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Perancangan SIAKAD Berbasis Web Menggunakan Framework Laravel 10 (Studi Kasus: Jurusan TKJ SMK N 1 Bukittinggi) M.T, Edryan Sulthan; Okra , Riri Okra; Musril, Hari Antoni; Derta, Sarwo
KOLONI Vol. 4 No. 2 (2025): JUNI 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

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

Abstract

This research aims to improve the efficiency of data management and academic processes at SMK Negeri 1 Bukittinggi through the implementation of a web-based Academic Information System (SIAKAD). The current academic administrative management is inefficient due to the use of manual systems and outdated data backup methods. Academic processes, especially in communicating students’ grades, are cumbersome and time-consuming. The implementation of SIAKAD is expected to provide accurate, fast, and timely information, as well as enhance the quality of services and the efficiency of academic data management. This study employs the Research and Development (R&D) method to develop and test the feasibility of the product. The system development model used is the System Development Life Cycle (SDLC) with the waterfall model, which emphasizes sequential and analytical stages, flowing from top to bottom like a waterfall. Product testing results show a high level of validity (average score of 0.95) from validation by two experts and excellent practicality (average score of 0.98) based on assessments by two practitioners. The effectiveness test also shows a high level of success (average score of 0.91) based on the kappa formula analysis involving 15 respondents. The web-based academic information system developed using Laravel 10 framework demonstrates excellent performance in speed, responsiveness, and stability. The design of this system successfully resulted in the website http://siakadsmk.uinftik.my.id. The testing results of SIAKAD at the TKJ department of SMK Negeri 1 Bukittinggi indicate an average validity score of 0.95, practicality of 0.98, and effectiveness of 0.91. This application proves to be effective and efficient in managing academic data, facilitating interactions among teachers, students, and administrators, and improving the quality of academic information services at SMK Negeri 1 Bukittinggi.
Perancangan Media Pembelajaran Augmented Reality (AR) Pada Mata Pelajaran Kimia Menggunakan Unity di SMA Negeri 1 Bukittinggi Irma, Widia; Okra, Riri; Musril, Hari Antoni; Derta, Sarwo
Jurnal Manajemen Informatika JAMIKA Vol 14 No 1 (2024): Jurnal Manajemen Informatika (JAMIKA)
Publisher : Program Studi Manajemen Informatika, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jamika.v14i1.12076

Abstract

SMA Negeri 1 Bukittinggi is one of the educational institutions in Indonesia. At SMA Negeri 1 Bukittinggi there is an issue that learning activities are carried out using textbooks and PowerPoint slides as the main teaching tools. It was concluded from the results of interviews between researchers and several teachers at SMA Negeri 1 Bukittingi that the average learning media still uses conventional media. This is less effective in its application, especially in chemistry lessons which require special media that are more realistic, such as pictures of molecules and are easily visible inside and outside the classroom. Regarding this problem, research was carried out with the aim of designing Augmented Reality (AR) based chemistry learning media at SMA Negeri 1 Bukittinggi. Researchers use the Unity application as a media design tool. The aim of this research is to design Augmented Reality learning media using Unity at SMA N 1 Bukittinggi that is valid, practical and effective. Researchers use the Hannafin and Peck model as one of the development models for the SDLC method in this research. In the final stage, researchers used validity, practicality and effectiveness tests to draw conclusions about this research. The results of the effectiveness test from 34 students of class 4 validators got an average score of 0.85 (valid). This value test proves that the learning media that has been designed is useful and can be used in learning.
Perancangan Media Belajar Mandiri Berbasis Canva Pada Mata Pelajaran Pendidikan Agama Islam Untuk Siswa Sma N 1 Matur Nasution, Ahmad Zulkarnain; Musril, Hari Antoni; Derta, Sarwo; Rahmat, Tasnim
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.v4i1.1400

