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PERANCANGAN PRESENTASI SEBAGAI MEDIA PEMBELAJARAN MENGGUNAKAN COURSELAB DI SMK PEMBINA BANGSA BUKITTINGGI Nandes, Fer; Derta, Sarwo
Jurnal Informatika UPGRIS Vol 8, No 1: Juni 2022
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

ABSTRAKFernandes, 2515074  “Perancangan Presentasi sebagai media pembelajaran menggunakan Courselab di SMK Pembina Bangsa Bukittinggi”. Program Studi Pendidikan Teknik Informatika dan Komputer, Fakultas Tarbiyah dan Ilmu Keguruan Isntitut Agama Islam Negeri (IAIN) Bukittinggi.Berdasarkan observasi penulis di SMK Pembina Bangsa Bukittinggi diduga kenyataan belajar Simulasi Digital masih terdapat kendala, seperti media visual yang dipakai kurang menarik sehingga kemampuan siswa dalam materi pembelajaran Simulasi Digital menjadi tidak maksimal. media pembelajaran Simulasi Digital dibutuhkan karena siswa ingin melihat secara jelas sistem komputer bukan sekedar gambar saja dalam penjelasan mata pelajaran. Minat belajar siswa kurang semangat, dan juga materi yang disampaikan tidak dapat diserap dengan baik karena media yang digunakan guru kurang menari. Metode penelitian yang digunakan adalah metode penelitian Research and Depvelopment (RD), yaitu sebuah metode yang digunakan untuk menghasilakan sebuah sistem, Model RD yang digunakan adalah versi 4D yaitu define, design, develop, dan disseminate dalam penelitian ini penulis menerapkan model pengembangan multimedia versi Luther-Sutopo. Menurut Luther Sutopo, model model pengembangan multimedia ini terdiri dari enam tahapan, yaitu concept (pengonsepan), design (pendesainan), material collecting (pengumpulan materi), assembly (pembuatan), testing (pengujian) dan distribution (pendistribusian).Berdasarkan hasil penelitian yang peneliti lakukan,peneliti berhasil membuat sebuah media pembelajaran menggunakan aplikasi courselab di SMK Pembina Bangsa Bukittinggi . Hasil uji validitas yang dilakukan oleh ahli komputer dengan memperoleh nilai rata-rata 0,64 yang  menunjukan produk ini valid. Hasil uji dari Praktikalitas, penulis mendapat nilai rata-rata yaitu 88,48 yaitu sangat praktis. Dan pada uji Efektifitas penulis mendapatkan nilai rata-rata 0,87 yaitu sangat tinggi.Kata Kunci : Perancangan, Media, Pembelajaran, Presentase, Courselab, Metode RD versi 4D, pengembangan Luther Sutopo
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 | 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 | 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.
Implementation of the Laravel Framework in the Administration of Letter Submission and Issuance Information System Haikal, M.; Derta, Sarwo
Knowbase : International Journal of Knowledge in Database Vol. 3 No. 1 (2023): June 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/knowbase.v3i1.6266

Abstract

Administrative management of the Faculty of Islamic Economics and Business (FEBI) at State Islamic University of Sjech M. Djamil Djambek Bukittinggi is still ineffective, where mail management is still done manually or semi-automatically. However, the number of letters published is still limited. The situation in this faculty often results in long queues when students need to collect their letters. Students have to come directly to the faculty to check whether the letters they have submitted have been issued or not. However, there is currently no specific information system in place to manage administrative difficulties linked to letter submission and issuance at FEBI. As a result, improvements in this area are required to boost the efficiency and convenience of administrative procedures at the faculty. The purpose of this research is to create an Administration System for Letter Submission and Issuance at the Faculty of Economics and Islamic Business, UIN Bukittinggi, utilizing the Laravel framework and the MySQL database. This technology enables users to manage correspondence online, making it more productive and efficient. This study uses the Research and Development (RnD) version of the Pressman waterfall model. The system was built using Visual Studio Code software and using the Laravel framework as the back end and CSS bootstrap as the front end. The system can help students in managing correspondence effectively and efficiently.
Design of Internship Student Management Information System with Software Development Life Cycle Approach Fakhira, Indah Naurah; Derta, Sarwo; Musril, Hari Antoni; Okra, Riri
Knowbase : International Journal of Knowledge in Database Vol. 3 No. 2 (2023): December 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/knowbase.v3i2.6713

