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Perancangan Media Pembelajaran Berbasis Augmented Reality pada Pembelajaran Matematika untuk Kelas VIII di MTsN 2 Pasaman Sani, Rafika; Efriyanti, Liza; Supriadi, Supriadi; Derta, Sarwo
ANTHOR: Education and Learning Journal Vol 1 No 5 (2022): Vol 1 No 5. Page: 240 - 293
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (175.26 KB) | DOI: 10.31004/anthor.v1i5.46

Abstract

This research was conducted from the problems that the authors found during observations at MTsN 2 Pasaman which so far the teacher has not maximized the use of technology in learning mathematics, students only rely on learning from the teacher verbally, so students get bored quickly when learning takes place and have difficulty understanding the material taught by the teacher. Therefore, the authors design learning media based on Augmented Reality so that it can be an alternative learning media. The purpose of this research is to produce an Augmented Reality-based supporting media design for mathematics learning that is valid, practical and effective. The method used in this study is the Research andDevelopment (R&D) method using the Luther-Sutopo version of the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), collecting material (material collection). assembly (manufacture), testing (testing), and distribution (distribution). And the product test was carried out in this study, namely the validity test given to lecturers of field experts or field experts, practicality tests carried out by mathematics subject teachers and effectiveness tests given to students at MTsN 2 Pasaman class VIII. Based on the results of product tests that have been carried out by the author of the validity test, the average value is 0.84 which is declared valid, for the practicality test, the average value is 0.88 which is declared practical and for the effectiveness test, the average value is obtained. the average is 0.87 which is declared effective.
Perancangan Media Pembelajaran Biologi Kelas XI ‎Berbasis Android Menggunakan Ispring Suite 10 di SMAN ‎‎1 Banuhampu Sasti, Tiara ‎; Derta, Sarwo; Musril, Hari Antoni; Okra, Riri
ANTHOR: Education and Learning Journal Vol 1 No 6 (2022): Volume 1 Nomor 6. Page: 294 - 393
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (642.197 KB) | DOI: 10.31004/anthor.v1i6.50

Abstract

The background of this research is that Biology teachers in class XI use conventional media such as books and blackboards in teaching, this is certainly not in accordance with the demands of technological developments, causing students to become bored and less interested in learning. The purpose of this research is to produce an Android-based Biology learning media for Class XI using Ispring Suite 10 at SMAN 1 Banuhampu as additional media. This study uses the Vaughan version of the media development model, namelyplanning and financing, design and production, testing, and delivery. of the four stages thenuse Blackbox. The product test results in this study obtained a value of 0.81 and 0.83, thenthe validity of the linguistic aspect obtained a value of 0.95 and a material aspect validityvalue of 0.9 in the Valid criteria. The practicality value is 0.90 on the Very High criteria. And the Effectiveness Value is 0.77 in the High Effectiveness criteria. So that the media used can be additional media in learning.
Perancangan Media Pembelajaran Berbasis Game Edukasi Menggunakan Scratch Pada Mata Pelajaran Informatika Hardiana Putri, Tiara; Okra, Riri; Antoni Musril, Hari; Derta, Sarwo
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 1 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i1.1395

