to produce Learning Device Development model by Using Moodle E-Learning Software in Operating System I Course at STMIK Hang Tuah Pekanbaru which valid, practical, and effective.This research is a research development (Reserch and Development) by using Borg and Gall design. The subject of this research is the second semester student (two) Information System Study Program and Informatics Engineering Study Program STMIK Hang Tuah Pekanbaru.The result of this research is the creation of learning tools that are valid, practical, and effective for the course of Operating System I at STMIK Hang Tuah Pekanbaru which is able to improve students' creativity abilities in accordance with validation results from the validators. Keywords : Blended Learning, Blended elearning, Elearning, Workplace learning
Needs Analysis in Learning Media Development Based on Augmented Reality (AR) for Computer Network Installation Courses Mubai, Akrimullah; Rukun, Kasman; Giatman, Giatman; Edidas, Edidas
Jurnal Pendidikan Teknologi Kejuruan Vol 3 No 1 (2020): Reguler Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (314.57 KB) | DOI: 10.24036/jptk.v3i1.3723

Abstract

This needs analysis research consists of field studies and literature studies. Where the purpose of this research is; 1) description of student achievement values ​​and learning processes, 2) the uses and constraints faced by students in the use of learning media Computer Network Installation, 3) formulation of instructional media needed in learning computer network installation. This research belongs to the type of qualitative descriptive research. The subjects of this study were 29 students of Informatics Engineering Education study programs and 2 lecturers of computer network installation courses. Data obtained using a questionnaire and analysis qualitatively through stages; arranging, tabulating, analyzing qualitative data and making interpretations of the results of the analysis according to the problems and objectives of the study which then makes conclusions. The results showed that; 1) there are still many students who have not reached the score above the minimum criteria and fail in carrying out the practicum process, 2) the biggest obstacle faced by students in implementing Computer Network Installation learning is the limitations of using instructional media that are less effective to support independent learning, 3) the media that need developed for learning Computer Network Installation which is learning media based on Augmented Reality (AR).
Validation of media interactive learning in vocational high school Apriyus, Devri Ramdhan; Rukun, Kasman; Huda, Asrul; Marta, Satria Ami
Jurnal Pendidikan Teknologi Kejuruan Vol 3 No 1 (2020): Reguler Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (354.795 KB) | DOI: 10.24036/jptk.v3i1.4423

Abstract

This research is motivated by the need for the media to learn that promote interaction and understanding of learning. The purpose of this research was: 1) to produce interactive learning media on Basic Graphic Design subjects at vocational high school. 2) Determining the validity of interactive learning media on Basic Graphic Design subjects at vocational high school. The method used is a Research and Development (R & D). The development Model used is 4-D (Four-D). The 4-D consists of four stages, namely discovering, designing, developing and disseminating. The subjects of research conducted were material experts and media experts. The instrument used to measure the form of validity is the questionnaire responses. The validity of interactive learning media is assessed from two aspects namely media feasibility and feasibility aspects of the matter. The results of this research indicate that interactive learning media on Basic Graphic Design subjects is considered valid as seen from the average value of media validation by 0.87 and the average result of 0.85 material validation. Based on the results of the validation of the interactive learning media on Basic Graphic Design subjects are feasible for use in assisting the learning process.
Effectiveness of development of diva learning management system models on Algorithm and Programming Mathematics Course Muchlis, Lita Sari; Rukun, Kasman; Krismadinata, Krismadinata
Jurnal Pendidikan Teknologi Kejuruan Vol 3 No 2 (2020): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (439.42 KB) | DOI: 10.24036/jptk.v3i2.7123

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The development of the DIVA Learning Management System learning model is an increase in student understanding based on problems because learning algorithms and programming is indicated to be low in students' understanding that is abstract in the subjects of algorithms and programming. For this reason, the purpose of this study is to develop a DIVA Learning Management System model that has effectiveness. The methodology used is quasi experimental design in the form of nonequivalent pretest-posttest control group design. This study found the DIVA Learning Management System learning model with the syntax: a) Display; b) Information Search; c) Virtual Problem Solving; and d) Appraisal, and products from: (1) DIVA learning management system learning model (2) learning tools; (3) modules; and (4) learning media. Analysis of research data shows the learning model DIVA Learning Management System In the effectiveness test of media use for lecturers 92.3% is effectively used and for student learning outcomes with pre-test and post-test test scores can be seen from the achievement score of each respondent. The gain score results indicate the achievement score is at the level of 0.486 with the interpretation that overall an increase in scores after being given treatment to respondents. Based on the results of the data analysis above, it can be concluded that the model developed meets the feasibility to be used.
Kinerja Belajar Teknologi Informasi dan Komunikasi Ditinjau dari Sikap Inovatif, Disiplin Belajar, dan Motivasi Belajar Sant, Alhubbiar; Rukun, Kasman; Irfan, Dedy
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 3 No. 3 (2019): Oktober 2019
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v3i3.21834

