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Perancangan Sistem Pendukung Keputusan Pemilihan Mata Pelajaran Menggunakan Metode SAW di MAN 1 Pasaman Dinda Putri Dewi Harefa; Liza Efriyanti; Supriadi Supriadi; Riri Okra
MASALIQ Vol 6 No 1 (2026): MASALIQ: Jurnal Pendidikan dan Sains
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v6i1.8690

Abstract

Although the application of decision support systems in education has been widely studied, research that specifically examines the design of decision-making systems for selecting elective subjects under the Kurikulum Merdeka is still limited. This study aimed to design and test a decision-making system for determining elective subjects for students using the Simple Additive Weighting (SAW) method at MAN 1 Pasaman. The study employed a Research and Development (R&D) approach with the ADDIE development model. The participants consisted of 30 Grade X students and 2 teachers selected through purposive sampling. Data were collected through interviews, observations, and questionnaires, and were analyzed using both qualitative and quantitative approaches. The results showed that the developed system had a high level of validity, with an average Aiken’s V value of 0.963, very high practicality, and high effectiveness with an n-gain value of 0.72. These findings indicate that the system is capable of providing objective and effective recommendations for subject selection. The study concludes that the SAW-based decision-making system contributes to supporting the implementation of the Kurikulum Merdeka through the use of data-driven decision-making at MAN 1 Pasaman.
Media Canva dan Hasil Belajar Informatika Siswa MTsN 1 Pasaman Yaumil Khairiyah; Zulfani Sesmiarni; Supratman Zaki; Liza Efriyanti
MASALIQ Vol 6 No 1 (2026): MASALIQ: Jurnal Pendidikan dan Sains
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v6i1.8856

Abstract

The use of visual-based digital learning media is a relevant approach to improving the quality of Informatics learning at the madrasah level; however, empirical studies that specifically examine the effect of Canva-based learning media on students’ learning outcomes in Informatics subjects at Islamic junior secondary schools (MTs) remain relatively limited. This study aimed to analyze the effect of Canva-based learning media on improving the learning outcomes of Grade VIII students at MTsN 1 Pasaman. A quantitative approach with a quasi-experimental design was employed, involving 60 students selected using simple random sampling and assigned to an experimental class and a control class. Data were collected using learning outcome tests in the form of pre-tests and post-tests that had been examined for validity, reliability, difficulty level, and discriminating power, and were then analyzed using normality tests, homogeneity tests, and independent samples t-tests with IBM SPSS Statistics version 27. The findings indicate a positive and significant effect of Canva-based learning media on students’ learning outcomes, as evidenced by the higher average post-test scores of the experimental class compared to the control class and the statistically significant differences based on the independent samples t-test. These results provide empirical support for the development of technology-based digital learning practices and strengthen the application of a constructivist approach in Informatics learning. The study concludes by underscoring the importance of utilizing visual–interactive learning media to enhance learning effectiveness and recommends that teachers and educational institutions integrate Canva as one of their instructional strategies. The research also opens avenues for further studies with a broader sample scope and different subject areas.
Evaluation of the Industrial Work Practice Program (PRAKERIN) Curriculum at SMKN 1 Lembah Melitang, West Pasaman District Using the CIPP Model Aisatun Nadroh; Irja Eka Putri; Khaironita Khaironita; Fildya Rizki; Liza Efriyanti
YASIN Vol 6 No 3 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i3.10383

Abstract

The implementation of vocational internship curricula requires systematic evaluation to ensure alignment between school-based learning and labour-market demands. This study evaluates the implementation of the Industrial Work Practice Program (Prakerin) curriculum at SMKN 1 Lembah Melintang, West Pasaman Regency, using Stufflebeam’s Context, Input, Process, and Product (CIPP) model. A quantitative descriptive-evaluative design was employed, involving purposively selected participants comprising 99 students, 20 supervising teachers, one principal, and six business and industry representatives. Data were collected using a CIPP-based questionnaire with a 4-point Likert scale, supported by documentation and field observation. The scores for each CIPP dimension were converted into percentages and categorized. The results indicate that the overall implementation of Prakerin was positive, with the context dimension reaching 78.82% (good), input 74.20% (good), process 74.01% (good), and product 73.45% (good). Stakeholder-based analysis showed that tutors and the principal provided relatively higher ratings, ranging from very good to good, whereas industry representatives and students reported lower perceptions in several areas. These findings indicate that Prakerin aligns with vocational education objectives and supports the development of students’ technical competencies and work readiness. However, persistent gaps remain in soft skills, particularly communication, discipline, and adaptability, as well as in coordination between schools and industry partners. The study recommends strengthening formal school–industry agreements through shared competency standards, enhancing pre-internship soft-skills preparation, establishing integrated monitoring and evaluation mechanisms, and conducting regular facility audits and mentor training. This study contributes to vocational curriculum evaluation by demonstrating the usefulness of the CIPP model in identifying implementation strengths and gaps, with implications for improving technical and vocational education and training policy and optimizing Prakerin as a bridge between vocational schooling and the labour market.
Pengaruh Penggunaan Strategi Pembelajaran Reciprocal Teaching terhadap Peningkatan Hasil Belajar Mata Pelajaran Informatika pada Kelas VII di MTsN 9 Agam Intan Rahmayanti; Supriadi Supriadi; Supratman Zakir; Liza Efriyanti
ALSYS Vol 6 No 1 (2026): ALSYS: Jurnal Keislaman dan Ilmu Pendidikan
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v6i1.8983