Abstract

The purpose of this study is to utilize Scratch software to develop an educational game-based learning medium that effectively and efficiently supports the teaching and learning process of informatics. This research is based on findings obtained through classroom observations and interviews with Grade X students at MAN 2 Bukittinggi, where the instructional tools and media used by teachers were still limited to printed textbooks, blackboards, and PowerPoint presentations, which were less engaging and lacked variety. Such conditions potentially decrease students’ learning motivation. In addition, the dominant teaching method applied was lecturing, without the integration of interactive media that could enhance students’ participation and motivation. This study applied the Research and Development (R&D) method using the Hannafin and Peck development model, which consists of four main stages: needs assessment, planning, development, and implementation. The findings indicate that the educational game-based learning materials developed with Scratch can be easily utilized by students as a tool to better understand informatics content. The product validity test obtained an average score of 0.86, indicating that the product is valid. The practicality test resulted in an average score of 0.97, categorized as very high, while the effectiveness test achieved an average score of 0.94. The contribution of this study is the development of an educational game-based learning medium using Scratch that is valid, practical, and effective, thereby providing an alternative solution for teachers to deliver informatics content more interactively while enabling students to learn flexibly through digital devices. Abstrak Tujuan dari penelitian ini adalah menggunakan perangkat lunak Scratch untuk membuat media pembelajaran yang berbasis game edukasi yang secara efektif dan efisien mendukung proses pembelajaran informatika. Penelitian ini didasari oleh temuan yang diperoleh melalui proses observasi dan wawancara pada pembelajaran informatika di kelas X MAN 2 Bukittinggi, di mana alat dan media yang digunakan guru masih terbatas pada buku cetak, papan tulis, dan presentasi menggunakan PowerPoint yang kurang menarik serta minim variasi. Kondisi ini berpotensi menurunkan motivasi siswa dalam mengikuti pelajaran. Selain itu, metode pengajaran yang paling sering digunakan adalah ceramah, tanpa adanya penggunaan media interaktif yang berpotensi meningkatkan partisipasi serta motivasi belajar siswa. Penelitian ini menerapkan metode Research and Development (R&D) dengan menggunakan model pengembangan yang dikembangkan oleh Hannafin dan Peck, yang meliputi empat tahap utama: penilaian kebutuhan, perencanaan, pembuatan, dan pelaksanaan. Temuan penelitian menunjukkan bahwa materi pembelajaran berbasis permainan edukasi menggunakan Scratch dapat dengan mudah digunakan oleh siswa sebagai alat bantu dalam memahami materi informatika. Hasil uji validitas pada produk ini memperoleh rata-rata skor sebesar 0,86, yang menandakan bahwa produk tersebut valid. Sementara itu, hasil pengujian praktikalitas menunjukkan bahwa produk ini memperoleh skor rata-rata sebesar 0,97, yang termasuk dalam kategori sangat tinggi. Sementara itu, pengujian efektivitas menghasilkan rata-rata skor 0,94. Kontribusi penelitian ini adalah menghadirkan media pembelajaran berbasis game edukasi menggunakan Scratch yang valid, praktis, dan efektif, sehingga dapat menjadi alternatif solusi bagi guru dalam menyampaikan materi informatika secara lebih interaktif serta membantu siswa belajar secara fleksibel melalui perangkat digital.
Pengembangan Media Pembelajaran Informatika Menggunakan Canva Pada Kelas X di SMK Teknologi Muhammadiyah Bukittinggi Hasannah, Nonny Nuriswatun; Musril, Hari Antoni; Ilmi, Darul; Derta, Sarwo
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1460

Abstract

This study aims to develop and test the feasibility of Canva-based informatics learning media through validity, practicality, and effectiveness tests to increase the engagement and understanding of class X students at SMK Teknologi Muhammadiyah Bukittinggi. Based on observations and interviews at SMK Teknologi Muhammadiyah Bukittinggi, the informatics learning process in class X is still dominated by lecture methods and conventional media, thus not maximizing active student participation and making learning feel monotonous. This study uses a Research and Development (R&D) model with the Hannafin and Peck approach consisting of three stages: needs analysis, design, and development. The results of the validity test show that the media is in the valid category with an average score of 0.88. The practicality test by the teacher showed very high results with a value of 0.94, while the effectiveness test showed a value of 0.90, with a high effectiveness category. Based on these results, it can be concluded that the informatics learning media for class X developed using Canva is proven to be valid, practical, and effective, and has the potential to help increase student engagement and understanding in the learning process. Thus, this media is worthy of being used as a supporting alternative in informatics learning activities in schools. Abstrak
Design of New Student Registration Information System at MTsN 4 Kab. Lima Puluh Kota Android Based Cities Putri, Yulia Elsa; Derta, Sarwo
Knowbase : International Journal of Knowledge in Database Vol. 1 No. 2 (2021): December 2021
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/ijokid.v1i2.4965