Abstract

This research was motivated by the use of learning media that has not yet supported the learning process of Islamic Religious Education at SMA N 1 Matur. Based on interviews conducted by the author with teachers and students, it was found that the learning media used in Islamic Religious Education consisted of printed books, blackboards, and the teaching method was mostly lecture-based. The use of computer technology in education not only facilitates the learning process but also opens up new opportunities for innovation and more interactive self-directed learning. By using digital platforms such as Canva in the development of learning media, teachers can present materials in a more engaging and easily understood manner for students. Based on the results of observations and interviews with Islamic Religious Education (PAI) teachers at SMA N 1 Matur, it was found that the use of digital learning media is still limited and predominantly relies on lecture methods and textbooks. This condition causes students to be less active in the learning process and less motivated to study independently. This study uses the Research and Development (R&D) model with the Hannafin and Peck approach, which consists of three stages: needs analysis, design, and implementation. The developed product was tested for its validity, practicality, and effectiveness. The validity test results showed that the developed media fell into the "very valid" category with a score of 0,948. The practicality test obtained a high score of 0.97, and the effectiveness test also showed a high result with a score of 0.73. Therefore, the Canva-based self-learning media in the Islamic Religious Education subject is declared valid, practical, and effective for use in the learning process of students at SMA N 1 Matur, and it can encourage students to learn actively and independently. Abstrak Penelitian ini berangkat dari permasalahan penggunaan media pembelajaran yang belum optimal dalam mendukung proses belajar Pendidikan Agama Islam di SMA N 1 Matur. Berdasarkan hasil wawancara dengan guru dan siswa, diketahui bahwa media yang digunakan masih terbatas pada buku cetak, papan tulis, serta metode ceramah sebagai pendekatan utama. Padahal, pemanfaatan teknologi komputer dalam dunia pendidikan tidak hanya mempermudah jalannya pembelajaran, tetapi juga memberikan peluang besar untuk menghadirkan inovasi dan menciptakan pembelajaran mandiri yang lebih interaktif. Melalui pemanfaatan platform digital seperti Canva, guru berkesempatan menyajikan materi secara lebih menarik dan mudah dipahami oleh peserta didik. Hasil observasi dan wawancara peneliti dengan guru PAI menunjukkan bahwa penggunaan media digital masih minim dan dominan menggunakan metode ceramah serta buku paket, sehingga membuat siswa kurang aktif serta tidak terlalu termotivasi untuk belajar mandiri. Penelitian ini menggunakan metode Research and Development (R&D) dengan pendekatan Hannafin dan Peck yang mencakup tiga tahapan, yaitu analisis kebutuhan, desain, dan implementasi. Produk media yang dikembangkan kemudian diuji melalui uji validitas, praktikalitas, dan efektivitas. Hasil uji validitas menunjukkan bahwa media yang dihasilkan termasuk kategori sangat valid dengan skor 0,948. Pada uji praktikalitas diperoleh nilai tinggi sebesar 0,97, sedangkan uji efektivitas memberikan hasil tinggi dengan skor 0,73. "Dengan demikian, media pembelajaran mandiri berbasis Canva pada mata pelajaran Pendidikan Agama Islam ini dinyatakan valid, praktis, serta efektif untuk digunakan dalam proses belajar siswa SMA N 1 Matur, sekaligus mampu mendorong mereka agar lebih aktif dan mandiri dalam belajar. Penelitian ini berkontribusi dalam memperkaya literatur mengenai pengembangan media pembelajaran digital pada mata pelajaran Pendidikan Agama Islam, memberikan alternatif solusi praktis bagi guru dalam menciptakan pembelajaran interaktif, serta dapat dijadikan acuan bagi penelitian selanjutnya dalam pengembangan media pembelajaran inovatif.
Desain Media Pembelajaran Interaktif Mata Pelajaran IPA untuk Anak Tunagrahita Ringan Kelas VIII di SLB Amanah Bunda Sitapung Nagari Balai Gurah Kecamatan Ampek Angkek Agam Elbazs, Qadisa Awdidia; Derta, Sarwo; Efriyanti , Liza; Khairuddin, Khairuddin
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (603.255 KB) | DOI: 10.31004/irje.v3i1.37