Abstract

This research is motivated by the absence of an information system concerning the placement of student internships. This is attributed to the diverse backgrounds of students at the H. Agus Salim Institute of Technology and Business (ITB), comprising three different classes. For regular morning students, internship placements can be tailored to their field of study. However, for evening students (regular two) and weekend students (regular three), who are individuals already employed in government institutions and private companies, determining suitable internship locations becomes challenging. This is because the tasks performed in these institutions and companies may not align with the academic disciplines studied by the students during their academic tenure. In the design of this internship information system, the researcher adopts the Incremental model, which is one of the models in the Software Development Life Cycle (SDLC). Functional suitability testing, compatibility testing, usability testing, and validity testing were conducted on the internship management information system. The test results, carried out by one expert, yielded a functional suitability score of 94%, categorized as excellent. The capability test, also conducted by one expert, resulted in a score of 80%, categorized as very good. Usability testing, conducted by seven experts, yielded a score of 80.6%. Validity testing, carried out by three validators, resulted in a score of 0.86, categorized as highly valid.
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 Aplikasi Monitoring Ibadah Harian Siswa Berbasis Android di SMAN 2 Tilatang Kamang Qalbi, Rizky Wahyuni; Derta, Sarwo
Informatik : Jurnal Ilmu Komputer Vol 16 No 3 (2020): Desember 2020
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52958/iftk.v16i3.1900

Abstract

Penelitian ilmiah ini berisi tentang aplikasi monitoring ibadah harian siswa yang dijalankan pada smartphone berbasis Android. Aplikasi ini bertujuan untuk memantau atau memonitoring perkembangan ibadah harian yang dilakukan oleh siswa. Dimulai dengan mengumpulkan data, merancang dan mengaplikasikan logika program, membuat tampilan aplikasi serta melakukan perbaikan. Peneliti menggunakan model pengembangan SDLC versi Waterfall. Aplikasi ini peneliti rancang menggunakan bahasa pemograman PHP/MySql. Uji coba yang dilakukan pada smartphone Android, mulai dari awal sampai mencoba menu yang ada di dalam aplikasi berjalan lancar. Aplikasi ini peneliti lakukan dengan harapan dapat membantu siswa dan guru dalam proses monitoring ibadah harian yang dilakukan siswa dan pelaporannya.
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.
Co-Authors Adam, Edwar Adrian Putra Ahmad, Engla Sedugo Putri Alamsyah, Yudi Alif Maulidhani Amanda, Ryan Amir Salim Khairul Rijal ‎ Andika Permana, Surya 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 Defrian, Fauzi Risna Dwi Putra, Roynerfa Efriyanti , Liza Efriyanti, Liza Efryanti, Liza Elbazs, Qadisa Awdidia Fajriah, Fenni Fakhira, Indah Naurah Fakhri, Muhammad Aulia Ferdian, Muhammad Arif Fitri, Hasanah Haddad, Najib Al Hafizah, Nurul Haikal, M. Hardiana Putri, Tiara Hargiani, Fransisca Xaveria Hari Antoni Musril Harni Haryati, Lina Husna, Rabbiatul Fadhilah Ilham Rosia Indra, Novia Insani, Chindy Rahmatul Irma, Widia Irsan, M Islami, Hafizah 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 Maisaroh, Suha Marsela, Mutiara Irce Muhammad Luthfi Muhiddinur Kamal Nandes, Fer Nasution, Ahmad Zulkarnain Nawani Harahap, Siska Niska, Reza Novel, Ismail Novianti , Elvina NurAfni NurAfni Nurleni Okra , Riri Okra Pasaribu, Rizky Handayani Pratama, Ridho Putra, Muhammad Ade Putri Adinda, Elza Putri, Nadiatul Qadisa awdidia Elbazs Qalbi, Rizky Wahyuni Qomaliah Harahap, Indah Raffiedi, Rahmattia Rafika Sani Rahayu, Eka Sri Rahma Sari, Artika Rahmah, Zakia Rahmi, Hayattul Ratna Anggraini Razi Alfarisy, Muhammad Resnawita Resnawita, Resnawita Retna Fitri Rezi, Muhamad Rezza Shafitri Anita Rifal, Abdul Riri Okra Rosani, Junita Rosia, Ilham Saidhi, Ridwan Salsabila, Ayunda Salsabila, Hanifa Sari, Lia Kartika Sari, Salsabila Sasti, Tiara ‎ Siregar, Annisa Fitri Siregar, Riski Ana Putri Suha Maisaroh Suhaila, Mia Amanda 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