Abstract

Relatively low student learning outcomes and limited courage and motivation to express ideas formed the background for implementing the reciprocal teaching instructional strategy in the Informatics subject. This study aimed to measure the impact of reciprocal teaching on the Informatics learning outcomes of seventh-grade students at MTsN 9 Agam. The research employed an experimental method with a quasi-experimental design, specifically a nonequivalent control group design. The population comprised all seventh-grade students of MTsN 9 Agam in the 2024–2025 academic year, with a sample of 50 students selected using a non-probability purposive sampling technique. Data were collected using an objective-format post-test and analyzed through prerequisite tests (normality and homogeneity tests) followed by a parametric statistical test in the form of a t-test. The analysis showed that the calculated t-value (tₕᵢₜᵤₙg = 3.116) was greater than the critical t-value (tₜₐᵦₑₗ = 2.011), with a significance value (two-tailed p-value) of 0.003 < 0.05, so H₀ was rejected and Hₐ was accepted. These findings indicate a significant effect of the reciprocal teaching instructional strategy on the Informatics learning outcomes of seventh-grade students at MTsN 9 Agam. Accordingly, reciprocal teaching can be recommended as an effective alternative instructional strategy to improve student learning outcomes and contribute to the development of innovative learning models in schools.
Perancangan Media Pembelajaran Informatika Menggunakan Scratch Kelas X di SMAN 3 Padang Panjang Innesha Putri; Supriadi Supriadi; Supratman Zakir; Liza Efriyanti
ALSYS Vol 6 No 3 (2026): ALSYS: Jurnal Keislaman dan Ilmu Pendidikan
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v6i3.10030

Abstract

Although the integration of technology in education has developed rapidly, the use of technology as a learning medium for Grade X Informatics at SMAN 3 Padang Panjang still needs to be optimized because the learning process remains dominated by conventional methods that affect students’ low motivation. This study aimed to produce learning media using Scratch for the Grade X Informatics subject that met the criteria of validity, practicality, and effectiveness. This study employed a Research and Development (R&D) method with the 4D development model (Define, Design, Develop, Disseminate). The research subjects involved 35 Grade X students of SMAN 3 Padang Panjang in the 2024/2025 academic year. Data were collected through observation, interviews, and questionnaires, then analyzed using Aiken’s V formula for validity, Moment Kappa for practicality, and N-Gain Score for effectiveness. The results showed that the Scratch-based learning media was declared highly feasible, with an average validity score of 0.96 in the valid criterion. The product practicality level obtained a score of 0.92 in the very high category based on educator assessment, while the effectiveness test showed a G-Score of 0.84, which was included in the high effectiveness category. These findings indicate that Scratch-based learning media contributes to transforming abstract material into interactive visuals that support students’ active engagement. The conclusion of this study affirms that the use of game-based learning elements in Scratch is effective as an alternative digital teaching material in Grade X Informatics learning. The practical implication of this study is the availability of digital learning media that can be operated offline to support the optimization of school laboratory facilities and the implementation of Kurikulum Merdeka.
Pengaruh Penggunaan Media Pembelajaran Berbentuk Video Microlearning terhadap Peningkatan Kemampuan Qiraah pada Murid MDTA Raudhatul Jannah Nagari Pasia Fawzan Akbar Sinaga; Supriadi Supriadi; Supratman Zakir; Liza Efriyanti
ANWARUL Vol 5 No 5 (2025): ANWARUL: Jurnal Pendidikan dan Dakwah
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/anwarul.v5i5.7804