Abstract

Special schools (SLB) are special schools for children who have difficulty participating in learning either due to physical, emotional or mental disorders. At the Amanah Bunda Sitapung Special School (SLB) the problems found by researchers were that the learning media used were less varied which caused boredom while studying, because students were bored and the focus of students was also reduced, and there was no animated video-based learning media. From these problems, interactive learning media were designed for science subjects regarding growth and development in humans, especially the physical characteristics of boys and girls at puberty for Tugrahita children with the Tellagami application. The results of the design of interactive learning media in the form of videos. The manufacturing process starts from thecollection of materials, assembly, distribution, distribution, and finally product testing. The method used is the 4-D version of RnD development method which consists of: define, design, develop, desseminate with the Luther-Sutopo Multimedia development model. The results of Interactive learning media research on science subjects get an average validity test value of 0.80 with very valid criteria, practicalitytest an average value of 0.89 with very high criteria, and an effectiveness test an average value of 0.80 with criteria very effective. Based on the results of product testing, the science learning media for mentally retarded children using the Tellagami application is valid, practical, effective and can facilitate students in the learning process.
Efektivitas Penggunaan Aplikasi Kids Mode untuk Mengontrol penggunaan Smartphone selama Pembelajaran Daring Siregar, Riski Ana Putri; Derta, Sarwo; Okra, Riri; Musril, Hari Antoni
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (183.285 KB) | DOI: 10.31004/irje.v3i1.139

Abstract

The use of smartphones in online learning is indeed very useful for students to learn. In fact, not all students use smartphones wisely to study, so students become unfocused in learning. The use of smartphones is misused in online learning such as for playing games, social media and others. The purpose of this study was to see how effective the kids mode application was to control the use of smartphones in online learning at SDN Sosa Timur District, Padang Lawas Regency, NorthSumatra. The type of research used is quantitative research. With a population of SDN Papaso IIand SDN Pir Trans Sosa 1A class VI with a total of 66 people. The sampling technique used ispurposive random sampling. While the test instrument used is a questionnaire with a Likert scale 4. The validity test of the questionnaire is valid with a value of rcount > rtable and a reliability test of 0.866> 0.70 which means reliable. The results of the study after being processed using SPSS obtained the hypothesis is 0.784 which means that H1 is accepted H0 is rejected, namely the use of the kids mode application to control the use of smartphones when online learning is effective and can be used in improving student learning outcomes, with an effectiveness of 61.5%. So, the use of the Kids Mode Application during the COVID-19 pandemic is effectively used as a tool used by parents in controlling students' learning when parents are busy, so that in this way parents no longer worry about their children when using smartphones.
this Perancangan Media Pembelajaran Berbasis Android Menggunakan Microsoft Powerpoint Berbantukan Fitur Ispring Suite pada Mata Pelajaran IPA di SMP Negeri 1 Banuhampu Nurleni; Supriadi, Supriadi; Okra, Riri; Derta, Sarwo
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (703.052 KB) | DOI: 10.31004/irje.v3i1.151

