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Rancang Bangun Media Pembelajaran Berbasis Augmented Reality  pada Elemen Perencanaan dan Pengalamatan JaringanFase F di  SMK Negeri 6 Padang Laila Najmi; Vera Irma Delianti; Ika Parma Dewi; Mahesi Agni Zaus
Jejak digital: Jurnal Ilmiah Multidisiplin Vol. 1 No. 5 (2025): SEPTEMBER
Publisher : INDO PUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/64bpcc75

Abstract

Penelitian ini untyuk menganalisis rancangan bangun media pembelajaran berbasis Augmented Reality  pada elemen perencanaan dan pengalamatan jaringan fase F di  SMK Negeri 6 Padang. Hasil penelitian berhasil merancang dan menghasilkan media pembelajaran berbasis Augmented Reality (AR) pada materi Topologi Jaringan untuk siswa SMK Teknik Komputer dan Jaringan. Media ini dikembangkan menggunakan metode Multimedia Development Life Cycle (MDLC) yang meliputi enam tahapan, yaitu concept, design, material collecting, assembly, testing, dan distribution (dibatasi sampai tahap pengujian). Produk akhir berupa aplikasi .apk Android dapat dijalankan pada perangkat dengan spesifikasi minimal RAM 2 GB, dan kamera belakang. Aplikasi ini menampilkan visualisasi objek 3D dari berbagai jenis topologi jaringan yang dipindai melalui marker, serta dilengkapi dengan materi pembelajaran, petunjuk penggunaan, dan kuis evaluasi. Validasi dilakukan oleh dua ahli materi dan dua ahli media, dengan hasil bahwa media masuk dalam kategori sangat layak dari segi isi, tampilan, dan interaktivitas. Penggunaan teknologi AR dalam media ini membantu siswa memahami konsep topologi jaringan secara visual dan interaktif, serta meningkatkan keterlibatan siswa dalam proses pembelajaran. Aplikasi ini juga dapat diakses kapan saja dan di mana saja, sehingga memberikan fleksibilitas dalam belajar.  
Pengaruh Model Pembelajaran Problem Based Learning Berbantuan Quizizz Terhadap Hasil Belajar Siswa Shikin Syahira; Mahesi Agni Zaus
Educational Journal Vol. 1 No. 1 (2025): AGUSTUS-OKTOBER
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/hg8r7n86

Abstract

Penelitian ini untuk melihat pengaruh Model Pembelajaran Problem Based Learning Berbantuan Quizizz Terhadap Hasil Belajar Siswa. Jenis Penelitian yang dilakukan adalah metode Kuantitatif dengan pendekatan Kuasi Eksperimental. Populasi dalam penelitian dilakukan di kelas X, terdiri dari siswa laki-laki yang berjumlah 18 dan siswa perempuan yang berjumlah 18 orang siswa, dan jumlah keseluruhan siswa di kelas X sebanyak 36 orang. Teknik penarikan sampel yang digunakan yaitu Teknik sampel jenuh yaitu seluruh populasi menjadi sampel yang di dalamnya terdiri 36 orang siswa. Peneliti menggunakan kelas X E.6 sebagai kelas kontrol dan X E.9 sebagai kelas eksperimen. Hasil penelitian menyimpulkan bahwa Pengaruh model Pembelajaran Problem Based Learning berbantuan Quizizz memberikan pengaruh yang signifikan terhadap hasil belajar siswa pada mata pelajaran Informatika di SMA Negeri 4 Payakumbuh. Pada pengujian hipotesis menggunakan Uji Independent Sample t-Test menunjukkan peningkatan hasil belajar dengan nilai signifikan sebesar 0,002 < 0,005, Sehingga Hipotesis dapat diterima.
Pengaruh Penggunaan Media Pembelajaran Kahoot Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di SMAN 1 Batipuh Floriano, Nico; Zaus, Mahesi Agni
Educational Journal Vol. 1 No. 3 (2026): FEBRUARI-APRIL
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/eh3ccg95