Abstract

The limited research on the use of microlearning videos as instructional media for qira’ah (Qur’anic reading) forms the basis of this study, given that students’ low qira’ah proficiency significantly affects the quality of their recitation and comprehension—particularly at MDTA Raudhatul Jannah, Nagari Pasia. This study aims to examine the effect of using microlearning videos on improving students' qira’ah skills. A quantitative approach was employed using a Quasi-Experimental Post-Test Only Design with Nonequivalent Groups. The sample consisted of 40 students selected through cluster random sampling after a population homogeneity test was conducted. Data were collected through a written post-test (20 multiple-choice questions) and an oral qira’ah assessment, then analyzed using an Independent Sample t-test. The results showed that the experimental group had a higher average score of 94.35 compared to the control group’s 81.85, with a significance value (2-tailed) of 0.000 < 0.05. These findings align with microlearning theory, which emphasizes the effectiveness of delivering content in small, focused units, and support previous findings by Park & Kim in different contexts. The study concludes that microlearning videos play a significant role in enhancing students’ qira’ah ability and are suitable for adoption as a learning strategy in basic religious education institutions. The theoretical implications contribute to the literature on integrating microlearning into Qur’anic instruction, while the practical implications recommend the development of educational video content and teacher training for its effective use. The study also opens avenues for further research on broader implementation, considering supporting factors such as parental involvement and student motivation.
PERANCANGAN BRIL-SMART (BRILLIANT SARANA MANAGEMENT AND REPORTING TOOL) DI SDIT BRILLIANT SCHOOL BUKITTINGGI Ayunda Salsabila; Liza Efriyanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.50249

Abstract

Facility and infrastructure management at SDIT Brilliant School Bukittinggi is still carried out manually, so the processes of recording, monitoring, and reporting inventory are not yet running optimally. This situation has led to several challenges, such as difficulties in retrieving data, delays in report generation, and the ineffectiveness of the school’s facility oversight process. Therefore, a digital system is needed to assist in managing facilities and infrastructure more effectively and systematically. This study aims to determine the state of facility management prior to the implementation of a digital system, identify issues arising in the facility management process, design a digital-based facility registration system using the BRIL-SMART application, improve data accuracy and transparency, and streamline the processes of inventory management, tracking, and real-time reporting of facilities. The research type employed is Research and Development (R&D) using the ADDIE development model, which consists of the analysis, design, development, implementation, and evaluation stages. The BRIL-SMART application was developed using the Laravel framework, Metronic style, CSS, and a MySQL database. This system features several key functions, including login, dashboard, add item, item loan, inventory monitoring, inventory report, and item damage report. The research results show that the BRIL-SMART application was successfully developed and is capable of helping to make the management of school facilities and infrastructure more effective, faster, and more organized. Based on the functional suitability test results, the application received a score of 100% in the “very good” category. The usability test yielded a score of 87% in the “very acceptable” category, while the compatibility test yielded a score of 100% in the “very acceptable” category. Additionally, the content validity test yielded a score of 0.93 and the linguistic validity test a score of 0.83, both categorized as valid. Based on these research results, the BRIL-SMART application is deemed suitable for use as a facilities and infrastructure management system at SDIT Brilliant School Bukittinggi because it enhances the effectiveness of real-time school facility inventory, monitoring, and reporting processes.
Perancangan Media Pembelajaran Bangun Ruang Berbasis Augmented Reality (AR) Menggunakan Unity 3D di SMP Negeri 2 Payakumbuh Gita Eriani; Liza Efriyanti
MASALIQ Vol 5 No 1 (2025): MASALIQ: Jurnal Pendidikan dan Sains
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v5i1.4289

Abstract

This study aims to design Augmented Reality (AR)-based Space Building learning media using Unity 3D to improve learning effectiveness at SMP Negeri 2 Payakumbuh. The method used is Research and Development (R&D) with the Hannafin and Peck model, which includes three stages: Need Assessment, Design, and Develop/Implement. The learning media is designed to provide an interactive learning experience by displaying virtual space objects, which can be accessed both inside and outside the classroom. Media testing includes validity test using Aiken's V, practicality test using kappa moment, and effectiveness test using G-Score. The validity test results by four validators showed an average value of 0.83 (valid category), the practicality test by two teachers and ten students resulted in an average value of 0.80 (high category), and the effectiveness test by twenty students obtained an average value of 0.71 (high effectiveness category). The results show that this AR-based learning media can be used by teachers and students to understand Spatial Buildings material more effectively. This finding is expected to be an innovative solution in the development of interactive learning media.