Abstract

There are still not many SMP/MTs/Equivalents in Indonesia holding online New Student Admissions, one example being MTsN 4 Kab. Lima Puluh Kota under the auspices of the Ministry of Religion Kab. Lima Puluh Kota. During manual PPDB at MTsN 4 Kab. Lima Puluh Kota there are several obstacles both experienced by the school, prospective students and parents, both in terms of administration or information at the time of PPDB implementation. Another problem that arises is the distance of the radius and distance of students who will register to school; from the data, the authors found that the radius and the furthest distance traveled by students was ± 18-20. It is the author's background in designing an Android-based PPDB information system using the 4D version of the R&D method with the SDLC waterfall system development model. The programming language used is PHP language assisted with MySQL database. From the product test that the author did, the results obtained: the validity test was carried out by filling out a questionnaire that referred to the Aiken's V statistical formula, namely 0.80 Valid criteria addressed to 3 lecturers, the practicality test was carried out by filling out a questionnaire which was analyzed with a percentage per rhythm, namely 93 ,33 Very Practical criteria aimed at 3 teachers and the effectiveness test is carried out by filling out a questionnaire that refers to the statistical moment kappa formula, namely 0.91 Very Effective criteria addressed to 15 students.
Mobile-Based E-Sociometry Application Development at the Counseling Guidance Laboratories of the State Islamic Institute (IAIN) Bukittinggi Anita, Rezza Shafitri; Derta, Sarwo
Knowbase : International Journal of Knowledge in Database Vol. 1 No. 1 (2021): June 2021
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/ijokid.v1i1.5038

Abstract

Sociometry is something that can be used in studying the structure of social relations among a group of individuals on the basis of research on social relations and social status of each member of the group concerned. Currently the service of sociometric instruments in the guidance and counseling laboratory of the Bukittinggi State Islamic Institute is still using conventional techniques using Ms.Excel. It is done manually using the distribution of questionnaires, Ms.Excel, which is still combined with Ms.Acces, which is not online yet , so that it can only be distributed in labor, and the next problem is that the application that uses Ms.Excel cannot yet display sociometric reports graphically. The research method that the author uses is the R&D Research & Development method with a waterfall SDLC (System Development Life Cycle) system development model consisting of the Communication.Planning.Modeling stages. Construction.Deployment. For the product test that the author did, the results obtained: the validity test by the validator obtained a value of 0.85 with valid criteria, the practicality test by the practitioner obtained a value of 0.83 with the Very Practical criteria, and the effectiveness test by the effectivator obtained a value of 0.75 with the Very Effective criteria.
PERANCANGAN SISTEM PAKAR BEASISWA DI SMKN 4 PAYAKUMBUH MENGGUNAKAN METODE FORWARD CHAINING Ramli, Nelson Rahmad; Derta, Sarwo; Ilmi, Darul; Musril, Hari Antoni
Jurnal Manajemen Informatika dan Sistem Informasi Vol. 9 No. 1 (2026): MISI Januari 2026
Publisher : LPPM STMIK Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36595/misi.v9i1.1738

Abstract

Tujuan dialakukanya penelitian ini adalah agar bisa menghasilkan suatu sistem pakar guna menentukan siswa yang berhak menerima beasiswa di SMKN 4 Payakumbuh secara valid, efektif, dan praktis. Permasalahan yang dihadapi dalam proses seleksi beasiswa antara lain adalah kompleksitas kriteria seleksi seperti prestasi akademik, kondisi ekonomi, dan keadaan keluarga, kebutuhan akan sistem yang mampu memberikan alasan logis kepada orang tua terkait hasil seleksi, serta lamanya proses seleksi manual karena pengumpulan dan verifikasi data yang memakan waktu. Untuk mengatasi permasalahan itu penulis merancang sistem pakar berdasarkan metode forward chaining, yaitu metode berbasis aturan yang memulai dengan mencari fakta-fakta yang ada supaya dapat menghasilkan sebuah kesimpulan. Hasil yang didapatkan setelah penelitian menunjukkan jika sistem pakar yang dikembangkan, yaitu SIPABEA, memiliki kemampuan untuk mengevaluasi kelayakan siswa secara otomatis, serta menghemat waktu dalam proses seleksi. Berdasarkan hasil pengujian, nilai validitas SIPABEA mencapai 0,88 yang menunjukkan bahwa sistem ini sangat valid. Selain itu, nilai praktikalitas sebesar 1 menunjukkan bahwa sistem sangat praktis untuk digunakan, dan nilai efektivitas sebesar 0,87 mengindikasikan bahwa sistem memiliki tingkat efektivitas yang tinggi. Dengan demikian, sistem ini memberikan kontribusi dalam penerapan teknologi informasi di bidang pendidikan, khususnya dalam proses seleksi beasiswa yang lebih efisien.
PERANCANGAN INEFSAHCHAT PADA MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR KELAS X DI SMKN 1 MATUR Hasibuan, Indra Efendi Saputra; Musril, Hari Antoni; Ilmi, Darul; Derta, Sarwo
Jurnal Manajemen Informatika dan Sistem Informasi Vol. 9 No. 1 (2026): MISI Januari 2026
Publisher : LPPM STMIK Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36595/misi.v9i1.1804