Abstract

Penelitian ini untuk mengetahui Pengaruh Penggunaan Media Pembelajaran Kahoot Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di SMAN 1 Batipuh. Jenis penelitian yang digunakan dalam studi ini adalah kuantitatif dengan pendekatan kuasi eksperimen, menggunakan desain Nonequivalent Control Group Design. Sampel dalam penelitian ini diambil sebanyak dua kelas yaitu kelas X E2 berperan sebagai kelas eksperimen, sementara kelas X E6 berperan sebagai kelas control. Jumlah total yang menjadi sampel adalah 64 siswa. Berdasarkan hasil penelitian yang telah dilakukan, maka dapat disimpulkan bahwa penggunaan media pembelajaran Kahoot dalam pembelajaran Informatika memberikan pengaruh yang signifikan terhadap hasil belajar siswa kelas X SMA Negeri 1 Batipuh. Hal ini dibuktikan melalui hasil uji Independent Sample t-Test yang menunjukkan nilai signifikansi (Sig. 2-tailed) lebih kecil dari 0,05, sehingga hipotesis penelitian diterima. Dapat disimpulkan bahwa media pembelajaran Kahoot dapat digunakan sebagai salah satu alternatif media pembelajaran untuk mendukung pengaruh dan peningkatan hasil belajar siswa pada mata pelajaran Informatika.
Rancang Bangun Website Pengelolaan Arsip Inaktif Menggunakan Algoritma Rule-Based Berbasis Framework Laravel Fitrah, Zhulma; Zaus, Mahesi Agni; Hendriyani, Yeka; Aulia, Vikri
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/x2v2e026

Abstract

Pengelolaan arsip inaktif di PT Pelabuhan Indonesia (Persero) Regional 2 Teluk Bayur masih dilakukan secara manual menggunakan spreadsheet, menyebabkan data tidak terpusat, penentuan retensi yang subjektif, serta lemahnya dokumentasi pemusnahan. Penelitian ini bertujuan merancang dan membangun sistem informasi pengelolaan arsip inaktif (ArsipIn) berbasis website dengan algoritma rule-based untuk mengotomatisasi penentuan status retensi sesuai Jadwal Retensi Arsip (JRA). Metode pengembangan yang digunakan adalah System Development Life Cycle (SDLC) Waterfall, meliputi analisis kebutuhan, desain sistem, implementasi menggunakan framework Laravel dan database Supabase, serta pengujian. Algoritma rule-based diimplementasikan dengan logika IF-THEN berdasarkan enam jenis arsip (Surat Undangan hingga Dokumen Penting). Pengujian Black Box mencakup 40 skenario fungsional, dengan hasil 100% sesuai harapan. UAT melibatkan 5 responden staf arsip, dengan rata-rata skor 4,8 dari 5. Sistem mampu memberikan rekomendasi retensi secara otomatis dan menghasilkan laporan pemusnahan dalam format PDF. Dengan demikian, sistem ArsipIn layak digunakan sebagai solusi digital yang efisien, akurat, dan akuntabel untuk menggantikan metode manual di lingkungan perusahaan.
Penerapan Game Based Learning berbantuan Wordwall pada Mata Pelajaran Informatika di SMAN 4 Padang Ramadhani, Wahyuni; Marta, Rizkayeni; Asmara, Delvi; Zaus, Mahesi Agni
TSAQOFAH Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i5.6841

Abstract

This study is motivated by the need for innovative learning strategies that can enhance student engagement and learning outcomes, particularly in Informatics subjects. The objective of this research is to analyze the effect of the Game Based Learning (GBL) model assisted by the interactive media Wordwall on the learning outcomes of Grade X students at SMA Negeri 4 Padang. A quantitative approach was employed using a quasi-experimental design with a nonequivalent control group design. The sample consisted of two classes selected through purposive sampling: the experimental class (X E 2), which implemented the GBL model with Wordwall, and the control class (X E 6), which used the Project Based Learning model. The research instruments included multiple-choice tests for both pre-test and post-test, which were tested for validity, reliability, item difficulty, and discrimination index. Data collection techniques included learning outcome tests and documentation, while data analysis involved normality tests, homogeneity tests, and independent sample t-tests using SPSS 27. The results revealed a significant difference between the learning outcomes of students in the experimental and control classes, with post-test average scores of 83.61 and 72.78, respectively. The study concludes that the GBL model assisted by Wordwall is effective in improving student learning outcomes and fostering an interactive and enjoyable learning environment. Therefore, this model is recommended as an alternative instructional strategy to enhance the quality of Informatics education at the secondary school level.
Pengaruh Penerapan Model Game-Based Learning dengan Platform CodeCombat untuk Meningkatkan Pemahaman Pemrograman Siswa MTsN 2 Solok Nabiilah, Rifqah Nuha; Zaus, Mahesi Agni
TSAQOFAH Vol 5 No 6 (2025): NOVEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i6.7139