Abstract

This research is based on the students' low understanding of the mastery of bold science learning materials due to the absence of interesting learning media that will increase students' learning motivation. This study aims tocreate learning media in the form of a Mobile Application in *.apk format that can be run on Android Smartphones related to science subjects for class VIII semester 2 at SMPN 1 Banuhampu that are valid, practical, and effective. The method used in this study is the ADDIE version of the Research and Development (R&D) research method which consists of analysis, design, development, implement, evaluation, and theLuther-Sutopo multimedia development model which consists of six stages, namely the concept, design, material stages. collection, assembly, testing, and distribution. The product test of this research is in the form of a validity test conducted by 4 experts calculated using the Aiken's V Statistics formula, a practicality test by 1 material expert calculated using the Kappa Moment formula, and an effectiveness test by 15 class VIIIstudents at SMP N 1 Banuhampu who calculated using the statistical formula of Richard R. Hake (G-Score). The assessment instrument is in the form of a 5-scale questionnaire. Based on the test of the product that has been carried out by the author, the results of the analysis of the product validity test with an average value of 0.84 with very valid criteria, practicality with an average value of 0.88 with very high criteria, and an effective test with an average value of 0 .91 with Very Effective Criteria. After receiving the award, it is hoped that from the results of the learning media test, this learning media can help teachers and students in carrying out the teaching and learning process.
Perancangan Media Pembelajaran Perakitan Komputer Menggunakan Aplikasi Augmented Reality di SMKN 1 Tantom Angkola Sumatra Utara Amir Salim Khairul Rijal ‎; Derta, Sarwo
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (994.516 KB) | DOI: 10.31004/irje.v3i1.190

Abstract

Every innovation is created to provide positive benefits for human life. Providing many conveniences, as well as a new way of carrying out human activities, especially in the field of information technology has enjoyed many benefits brought about by the innovations that have been produced in the last decade.Along with the passage of time education is also growing, the development of science and technology encourages reform efforts in the use of technological results in the teaching and learning process. Learning media can be said as a learning tool, namely everything that can be used to stimulate thoughts, feelings, attention and abilities or students' skills so that it can encourage the learning process. This limitation is still quite broad and in-depth, including the understanding of sources, environment, people and methods used for the purpose of learning. Media for learning Information and communicationtechnology is made using "powtoon" and "added" application, namely linktree. The type of research used is the type of research and development (Research and Development). The R&D model used is the 4-D (four D) version, namely Define, Design, Develop, and Disseminate, using the Luther-Sutopo multimedia development model, which consists of Concept, Design, Materials Collecting, Assembly , Testing, andDistribution.‎ Based on the results of the research that has been done, it can be concluded that theresulting application can be utilized and suitable for use by students and teachers in the subjectsconcerned. The results of the validity test by experts on the android-based learning media obtained an average value of 0.88, namely valid, the practicality test got an average value of 0.88 with a very high category, and the effectiveness test got an average value. average 0.80 with very effective category.
Perancangan Media Pembelajan Berbasis Game Edukasi Menggunakan Scratch SMAN 1 Sungai Puar Jannah, Nur Syabillahtul; Okra, Riri; Musril, Hari Antoni; Derta, Sarwo
Indonesian Research Journal on Education Vol. 4 No. 3 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i3.938

Abstract

Tujuan dari penelitian ini adalah menghasilkan media edukasi khususnya permainan edukasi dengan menggunakan software scratch untuk siswa Informatika di SMAN 1 Sungai Puar. Kesulitan siswa dalam memahami pelajaran yang diajarkan dokter berkaitan dengan observasi dan diskusi yang berlangsung. peserta berguna untuk game online di lab. Mengingat hal di atas, disarankan untuk meninjau beberapa bahan ajar. Penelitian ini menggunakan metodologi Research and Development (R&D) dengan model pengembangan DDD-E. Dengan menggunakan model DDD-E, pengembangan media terdiri dari tiga tahap: Tujuan dan materi program harus diidentifikasi; (1) optimalisasi program atau modifikasi struktural; (2) augmentasi atau modifikasi media; dan (3) penilaian atau peninjauan terhadap keseluruhan proses desain dan pengembangan. Tiga metrik kualitas produk utama yang digunakan dalam penelitian ini adalah validitas, kepraktisan, dan daya tahan. Hasil evaluasi produk yang penulis lakukan meliputi tiga evaluasi yaitu: evaluasi satu validator dari tiga responden dengan skor 0,92 dan kategori valid; satu kali evaluasi prakInformatika dari dua responden dengan skor 0,87 dan kategori sangat tinggi; dan satu evaluasi campuran dari dua responden. Dengan skor 0,84 dan kategori tinggi, kelompok tersebut terdiri dari satu orang guru dan satu orang siswa.
Perancangan Sistem Informasi Pelanggaran Siswa Menggunakan Framework CodeIgniter di SMP IT Sjech M. Djamil Djambek Bukittinggi Ashary, Mirfa Reza; Musril, Hari Antoni; Okra, Riri; Derta, Sarwo
Indonesian Research Journal on Education Vol. 4 No. 3 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i3.997

