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HUBUNGAN PERSEPSI SISWA TENTANG LINGKUNGAN BELAJAR BERBASIS TEKNOLOGI TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN SISTEM KOMPUTER KELAS X BIDANG TEKNOLOGI DI SMK N 1 SIJUNJUNG Edri Faldo; Adlia Alfiriani; Irsyadunas
Jurnal Informatika Kaputama (JIK) Vol 7 No 2 (2023): Volume 7, Nomor 2, Juli 2023
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jik.v7i2.34

Abstract

The aims of this study are know students' perceptions of the technology-based learning environment at SMK N 1 Sijunjung. Knowing how student learning outcomes in the subject of computer systems. Knowing the relationship between students' perceptions of the technology-based learning environment on student learning outcomes in computer systems subjects.This study used a quantitative research approach in the form of numbers and statistical analyzes which were carried out by collecting data and using a structured questionnaire (questionnaire) which was compiled based on measurements of the variables studied which then produced quantitative data. Results obtaineddata obtained from a questionnaire on student perceptions of the technology-based learning environment at SMK N 1 Sijunjung, that student perceptions of the learning environment on the learning conditions indicator were 64.79% in the good category. teaching method of 54.75%, teacher-student relations of 65.64% with a good category of student learning outcomes, the average student learning outcomes in the subject of computer systems is 75.92.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ADOBE FLASH PADA MATA PELAJARAN BASIS DATA KELAS XI RPL SMK MUHAMMADIYAH 1 PADANG raju riskillah; Satrio Junaidi; Irsyadunas
Jurnal Informatika Kaputama (JIK) Vol 8 No 1 (2024): Volume 8, Nomor 1, Januari 2024
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jik.v8i1.272

Abstract

Perkembangan teknologi pendidikan terkhususnya komputer memiliki kemajuan yang sangat pesat. Pemanfaatannya hampir meliputi berbagai aspek yang dapat meningkatkan hasil belajar motivasi siswa. Adapun salah satu alternatif media interaktif berbasis komputer yang dapat diterapkan dalam pembelajaran yaitu media interaktif berbasis Adobe Flash Professional CS6. Media ini digunakan pada tahap pendidikan saat menyajikan materi juga dapat efektif dan efisien karena pendidik tidak perlu mencatat materi yang ingin disajikan pada papan tulis. Dalam permasalahan tersebut penelitian ini menggunakan penelitian pengembangan yang menghasilkan sebuah proses yang digunakan untuk mengembangkan dan memvalidasi produk pendidikan dengan meneliti pada populasi dan sampel tertentu. Pengumpulan data menggunakan instrumen penelitian, analisis data bersifat kuantitatif. Penelitian ini mengangkat 2 variabel yaitu media pembelajaran interaktif berbasis Adobe Flash (X) dan mata pelajaran basis data (Y) kelas XI RPL SMK Muhammadiyah 1 Padang. Dengan hasil uji validitas media didapat nilai sebesar 89,13 dengan kategori valid, validitas materi sebesar 88,54 dengan kategori valid. Sedangkan hasil uji praktikalitas media pembelajaran dari data praktikalitas guru didapat nilai sebesar 86,80% dengan kategori praktis dan respon siswa diperoleh nilai sebesar 86,35% dengan kategori praktis. Maka dapat disimpulkan pengembangan media pembelajaran interaktif berbasis Adobe Flash pada mata pelajaran basis data kelas XI RPL SMK Muhammadiyah 1 Padang adalah valid dan praktis
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA PELAJARAN DASAR-DASAR DESAIN KOMUNIKASI VISUAL KELAS X DKV DI SMK NEGERI 1 PASAMAN Silwi Uswatun Hasanah; Irsyadunas; Rini Novita
JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI Vol. 2 No. 2 (2024): April : Jurnal Ilmiah Sains Teknologi dan Informasi
Publisher : CV. ALIM'SPUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/jiti.v2i2.704

Abstract

The aim of this research is to develop valid and practical learning media for the basics of visual communication design. The process of learning the basics of visual communication design at SMKN 1 Pasaman is not optimal, this is caused by several problems, namely the availability of learning media only in the form of printed books that students borrow from the school library. This causes students to not understand the learning material and be less motivated to study and cause low student grades. Based on the data obtained, the students' KKM completion score was only 53%. This research uses the Research and Development (R&D) research and development method with the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation at each stage. This research involved 36 class X DKV students who took part in learning the basics of visual communication design. The results of this research are Android-based learning software that can be used as a complement to the learning process, especially in the basics of visual communication design subjects. Data collection techniques are in the form of observations and questionnaires, while data collection instruments are in the form of validity questionnaires and practicality questionnaires. The data analysis technique uses a Likert scale with the Aiken formula. The results of this research show that the validity value of the media is an average of 81.53% in the "Very Valid" category, while the validity of the material is an average of 93.85% in the "Very Practical" category and the teacher's practicality assessment is an average of 81.77% in the "Practical" category. " while students' practicality assessment averaged 83.3% in the "Practical" category.