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Analisis Kejenuhan Belajar Siswa Pada Mata Pelajaran Informatika di SMK Negeri 1 Gorontalo Pulumoduyo, Mohammad Fahmi; suhada, sitti; Dwinanto, Arif; Dangkua, Eka Vickraien
Inverted: Journal of Information Technology Education Vol 4, No 2: Juli 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/inverted.v4i2.25759

Abstract

Proses pembelajaran adalah aktivitas penting dalam penyampaian materi pelajaran dari guru ke siswa. Namun, sering terjadi kendala yang menyebabkan proses pembelajaran kurang efektif, salah satunya adalah kejenuhan belajar. Kejenuhan belajar pada siswa bisa disebabkan oleh berbagai faktor, seperti kondisi siswa, lingkungan kelas, cara penyampaian materi oleh guru, dan faktor eksternal di luar sekolah. Hal ini menyebabkan proses pembelajaran menjadi tidak efektif. Penelitian ini bertujuan menganalisis faktor penyebab kejenuhan belajar serta mengetahui tingkat kejenuhan pada siswa. Metode yang digunakan adalah metode campuran dengan model terpadu bersama-sama (Concurrent Embedded Strategy), meliputi pengumpulan data, reduksi data, penyampaian data, dan penarikan kesimpulan. Hasil Data tingkat kejenuhan siswa yang diperoleh melalui angket yang menunjukkan 9 siswa (14%) dalam kategori rendah, 43 siswa (68%) dalam kategori sedang, dan 11 siswa (18%) dalam kategori tinggi dari total 63 siswa. Sementara itu analisis kualitatif menunjukkan beberapa faktor penyebab kejenuhan belajar antara lain materi pembelajaran yang kurang diminati, strategi mengajar guru, jam pelajaran yang kurang efektif, dan kurangnya sarana prasarana.  Kesimpulan penelitian diketahui rata-rata siswa mengalami kejenuhan belajar dalam kategori sedang (68%). Serta empat faktor utama penyebab kejenuhan: materi pelajaran, jam pelajaran, strategi mengajar guru, dan kurangnya sarana prasarana.
Pelatihan E-Learning Menggunakan LMS Google Classroom Bagi Guru SMAN 1 Bolangitang Suhada, Sitti; Amali, Lanto Ningrayati; Katili, Muh. Rifai; Mongilong, Mohammad Farhan; Anwar, Ridha Alvariza; Hamlina, Robin Y.; Wibowo, Sela Febrianti; Sudirman, Randi
Empiris Jurnal Pengabdian Pada Masyarakat Vol. 1 No. 2 (2023): Volume 1 Nomor 2 Oktober 2023
Publisher : Fakultas Ilmu Sosial dan Ilmu Politik Universitas Ichsan Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59713/ejppm.v1i1.661

Abstract

Pendidikan bertujuan untuk berkembangnya potensi peserta didik agar menjadi manusia yang beriman dan bertakwa kepada Tuhan Yang Maha Esa, berakhlak mulia, sehat, berilmu, cakap, kreatif, mandiri, dan menjadi warga negara yang demokratis serta bertanggung jawab. Sehingga, kualitas pendidikan perlu ditingkatkan agar lebih maju dan inovatif di era yang semakin maju dengan adanya teknologi yang semakin berkembang. Salah satu cara adalah menerapkan pembelajaran berbasis e-learning dengan memanfaatkan LMS (Learning Management System) Google Classroom. Proses ini mendukung kebijakan Kementerian Pendidikan dan Kebudayaan Indonesia terkait proses pembelajaran dan mendeka belajar. Proses ini dapat meningkatkan pendidikan efektif, efisien, dan inovatif. Selain itu, inovasi layanan dan pembelajaran meningkat sehingga tidak hanya menggunakan pembelajaran konvensional. Pengabdian masyarakat ini bertujuan untuk melatih para guru di SMA Negeri 1 Bolangitang dalam mengimplementasikan e-learning menggunakan LMS Google Classroom. Metode pelaksanaannya menggunakan teori dan praktik. Hasil dari proses pelatihan dapat memberikan inovasi pembelajaran online dengan google classroom, dan kemampuan guru untuk mengimplementasikannya dapat meningkatkan proses belajar mandiri. Education aims to develop the potential of students to become human beings who believe in and fear God Almighty, have noble character, are healthy, knowledgeable, capable, creative, independent, and become democratic and responsible citizens. Thus, the quality of education needs to be improved so that it is more advanced and innovative in an increasingly advanced era with increasingly developing technology. One way is to apply e-learning based learning by utilizing the Google Classroom LMS (Learning Management System). This process supports the policies of the Indonesian Ministry of Education and Culture regarding the learning process and close learning. This process can improve effective, efficient, and innovative education. In addition, service and learning innovation has increased so that it does not only use conventional learning. This community service aims to train teachers at SMA Negeri 1 Bolangitang in implementing e-learning using the Google Classroom LMS. The implementation method uses theory and practice. The results of the training process can provide online learning innovations with Google Classroom, and the ability of teachers to implement them can enhance the self-learning process.
Pendampingan Pengembangan Media Pembelajaran Berbasis Multimedia Interaktif pada SMK N 5 Gorontalo Latief, Mukhlisulfatih; Suhada, Sitti; Abdillah, Tajuddin; Dai, Roviana H.; Padiku5, Indhitya R.; Huraju, Risnawati M.
Empiris Jurnal Pengabdian Pada Masyarakat Vol. 1 No. 2 (2023): Volume 1 Nomor 2 Oktober 2023
Publisher : Fakultas Ilmu Sosial dan Ilmu Politik Universitas Ichsan Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59713/ejppm.v1i1.665