Abstract

Algorithms and Programming play an important role in developing computational thinking skills; however, students’ understanding of this subject, including at MTsN 2 Solok, remains relatively low. This study aims to analyze the effect of applying the Game-Based Learning model using the CodeCombat platform on improving students’ programming comprehension. The research employed a quantitative quasi-experimental design, involving two classes—VIII A and VIII B—selected through purposive sampling, each consisting of 32 students as the experimental and control groups. Data were collected through validated multiple-choice pre-tests and post-tests, then analyzed using the paired sample t-test and independent sample t-test after meeting normality and homogeneity assumptions. The results show a significant improvement in programming comprehension in the experimental class after game-based learning with CodeCombat, with an average post-test score of 80.62 compared to 62.63 in the control class. It is concluded that the application of Game-Based Learning with CodeCombat is effective in enhancing students’ programming comprehension. The implications of this research include enriching the literature on game-based learning in informatics education and providing recommendations for educators to utilize interactive media in programming instruction, while also opening opportunities for further studies on the effects of duration and intensity of educational game use on learning outcomes.
Pengaruh Penggunaan Media Pembelajaran E-Modul Informatika berbasis Android dengan Fitur Timbal Balik terhadap Hasil Belajar Siswa Ilmi, Salma Maliki; Zaus, Mahesi Agni
TSAQOFAH Vol 5 No 6 (2025): NOVEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i6.7179

Abstract

This study examines the effect of using Android-based informatics e-modules with interactive features on student learning outcomes at SMK Negeri 9 Padang. A quantitative approach was employed using a quasi-experimental design involving two classes as the sample: an experimental class utilizing the e-module and a control class without it, each consisting of 30 students. The research instrument was a cognitive test comprising a pre-test and post-test. Data were analyzed using paired sample t-tests and independent t-tests. The results showed that the use of Android-based e-modules had a significant positive effect on improving learning outcomes, with the experimental class achieving a higher average post-test score of 88.3 compared to 79.0 in the control class, and a t-test significance value of 0.001 (< 0.05). These findings confirm that Android-based e-modules can serve as an effective alternative for enhancing the quality of learning in schools.
Pengaruh Model Pembelajaran Problem Based Learning Berbantuan Baamboozle terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di Kelas XI SMA Negeri 2 Padang Panjang Salsabiela, Fadhilla; Marta, Rizkayeni; Jasril, Ilmiyati Rahmy; Zaus, Mahesi Agni
TSAQOFAH Vol 5 No 6 (2025): NOVEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i6.7753

Abstract

The issue of low student learning outcomes, particularly in Informatics subjects, remains a challenge in school-based learning processes. One potential solution is the use of instructional models that enhance student engagement, understanding, and motivation. This study aims to examine the effect of implementing the Problem Based Learning (PBL) model assisted by Baamboozle on students’ learning outcomes in Informatics at Grade XI of SMA Negeri 2 Padang Panjang. A quantitative method with a quasi-experimental design, specifically the Nonequivalent Control Group Design, was employed. The study population included all Grade XI students, with a sample of 72 students divided equally into an experimental class (36 students) and a control class (36 students). Data were collected through learning outcome tests and statistically analyzed. The results showed that the average post-test scores of the experimental class were higher than those of the control class. Data analysis confirmed a significant effect of the PBL model assisted by Baamboozle on the improvement of Informatics learning outcomes. These findings suggest that combining problem-based learning with educational game media such as Baamboozle can create a more engaging and interactive learning environment, positively impacting students’ academic achievement.
Rancang Bangun Game Edukasi ”Assemble & Learn” Berbasis Android sebagai Media Interaktif pada Materi Perakitan Komputer untuk Siswa SMK M. Ismail; Dedy Irfan; Agariadne Dwinggo Samala; Mahesi Agni Zaus
Modem : Jurnal Informatika dan Sains Teknologi. Vol. 4 No. 2 (2026): April: Modem : Jurnal Informatika dan Sains Teknologi
Publisher : Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/modem.v4i2.848

Abstract

The limited use of interactive learning media has made it difficult for students to visualize the functions and assembly flow of computer components. This study aims to design and develop an Android-based educational game called “Assemble & Learn” as an interactive medium for computer assembly lessons, specifically for vocational high school students at SMK Negeri 1 Tanjung Jabung Barat. The development process follows the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The learning content covers several core competencies: KD 3.2/4.2 on computer assembly, KD 3.3/4.3 on assembly testing, KD 3.4/4.4 on BIOS configuration, and KD 3.5/4.5 on operating system installation, with a focus on KD 3.2 and KD 3.5. Research instruments consist of validation questionnaires for subject-matter experts, media experts, and student trials using the System Usability Scale (SUS). Validation results show that the educational game received an average score of 94% from media experts and 100% from subject-matter experts, both categorized as “Highly Feasible.” Meanwhile, student trials indicated strong acceptance, with an average SUS score of 85% (excellent usability). In conclusion, the “Assemble & Learn” educational game offers an innovative solution to boost learning motivation, simplify material visualization, and provide flexible practice opportunities, thereby supporting the achievement of computer assembly competencies in an optimal and effective way.
Rancang Bangun Aplikasi Inventaris Sekolah Di Smkn 3 Pariaman Menggunakan Flutter Dan Google Cloud Firestore Maulana, Muhamad Gilang; Irfan, Dedy; Samala, Agariadne Dwinggo; Zaus, Mahesi Agni
Menara Ilmu : Jurnal Penelitian dan Kajian Ilmiah Vol 20, No 2 (2026): Vol 20 No. 02 APRIL 2026
Publisher : LPPM Universitas Muhammadiyah Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31869/mi.v20i2.7983