Abstract

Penelitian ini dilatarbelakangi oleh sekolah yang masih melakukan prosespendataan pelanggaran siswa secara manual sehingga memerlukan banyak waktu. Hal ini menyebakan proses pendataan pelanggaran siswa kurang efektif dan efisien, sehingga perlu adanya sistem informasi pelanggaran siswa di SMP IT Sjech M. Djamil Djambek Bukittinggi. Metode penelitian yang digunakan adalah metode penelitian Research and Development (R&D), yaitu rangkaian langkah-langkah mengembangkan produk baru dan menguji keefektifan produk tersebut, sedangkan model pengembangan sistem menggunakan System Development Life Cycle (SDLC) dengan menerapkan model Agile yang terdiri dari tahap Analisis Sistem, Perancangan, Development, Testing, Deployment, Revisi dan Evaluasi, Serta Maintenance Sistem. Uji produk menggunakan standard ISO/IEC 25010 yang terdiri dari pengujian Functional Suitability, Compability dan Usability. Juga dilakukan pengujian validitas kebahsaan dan isi terhadap sistem informasi. Berdasarkan hasil penelitian yang penulis lakukan, penulis mampu membuat produk sistem informasi pelanggaran siswa di SMP IT Sjech M. Djamil Djambek Bukittinggi menggunakan bahasa pemograman PHP dan database MySQL. Hasil pengujian functional suitability memproleh skor 100% dengan kriteria sangat layak, pengujian compability memperoleh skor 100% dengan kriteria sangat layak, pengujian usability mendapatkan hasil akhir 93,71% dengan kriteria sangat layak. Hasil akhir pengujian validitas produk mendapatkan nilai 0,99 dan dinyatakan valid.
Perancangan Sistem Informasi Tahfidz Al-Qur’an Berbasis Web di Pesantren Modern Daar Al-Uluum Asahan Kisaran Tanjung, Imam Dwi Jaya; Yuspita, Yulifda Elin; Musril, Hari Antoni; Derta, Sarwo
Indonesian Research Journal on Education Vol. 4 No. 4 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i4.1227

Abstract

Sistem informasi merupakan suatu sistem yang mengumpulkan, menyimpan, dan mengelola data untuk mendukung kegiatan operasional, manajemen, dan pengambilan keputusan dalam sebuah organisasi. Di Pesantren Modern Daar Al-Uluum Asahan Kisaran, pencatatan perkembangan hafalan santri masih dilakukan secara manual dengan buku hafalan. Hal ini sering mengakibatkan kesalahan dalam pencatatan dan rentan terhadap kehilangan data. Maka dari itu peneliti tertarik untuk merancang sebuah sistem informasi tahfidz Al-Qur’an berbasis web yang dapat membantu dalam pencatatan perkembangan hafalan santri. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan Rapid Application Development (RAD). Tujuan dari penelitian ini adalah untuk mengatasi masalah pencatatan manual yang sering kali menimbulkan kesalahan dan kehilangan data, dengan menyediakan solusi berupa sistem informasi yang lebih efektif dan efisien. Hasil dari penelitian ini adalah sebuah sistem informasi tahfidz yang memudahkan guru dalam mencatat perkembangan hafalan santri dan pembuatan laporan. Dengan adanya system infomasi proses pencatatan perkembangan hafalan siswa berjalan dengan efektif dan efisien, sehingga dapat meningkatkan kualitas pengelolaan hafalan di pesantren.
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