Abstract

InefsahChat merupakan media pembelajaran berbasis chatbot yang dirancang untuk mengatasi keterbatasan media pembelajaran konvensional di SMKN 1 Matur, khususnya dalam aspek bidang pelajaran Komputer dan Jaringan Dasar. Keterbatasan tersebut menyebabkan rendahnya literasi siswa dan kesulitan dalam memahami materi di luar jam belajar yang di terima siswa . Penelitian ini memiliki suatu fungsi yang bertujuan untuk mengembangkan chatbot edukatif berbasis teks-retrieval yang mampu merespons pertanyaan siswa secara cepat, akurat, dan sesuai dengan kurikulum. Penelitian ini termasuk ke dalam aspek  jenis penelitian dan pengembangan (Research and Development) dengan model pengembangan sebuah sistem agile yang meliputi tahapan analisis kebutuhan, perancangan, pengembangan, pengujian, implementasi, evaluasi, dan pemeliharaan. Basis pada teknologi yang diterapkan  dalam sistem pada penalitian ini yaitu PHP, JavaScript, CSS, dan basis data MySQL. Produk functional diuji berdasarkan standar ISO/IEC 25010 dengan indikator suitability, compatibility, dan usability, serta dilakukan uji validitas isi dan kebahasaan. Hasil penelitian menunjukkan bahwa uji functional suitability dan compatibility memperoleh nilai 100% (sangat layak), uji usability memperoleh nilai 85,25% (sangat layak), sedangkan hasil uji validitas isi sebesar 0,97 dan kebahasaan 0,87 dengan rata-rata 0,92 yang dinyatakan valid. Berdasarkan patokan hasil tersebut, dapat disimpulkan dan diringkas bahwa InefsahChat layak digunakan sebagai media pembelajaran berbasis teknologi untuk mendukung pemahaman siswa dan efektivitas penyampaian materi oleh guru. Sistem ini direkomendasikan untuk diterapkan secara berkelanjutan dan dikembangkan lebih lanjut.
PERANCANGAN MEDIA PEMBELAJARAN INFORMATIKA KELAS VII MENGGUNAKAN ADOBE CAPTIVATE Haryati, Lina; Derta, Sarwo; Musril, Hari Antoni; Okra, Riri
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 2 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i2.2371

Abstract

This research is focused on designing Informatics learning media for class VII Semester I at Al-Ishlah Bukittinggi Islamic Junior High School using Adobe Captivate. This research is limited to the development of valid, practical, and effective learning media, using the research and development (R&D) method and the Hannafin and Peck model. The research sample involved 4 experts for the validity test and students and teachers at Al-Ishlah Bukittinggi Islamic Junior High School for the practicality and effectiveness test. The results showed that the media developed had a high level of validity with an average value of 0.76 %, as well as practicality and effectiveness with values of 0.83 % and 0.77 % respectively. Thus, this learning media not only meets the criteria of practicality and effectiveness, but also makes a positive contribution to improving the quality of Informatics learning at the school. The implications of the results of this study indicate that technology-based learning media such as Adobe Captivate can be an effective solution to the learning problems faced, by increasing student engagement and understanding.
PENERAPAN MODEL ASSURE BERBANTUAN MEDIA AUDIO-VISUAL TERHADAP HASIL BELAJAR INFORMATIKA DI MTs MUHAMMADIYAH 20 NATAL Suha Maisaroh; Liza Efriyanti; Sarwo Derta; Riri Okra
KOLONI Vol. 1 No. 3 (2022): SEPTEMBER 2022
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/koloni.v1i3.243