Abstract

Berdasarkan studi pendahuluan yang dilakukan di kelas XI RPL di SMK Negeri 5 Gorontalo ditemukan permasalahan pada pada materi structured query language terutama pada proses pembelajaran yang masih menggunakan modul pembelajaran. Kondisi ini membuat siswa tidak tertarik dalam proses pembelajaran sehingga berpengaruh pada proses belajar mengajar. Penelitian ini bertujuan untuk Mengembangkan media pembelajaran berbasis multimedia pada materi SQL, Mengukur kelayakan media pembelajaran yang dikembangkan dan kepraktisan. Metode penelitian adalah penelitian dan pengembangan (research and development) menggunakan model Borg ang Gall. Sebelum di uji cobakan kepada pengguna (siswa), media pembelajaran yang dikembangkan terbih dahulu divalidasi oleh ahli media dan ahli materi. Untuk mengumupulkan data ahli media dan ahli materi peneliti menggunakan angket uji kelayakan media. Hasil penelitian menunjukan : (1) validasi ahli media tahap 1 mendapatkan skor total 91 (95,78 %) dan validasi ahli media tahap 2 mendapatkan skor total 91 (95,78 %), (2) hasil validasi ahli materi tahap 1 dengan skor 104 (86,66 %) dan hasil validasi ahli materi tahap 2 dengan skor 118 (98,33 %). Setelah melalui serangkaian validasi ahli kemudian di uji cobakan ke pada pengguna. Hasil dari uji coba media pembelajaran multimedia interaktif di kelas XI RPL SMK Negeri 5 Gorontalo memperoleh skor 1233 (94,84%). Dapat disimpulakan bahwa penggunaan media pembelajaran layak digunakan sebagai alternative guru dalam proses belajar mengajar khusunya pada materi SQL. Based on a preliminary study conducted in class XI RPL at SMK Negeri 5 Gorontalo, problems were found in the structured query language material, especially in the learning process which still uses learning modules. This condition makes students not interested in the learning process so that it affects the teaching and learning process. This study aims to develop multimedia-based learning media on SQL material, measure the feasibility of developed learning media and practicality. The research method is research and development (research and development) using the Borg ang Gall model. Before being tested on users (students), the learning media developed were first validated by media experts and material experts. To collect data from media experts and material experts, researchers used a media feasibility test questionnaire. The results showed: (1) media expert validation stage 1 got a total score of 91 (95.78%) and media expert validation stage 2 got a total score of 91 (95.78%), (2) results of material expert validation stage 1 with a score 104 (86.66%) and the results of the stage 2 material expert validation with a score of 118 (98.33%). After going through a series of expert validations, it is then tested on users. The results of the trial of interactive multimedia learning media in class XI RPL SMK Negeri 5 Gorontalo obtained a score of 1233 (94.84%). It can be concluded that the use of instructional media is appropriate for use as an alternative teacher in the teaching and learning process, especially in SQL material.
Pendampingan Pengembangan Video Pembelajaran Berbasis Motion Graphic Siswa Kelas XI Multimedia di SMK Negeri 5 Gorontalo: Pengembangan Video Pembelajaran Berbasis Motion Graphic Suhada, Sitti; Azhar Kadim, Ahmad; Amali, Lanto Ningrayati; Dai, Roviana H; Thohir Yassin, Rochmat Mohammad; Gede Sandika, I Wayan Gede Sandika
ELDIMAS: Jurnal Pengabdian Pada Masyarakat Vol 2 No 1 (2024): Mei - Oktober 2024
Publisher : Electrical Engineering Department Faculty of Engineering State University of Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/ejppm.v2i1.7