Abstract

Permasalahan dalam penelitian ini didasarkan pada kurangnya pencapaian tujuan kinerja belajar siswa yang dapat dilihat dari rendahnya kinerja belajar siswa yang terlihat pada rendahnya hasil praktek atau unjuk kerja siswa ketika praktikum. Penelitian ini bertujuan untuk mengetahui seberapa besar kontribusi: Sikap Inovatif, Disiplin Belajar, dan Motivasi Belajar terhadap Kinerja Belajar Teknologi Informasi dan Komunikasi di Sekolah Menengah Atas. Penelitian ini adalah penelitian korelasional dengan pendekatan kuantitatif. Populasi adalah siswa kelas XII berjumlah 142 siswa, sampel dipilih dengan metode random sampling berjumlah 105 siswa. Pemrosesan data menggunakan teknik analisis regresi sederhana dan regresi berganda. Hasil penelitian menunjukkan bahwa Sikap Inovatif memiliki hubungan positif yang signifikan dengan Kinerja Belajar, dengan koefisien korelasi sebesar 0,389 dan kontribusi sebesar 0,151. Selain itu, ada juga hubungan positif yang signifikan antara Disiplin Belajar dengan Kinerja Belajar TIK, dengan koefisien korelasi 0,418 dan kontribusi 0,174. Selanjutnya ditemukan juga hubungan positif yang signifikan antara Motivasi Belajar dengan Kinerja Belajar TIK, dengan koefisien korelasi 0,323 dan kontribusi sebesar 0,104. Akhirnya ditemukan juga hubungan positif yang signifikan antara Sikap Inovatif, Disiplin Belajar, dan Motivasi Belajar bersama-sama dengan Kinerja Pembelajaran PTIK, dengan koefisien korelasi 0,575 dan kontribusi 0,330. Temuan ini merekomendasikan perlunya sikap inovatif, disiplin dan motivasi siswa sehingga akan berdampak pada peningkatan kinerja kinerja pembelajaran teknologi informasi dan komunikasi siswa. Kata kunci: Sikap Inovatif, Disiplin Belajar, Motivasi Belajar, dan Kinerja Belajar
Efektifitas Multimedia Interaktif Putri, Weri Diana; Rukun, Kasman; ., Nurhasansyah
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 3 No. 3 (2019): Oktober 2019
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v3i3.21843

Abstract

Permasalahan dalam penelitian ini adalah implementasi pembelajaran yang masih bersifat konvensional, media pendukung pembelajaran yang jumlahnya tidak sesuai dengan kebutuhan, minat belajar siswa yang rendah dan jumlah siswa yang memiliki nilai rendah. Tujuan penelitian adalah menghasilkan media pendukung pembelajaran dalam bentuk aplikasi multimedia interaktif untuk pembelajaran Desain Grafis Dasar. Fokus penelitian adalah mengembangkan multimedia interaktif. Penelitian ini menggunakan model pengembangan ADDIE yang terdiri dari tahapan analisis, desain, pengembangan, implementasi, dan evaluasi. Hasil uji efektifitas multimedia interaktif diperoleh dari perbandingan nilai-nilai kelas eksperimen dan kelas kontrol setelah penerapan multimedia interaktif dalam kategori efektif. Kesimpulannya, multimedia interaktif yang dikembangkan dapat digunakan dalam proses pembelajaran untuk meningkatkan hasil belajar siswa kelas X di SMK Negeri 1 Painan Kata kunci: Efektivitas, Interaktif, Multimedia
Development of Interactive Media as Support for Workshop Materials on Model School Programs ., Ariasdi; Rukun, Kasman; Irfan, Dedy
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 3 No. 3 (2019): Oktober 2019
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v3i3.21864

Abstract

Penelitian ini dilatarbelakangi oleh masalah perlunya peningkatan kompetensi guru dalam memanfaatkan teknologi informasi dan komunikasi untuk meningkatkan efisiensi dan efektifitas pembelajaran di Sekolah Model yang dibangun oleh Lembaga Penjaminan Mutu Pendidikan Sumatera Barat (LPMP). Para guru membutuhkan peningkatan kompetensi dalam bentuk workshop untuk mengemas media pembelajaran berbasis TIK agar layanan proses pembelajaran kepada siswa sesuai dengan kompetensi abad ke-21. Agar materi workshop dapat diserap guru secara optimal, perlu dikembangkan media pembelajaran interaktif berbasis TIK yang praktis sehingga materi pembelajaran dapat dikuasai secara maksimal. Penelitian ini menggunakan model pengembangan ADDIE, melalui tahapan; analisis, desain, pengembangan, implementasi dan evaluasi. Media ini telah diuji kepada Guru Model Sekolah binaan LPMP Sumatera Barat 2019 dalam bentuk pra-eksperimen design dengan melihat perbandingan hasil Pretest-Posttest. Validator media terdiri dari dosen dan praktisi (widyaiswara) untuk melihat validitas media dan konten materi. Nilai rata-rata validasi media adalah 0,85, sedangkan konten materi rata-rata adalah 0,88. Skor rata-rata lokakarya pra-tes sebelum menggunakan media 65,5 setelah menggunakan media diperoleh rata-rata 83,3. Tes kepraktisan berdasarkan tanggapan instruktur (widyaiswara) dihasilkan skor 91% dikategorikan sangat praktis dan berdasarkan tanggapan guru (peserta workshop) skor rata-rata 86,34% dikategorikan sangat praktis. Representasi data menunjukkan bahwa media pembelajaran ini sangat membantu bagi guru dalam menguasai materi workshop. Kata kunci: media interaktif; sekolah model; kompetensi guru; materi workshop