Abstract

Pengelolaan inventaris di SMKN 3 Pariaman masih dilakukan secara manual menggunakan buku catatan dan Microsoft Excel sehingga menimbulkan berbagai permasalahan, seperti duplikasi data, keterlambatan pencarian informasi, risiko kehilangan dokumen, serta kesulitan dalam menghasilkan laporan inventaris yang akurat dan tepat waktu. Penelitian ini bertujuan untuk merancang dan membangun aplikasi inventaris sekolah berbasis mobile menggunakan framework Flutter dengan Google Cloud Firestore sebagai basis data real-time guna mengatasi kendala-kendala tersebut. Metode pengembangan yang digunakan adalah metode Agile dengan tahapan planning, system design, development, testing, deployment, dan maintenance. Pengujian sistem dilakukan menggunakan metode Black Box Testing yang berfokus pada validasi fungsionalitas aplikasi. Hasil penelitian menunjukkan bahwa aplikasi inventaris yang dikembangkan berhasil menyediakan fitur tambah, edit, hapus, pencarian, filter data barang, manajemen pengguna, sinkronisasi data real-time antar perangkat, serta pembuatan laporan inventaris secara otomatis. Seluruh fitur aplikasi yang diuji menunjukkan hasil sesuai dengan rancangan dan kebutuhan pengguna. Dengan adanya aplikasi ini, proses pencatatan, pemantauan, dan pelaporan inventaris di SMKN 3 Pariaman menjadi lebih cepat, akurat, terintegrasi, dan mengurangi risiko kesalahan akibat human error dalam pencatatan manual.Kata Kunci: Aplikasi Mobile, Flutter, Google Cloud Firestore, Metode Agile, SMKN 3 Pariaman
Co-Authors Aan Savitri, Wici Afif Rahman Riyanda Agariadne Dwinggo Samala Agraini, T. Rahmilia Al-Rasyid, Muhammad alfatakh, Muhamad amin Alyya Riska Ramadina Ambiyar, Ambiyar Ambya, Ambya Ambyar Ambyar Amelia Prihatini Hatta, Mega Ananda, Enjela Dwi Andri Dermawan Andri Yuliandi Andrian Andrian Andrika Refi, Yolan Anggi Agni Zaus Anggun Agni Zaus Arif Boy Wilson Arif Wahyudi Asmara, Delvi Aulia, Vikri Chan, Aldi Rizal Damai Linda Gea Vetricia Dedy Irfan Desman Telaumbanua Desmiarni Devansyah, Sultan Doni Pernanda Doni Pernanda Efrizon Fadilla Fakhri, Fadel Muhammad Fauzi Rahman Fitrah, Zhulma Floriano, Nico Ganefri . Hadi Kurnia Saputra Hambali Hambali Harahap, Rini Afriany Husnuzhan Husnuzhan Huzhain, Fadlillah Ika Parma Dewi Ikhsan, M. Faisal Ilmi, Salma Maliki Ina Marlina Lubis Jasril Jasril Koto, Rahmat Desman Laila Najmi Lasyatta Syaifullah Latifah, Ulfi M. Ismail Margaretha Karolina Sagala Marta, Rizkayeni Maulana, Muhamad Gilang Muhamad Arpan Muhammad Akbar Muhammad Maulana Syahputra Mursida, Lativa Mursyida, Lativa Nabiilah, Rifqah Nuha Nazyumei Arbah Nizwardi Jalinus Novi Hendri Adi Prioga Desparo Purwoko, Agus Putra, Rido Putra, Sean Avila Putri Mayang Sari, Putri Mayang Ramadhani, Wahyuni Rendyka Eliadi Resmi Darni Resmidarni, Resmidarni Ridho, Mohd Risha Febriyanti Rizkayeni Marta Rizki Hadian Sakti Rizky Ema Wulansari RizkyEma Wulansari Sabila, Ahda Sadly Firmansyah Safrinanda Harahap Salsabiela, Fadhilla Saputri, Annisa Shikin Syahira Silalahi, Naufal Alfarizi Suharry Sukardi Sukardi Sukardi, Sukardi Syahril Syahril Syaiful Islami Telaumbanua , Ambiyar Titin Sriwahyuni Ummah, Adisty Akhoma Vera Irma Delianti Veronica Yulisna Sinukaban Veronica Yulisna Sinukaban Wagino Yeka Hendriyani Yudi Hermansyah Zaus, Anggi Agni Zega, Yulianus