Abstract

Berdasarkan evaluasi pembelajaran di Kelas XI Multimedia pada mata pelajaran Desain Grafis Percetakan belum memenuhi standar KKM yaitu 75. Penelitian ini bertujuan untuk mengembangkan video pembelajaran berbasis motion graphic pada materi Tipografi kelas XI Multimedia. Jenis penelitian ini merupakan penelitian dan pengembangan (research and development) mengacu pada model Borg and Gall. Hasil penelitian : (1) validasi ahli media 1 mendapatkan skor 58 (77,3%), dan validasi ahli media 2 mendapatkan skor 72 (96%), (2) hasil validasi ahli materi 45 (100%). (1) Aspek Materi memperoleh skor 312 (91,7%), Aspek media memperoleh skor 241 (94,5%), dan (3) aspek tipografi memperoleh skor 247 (96,8%). Secara keseluruhan penilaian siswa terhadap video pembelajaran memperoleh skor 800 (94,1%). Dapat disimpulkan video pembelajaran berbasis motion graphic layak digunakan dalam proses pembelajaran di kelas XI Multimedia SMK Negeri 5 Gorontalo.
Using Discovery Learning and Problem-Based Learning to Increase Students' Motivation for Accomplishment Suhada, Sitti; Sunardi, Sunardi; Amali, Lanto Ningrayati; Katili, Muhammad Rifai; Lahinta, Agus; Kilo, Juriah R.
Elinvo (Electronics, Informatics, and Vocational Education) Vol 8, No 2 (2023): November 2023
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/elinvo.v8i2.58612

Abstract

According to initial observations made during the Basics of Computer Network Engineering and Telecommunications course in class X at TKJ SMK Negeri 5 Gorontalo, students were generally still passive and did not participate much in their education, preferring to listen to what their teachers said. This research aims to analyse: (1) the influence of the Problem Based Learning model on students' achievement motivation; (2) the influence of the Discovery learning model on students' achievement motivation; and (3) differences in achievement motivation between classes treated with Problem Based Learning. This study used a Non-equivalent Control Group Design research design in conjunction with a Quantitative Quasi-Experimental research method. This design consists of two groups that are not randomly selected, then given a pre-test to find out whether there are differences between the experimental group and the control group. The analytical test tool used in testing this research is the Paired Sample T-test with the following test results: (1) The Problem Based Learning model influences students' achievement motivation as indicated by the Sig value; (2) the Discovery Learning model influences students' achievement motivation as indicated by the Sig value (2-tailed) of 0.000 0.05. These results show that there are differences in the average achievement motivation of students in classes given the Discovery Learning model; and (3) Apart from that, the independent t test showed that there was no difference in achievement motivation between classes given the Problem Based Learning model and classes given the Discovery Learning model.
Pengaruh Metode Pembelajaran Mind Mapping Terhadap Motivasi dan Hasil Belajar Siswa Pada Mata Pelajaran Dasar-Dasar Teknik Komputer Jaringan dan Telekomunikasi Mas’ud, Huzaima; Suhada, Sitti; Izah, Nurul; Bouty, Abd. Azis; Pakaya, Nikmasari; Rijal, Bait Syaiful
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/31757

Abstract

This research is motivated by the lack of motivation and learning outcomes of students in the subject of basic computer network and telecommunication engineering. One of the factors that affect student motivation and learning outcomes is the lack of use of learning methods. The mind mapping learning method is a creative, effective and literally note-taking technique that will map thoughts very simply, so that it can improve student motivation and learning outcomes. This study aims to determine the effect of the mind mapping learning method on student motivation and learning outcomes in the subject of basic computer network and telecommunication engineering of class X TKJ-A with 26 students and class X TKJ-B with 27 students. The instruments used were questionnaires for student learning motivation and test questions (posttest) for learning outcomes. Based on the results of the study based on data analysis and hypothesis testing, a significant value of 0.000 <0.05 was obtained where Ho was rejected and Ha was accepted where the mind mapping learning method had a significant effect on student motivation and learning outcomes. So it can be concluded that the mind mapping learning method has an effect on the motivation and learning outcomes of class X TKJ students in the subject of basic computer network and telecommunications engineering at SMK Negeri 1 Suwawa.Keywords: Mind Mapping learning method, Learning motivation, Learning outcomes
Penerapan Media Pembelajaran Canva Ai Pada Mata Pelajaran Informatika Kelas X Di Sma Negeri 3 Gorontalo Utara Puluhulawa, Alda Cahyani; Hadjaratie, Lillyan; Suhada, Sitti; Koniyo, Moh. Hidayat; Kadim, Ahmad Azhar; Bouty, Abd. Aziz
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/30995

