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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.
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 Sistem E-Learning SMK Negeri 5 Padang Prioga Desparo; Ika Parma Dewi; Dedy Irfan; Mahesi Agni Zaus; Rizkayeni Marta
Jejak digital: Jurnal Ilmiah Multidisiplin Vol. 2 No. 3 (2026): MEI 2026
Publisher : INDO PUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/j95he290

Abstract

This study aims to design and develop a web-based e-learning system as a supporting medium for learning in the Computer and Network Engineering Department at SMK Negeri 5 Padang. The problems identified include the absence of an integrated digital learning system, limited access to learning materials outside the classroom, and conventional management of assignments and communication. This study employs a Research and Development (R&D) method with the System Development Life Cycle (SDLC) using the Waterfall approach, which consists of analysis, design, implementation, and testing stages. System design is carried out using Unified Modeling Language (UML), while implementation utilizes the PHP programming language supported by tools such as Laragon, Composer, and Node.js. System testing is conducted using the Black Box Testing method to ensure that all functionalities operate according to requirements. The results indicate that the developed e-learning system is capable of facilitating learning material management, assignment submission and assessment, photo-based attendance, and integrated announcement delivery. The system is considered to improve flexibility, effectiveness, and accessibility of the learning process without replacing face-to-face learning. Therefore, this web-based e-learning system can serve as an alternative solution to support learning activities at SMK Negeri 5 Padang.
The Effect of Problem Based Learning Assisted By Padlet on Students Collaboration and Critical Thinking Skills Syintia; Mahesi Agni Zaus; Vera Irma Delianti; Rizkayeni Marta
Jurnal Vokasi Teknik Informatika Vol 5 No 3 (2025)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v5i3.260

Abstract

This research is motivated by the finding that indicate a low collaboration and critical thinking skills of students, allegedly caused by students tendency to be passive and only receive instructions during learning, the learning models used such as simple discussions with LKPD and presentation media that are less supportive do not provide optimal learning experiences. This research was conducted in Class X TJKT using a quasi-experimental design. Data were collected through observation sheets and tests. The analysis of the research data employed an independent sample t-test. The results of the collaboration ability assessment revealed a thiut value of 19.507 with a significance level (Sig. 2-tailed) of 0.000, indicating that the tcount value was greater than the ttable value of 1.667. Similarly, the analysis of students critical thinking ability yielded a tcount value of 6.025 with a significance level (Sig. 2-tailed) of 0.000, confirming that the tcount value exceeded the ttable value of 1.667. Therefore, it can be concluded that the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted. The Problem-Based Learning model, assisted by Padlet, has a significant effect on students collaboration and critical thinking skills.
RANCANG BANGUN QUIZ APP BERBASIS WEB SEBAGAI MEDIA EVALUASI PEMBELAJARAN DI SMK TARUNA PADANG Hanif, Insan Matin; Zaus, Mahesi Agni; Delianti, Vera Irma; Budayawan, Khairi
Jurnal Publikasi Manajemen Informatika Vol. 5 No. 3 (2026): JURNAL PUBLIKASI MANAJEMEN INFORMATIKA
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupumi.v5i3.7757

Abstract

This study is motivated by the fact that many vocational high schools in Indonesia still rely on paper-based examinations despite the growing adoption of digital learning evaluation. At SMK Taruna Padang, examinations for around 100 active students are still conducted manually, although the school only employs 17 teachers, resulting in a heavy correction workload, repeated printing costs, and the absence of immediate feedback for students. This study aimed to design and build a web-based quiz application equipped with a reusable question bank and an analytics dashboard as a learning evaluation medium for SMK Taruna Padang. The system was developed using the Waterfall method and built with the Laravel framework and a MySQL database. The application provides three access roles, namely administrator, teacher, and student, and integrates automatic scoring with a dashboard that visualizes score distribution, question difficulty level, and class performance. System functionality was verified through Black Box Testing on 47 scenarios, all of which produced successful results, while feasibility was assessed by three media validators, yielding a feasibility score of 95.33 percent in the very feasible category. These findings indicate that the developed quiz application is feasible for implementation as a practical alternative to conventional paper-based examinations in vocational schools
Co-Authors Aan Savitri, Wici Ade Irferamuna 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 Andrian Andrian Andrika Refi, Yolan Anggi Agni Zaus Anggun Agni Zaus Arif Boy Wilson Arif Wahyudi Asmara, Delvi Aulia, Vikri Budayawan, Khairi 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 Ganefri . Hadi Kurnia Saputra Hambali Hambali Hanif, Insan Matin Harahap, Rini Afriany Hayyu Yumna Husnuzhan Husnuzhan Huzhain, Fadlillah Ika Parma Dewi Ilmi, Salma Maliki Ina Marlina Lubis Israt, Taufiqul Jasril Jasril Koto, Rahmat Desman Laila Najmi Lasyatta Syaifullah Latifah, Ulfi M. Faisal Ikhsan M. Ismail M. Sadly Firmansyah Margaretha Karolina Sagala Marta, Rizkayeni Mizan Malik Muhamad Arpan Muhamad Gilang Maulana Muhammad Akbar Muhammad Maulana Syahputra Mursida, Lativa Mursyida, Lativa Nabiilah, Rifqah Nuha Nazyumei Arbah Nico Floriano 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 Safrinanda Harahap Salsabiela, Fadhilla Saputri, Annisa Shikin Syahira Silalahi, Naufal Alfarizi Suharry Sukardi Sukardi Sukardi, Sukardi Syahril Syahril Syaiful Islami Syintia Telaumbanua , Ambiyar Titin Sriwahyuni Ummah, Adisty Akhoma Vera Irma Delianti Veronica Yulisna Sinukaban Wagino Yeka Hendriyani Yudi Hermansyah Zaus, Anggi Agni Zega, Yulianus