Abstract

This research is motivated by the use of a direct-based learning model to be a learning model commonly used by an educator in the teaching and learning process. This learning model approach to learning is still teacher-centered so that students who tend to learn and learn become students in teaching and learning activities carried out in schools. With this, researchers take advantage of technological developments that cannot be separated from society, especially students, namely the use of technology (mobile phones). One of them is by applying the ASSURE model assisted by audio-visual media in learning. The type of research used by the author is quantitative research with experimental methods. The research design used is Posttest-Only Control Group Design. The sample of this study were students of class VII in MTs. Muhammadiyah 20 Christmas. The data collection technique used is the Posttest test. The data analysis technique used is a prerequisite test consisting of a normality test and linearity test and hypothesis testing. Informatics subjects as seen from the results of the Posttest in both the control class and the experimental class. With the application of the ASSURE model assisted by audio-visual media in the experimental class, the average value of 80.90 was obtained which resulted in a higher effect than the application of the conventional model which had an average of 44.66 in the control class. Keywords: Learning Model, ASSURE Model, Informatics.
Co-Authors Abda Abda Ahmad, Engla Sedugo Putri Alamsyah, Yudi Amanda, Ryan Amir Salim Khairul Rijal ‎ Andika Permana, Surya Anita, Rezza Shafitri Annas, Firdaus Arianda, M. Teguh Ashary, Mirfa Reza Aulia Rahim, Dini Ayuri, Arthi Candra Surya Chaliq Alwafi, Muhammad Cindiana Putri, Windy Dachi, Djulfikri Darsal Darmawati, Gusnita Darmawati, Gusnita Darul Ilmi Defrian, Fauzi Risna Dwi Putra, Roynerfa Efriyanti , Liza Efriyanti, Liza Elbazs, Qadisa Awdidia Fajriah, Fenni Fakhira, Indah Naurah Fakhri, Muhammad Aulia Firdaus Annas Haddad, Najib Al Haikal, M. Hardiana Putri, Tiara Hargiani, Fransisca Xaveria Hari Antoni Musril Harni Haryati, Lina Hasanah Fitri Hasannah, Nonny Nuriswatun Hasibuan, Indra Efendi Saputra Husna, Rabbiatul Fadhilah Ilham Rosia Indra, Novia Insani, Chindy Rahmatul Irma, Widia Irsan, M Islami, Hafizah Ismail Jannah, Nur Syabillahtul Jasmienti Jasmienti, Jasmienti Khairuddin Khairuddin - Khairuddin Khairuddin Khairuddin Khairuddin Khairunnisa Khairunnisa Kubro, Khodijatul Liza Efriyanti Liza Efriyanti M. Dede Nanda Pratama M. Irfan M.T, Edryan Sulthan Maharani, Rathih Yulia Mai Randa, Viska Meidian Caroline Muhammad Luthfi Muhiddinur Kamal Nandes, Fer Nasution, Ahmad Zulkarnain Nawani Harahap, Siska Niska, Reza Novianti , Elvina Nurleni Okra , Riri Okra Pasaribu, Rizky Handayani Pratama, Ridho Putra, Muhammad Ade Putri, Nadiatul Putri, Yulia Elsa Qadisa awdidia Elbazs Qomaliah Harahap, Indah Raffiedi, Rahmattia Rafika Sani Rahayu, Eka Sri Rahma Sari, Artika Rahmah, Zakia Rahmi, Hayattul Ramli, Nelson Rahmad Ratna Anggraini Razi Alfarisy, Muhammad Resnawita Resnawita Resnawita Retna Fitri Rezi, Muhamad Rezza Shafitri Anita Rifal, Abdul Riri Okra Rizky Wahyuni Qalbi Rosani, Junita Saidhi, Ridwan Salsabila, Ayunda Sari, Lia Kartika Sari, Salsabila Sasti, Tiara ‎ Siregar, Annisa Fitri Siregar, Riski Ana Putri Suha Maisaroh Suhaila, Mia Amanda Supriadi Supriadi Supriadi Supriadi Supriadi Tanjung, Imam Dwi Jaya Tanjung, Rahmatin Nihmah Tasnim Rahmat, Tasnim Termulo Mitrasyah, Aprian Tri Agusti Farma Umul Aiman Vernanda, Lousia Wati , Irma Wibowo, Alfaruq Ersat Yuditihwa, Adesia Yulia Elsa Putri Yulifda Elin Yuspita Yurmanalis Yurmanalis Zakir, Supratman Zulhidayati Zulhidayati Zulmahendra