Abstract

This research aims to develop learning media using Canva as a tool to help students improve their learning outcomes in the subject of Algorithms and Programming by creating Canva AI learning media that contains content capable of visualizing the material. The method used in this research is the Research and Development development method with the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model. The results of the feasibility test by content experts showed a feasibility score of 4.6 with the category "very valid" and by media experts with a feasibility score of 4.7 with the category "very valid." The practicality test based on teacher response data showed a percentage of 90.5% with the category "very practical" and student response data showed a percentage of 91.2% with the category "very practical." The effectiveness test showed a post-test learning outcome mastery of 82.1 with the category "very good." The effectiveness test based on the correlation sample test results from the post-test and pre-test showed 0.001 < 0.05, indicating a significant difference in student learning outcomes. Thus, it can be concluded that the application of the Canva AI learning media is feasible, practical, and effective for use in the learning process.Keywords: Learning Media, Canva AI, ADDIE, Informatics
PENGEMBANGAN MEDIA ANIMASI MOTION GRAPHIC PADA MATERI JARINGAN KOMPUTER DAN INTERNET KELAS X TKJ DI SMK NEGERI 1 SUWAWA Dadi, Heru Hartato; Latief, Mukhlisulfatih; Suhada, Sitti; Amali, Lanto Ningrayati; Rohandi, Manda; Suwandi, Ihsanulfu'ad
Jurnal Vokasi Sains dan Teknologi Vol. 4 No. 1 (2024): JURNAL VOKASI SAINS DAN TEKNOLOGI (NOVEMBER)
Publisher : Program Vokasi UNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56190/jvst.v4i1.69

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis animasi motion graphic pada materi jaringan komputer dan internet untuk siswa kelas X Teknik Komputer dan Jaringan (TKJ) di SMK Negeri 1 Suwawa. Latar belakang penelitian ini adalah kurangnya variasi media pembelajaran yang berdampak pada rendahnya hasil belajar siswa, di mana banyak siswa belum mencapai standar Kriteria Ketercapaian Tujuan Pembelajaran (KKTP) sebesar 75 sesuai dengan Kurikulum Merdeka. Metode penelitian yang digunakan adalah model pengembangan Research and Development (R&D) dengan pendekatan 4D (Define, Design, Develop, Disseminate). Hasil penelitian menunjukkan bahwa media animasi motion graphic yang dikembangkan telah divalidasi oleh ahli media dan ahli materi, masing-masing dengan skor 71,38% dan 80%, sehingga dinyatakan "Layak" untuk digunakan. Selain itu, hasil uji coba terbatas menunjukkan respon positif dari siswa dengan skor rata-rata 82,17% untuk aspek kepraktisan dan efektivitas. Hal ini membuktikan bahwa media pembelajaran tersebut efektif, praktis, dan sesuai untuk meningkatkan pemahaman siswa terhadap materi jaringan komputer dan internet. Dengan demikian, media pembelajaran animasi motion graphic ini tidak hanya memenuhi standar kualitas, tetapi juga menjadi alternatif inovatif yang mendukung proses pembelajaran di SMK Negeri 1 Suwawa.
Web-Based Tourism Geographic Information System in Banggai Laut Regency Suhada, Sitti; Dai, Roviana H; Imudi, La
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 9 No 2 (2023): Journal CERITA : Creative Education of Research in Information Technology and Art
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v9i2.2717

Abstract

Banggai Laut Regency has abundant natural resources, both in the form of marine resources and from various produce. abundant resources in Banggai Laut Regency, making this district one of the places that have tourist destinations. Some of the tourist attractions that can be found in Banggai Laut Regency are very diverse including natural tourism, cultural tourism and tourist villages. Limited information about the types of tourism, the distribution of tourist locations, tourist maps are the causes of the undeveloped tourist attractions in the Banggai Laut Regency area. This research raises the issue of how to create a web-based tourism geographic information system in Banggai Laut Regency. The purpose of this study is to create a web-based tourism geographic information system. The method used in this study is the prototyping system development method. This research produces a web-based tourism geographic information system in Banggai Laut Regency. With the existence of a geographic information system, it can help tourists to be able to find out how the description of tourist attractions, tourist maps, and information about tourist attractions to be visited, so that tourists get detailed information in traveling and visiting tourist destinations and help the local government, especially the Tourism Office in promoting tourist attractions in Banggai Laut Regency.
Sistem Pakar Menu Sehat Berdasarkan Golongan Darah Menggunakan Metode Certainty Factor Asikin, Butsiarah; Suhada, Sitti
Jurnal Teknik Vol 22 No 2 (2024): Jurnal Teknik
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37031/jt.v22i2.523

Abstract

A healthy menu refers to a list of foods that can provide all the essential nutrients for the body, such as carbohydrates, proteins, fibers, fats, vitamins, and minerals, in balanced proportions. The types of food recommended for consumption must be in accordance with blood type, in order to affect the body's metabolism. The purpose of this study was to develop a healthy menu expert system based on blood type using the certainty factor method. The certainty factor method is used to determine the level of certainty in providing food recommendations that are in accordance with blood type in order to support health. The research approach applied is the waterfall method, which includes several stages, such as needs analysis, system design, coding, testing, and implementation. Based on the research conducted, a healthy menu expert system based on blood type using the certainty factor method was successfully developed. The results of the black box test showed that the alpha testing test obtained an average value of 4.3, which is included in the valid category, while the beta testing test produced an average value of 4.0, which is also valid. After being tested, this expert system had an accuracy of 91.6%, which indicates that the system provides healthy menu recommendations that are appropriate, accurate, and useful.
Co-Authors Abdul Aziz Bouty Abdulaziz Ahmed siyad Agung Wahyu Laksono Agus Herwanto Agus Lahinta Ahmad Almukaroma Liow Ahmad Azhar Kadim Alfian Zakaria Antula, Nur Savira Anwar, Ridha Alvariza Apriyati Rahmi Pateda Pateda Arip Mulyanto Asraf Humonggio Astuti, Wahyu Azis, Ilham Abd. Bait Syaiful Rijal Bau, Rahmat Taufik R. L Bouty, Abd. Azis Budiyanto Ahaliki Butsiarah Dadi, Heru Hartato Dai, Roviana H. Dian Novian Diana Novita Dwinanto, Arif Edi Setiawan Eka Vickraien Dangkua, Eka Vickraien Elsy Rahajeng, Elsy Fachrul Faisal Ibrahim Fadik Sadjar Fitrian Bilontalo Gafur Gafur Jamada Gede Sandika, I Wayan Gede Sandika H, Haeriani Hamlina, Robin Y. Hanifah Mardlatillah Hermawan Paramata Hermila A Huraju, Risnawati M Huraju, Risnawati M. Huzaima Mas'ud I Wayan Gede Sandika I Wayan Gede Sandika Ikhwan Fauzy Djuhu Imam B. Buke Imudi, La Indhitya R Padiku Ishak Isa Ismail, Hamid Ita Fitriati Izah, Nurul Jemmy A Pakaya Kahar, Nurrahmah Fitirani Karim Bahu Kilo, Juriah R. Lamarana, Ilfa Lanto Ningrayati Amali Lillyan Hadjaratie Manda Rohandi Mas'ud, Huzaima Mas’ud, Huzaima Melinda Melinda Moh Ramdhan Arif Kaluku Moh. Hidayat Koniyo mohammad syafri tuloli Mongilong, Mohammad Farhan Muchlis Polin Muhammad Yassir Mukhlisulfatih Latief Mustapa, Muhammad Syarif Muthia, Muthia Mutmaina A. Usuli Nikmasari Pakaya Nikmasari Pakaya Nikmasari Pakaya Nur Zalfaa Alfathi Mohi Nurrahmah Fitirani Kahar Nurtianingrat Zees Ongku, Sriwahyuni A. Pakaya, Nikmasari Puluhulawa, Alda Cahyani Pulumoduyo, Mohammad Fahmi Rahman Takdir Rahmat Riansah Husain Rahmat Taufik R.L Bau Rifadli Bahsuan Rochmat Mohammad Thohir Yassin Roy Budiharjo Salahudin Olii Salsa, Salsabila Nakia Siyad, Abdulaziz Ahmed Sri Ayu Ashari Sri Indah Cahyani Sri Yayunda Adjun Sudirman, Randi sunardi sunardi Sunardi Sunardi Sunarty Suly Eraku Suwandi, Ihsanulfu'ad Tajuddin Abdillah Thohir Yassin, Rochmat Mohammad Tri Alfandra Labuga Trias Saputra Singo Ulfa Rahmatin Usman, Wahyu Setiawan Utiah, Moh Hikam A. Wahyu Musa Wibowo, Sela Febrianti Wirahman Salsabil Husain Yassin, Rochmad Mohammad Thohir Yuliati - Yunus, Adinda putri