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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS MOBILE PADA MATA PELAJARAN INSTALASI JARINGAN LAN KELAS XI SMK NEGRI 2 PADANG Hardian, Ola; Rini, Faiza; Pratama, Ade
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i4.862-871

Abstract

Proses pembelajaran dilaksanakan dengan metode ceramah, tanya jawab, dan demonstrasi. Dengan metode ceramah, guru menjelaskan materi secara lisan dan siswa mendengarkan penjelasan guru. Namun penggunaan metode ceramah kurang efektif karena siswa mempunyai kemampuan yang berbeda-beda dalam menyerap informasi. Dalam penelitian ini tujuannya adalah untuk menghasilkan suatu produk tertentu yaitu perangkat lunak media pembelajaran interaktif, Research and Development (RD), sehingga penelitian yang digunakan bersifat analisis kebutuhan dan untuk menguji keefektifannya agar dapat berfungsi secara lebih luas. masyarakat. Berdasarkan hasil penelitian dan pembahasan pengembangan media pembelajaran berbasis android pada mata pelajaran informatika kelas XI. Pengembangan media pembelajaran berbasis Android menggunakan metode ADDIE (Analysis, Design, Development, Implementation, dan Evaluasi). Produk yang dikembangkan berupa aplikasi berformat (.apk) yang mendukung proses pembelajaran, baik pembelajaran di kelas maupun mandiri. Pada aplikasi media pembelajaran ini terdapat fitur-fitur yang telah disesuaikan dengan kebutuhan Anda yaitu fitur penggunaan, materi pembelajaran, evaluasi dan permainan. 
CRYPTOGRAPHIC FRAMEWORK FOR CLOUD-BASED DOCUMENT STORAGE USING AES-256 AND SHA-256 HYBRID SYSTEMS Junaidi Surya, junaidi; Louis, Ahmad; Rini, Faiza; Mulyati, Sri; Elzas, Elzas
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 11 No. 2 (2025): JITK Issue November 2025
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v11i2.7132

Abstract

Cloud-based document storage offers significant flexibility but faces security challenges such as the risk of data leaks and illegal modifications. The study proposes a cryptographic framework using a combination of Advanced Encryption Standard (AES)-256 for confidential encryption and Secure Hash Algorithm (SHA)-256 for cloud storage-based document integrity verification. The system was developed with an experimental approach, implemented in application prototypes, and tested on a wide range of file sizes from as small as < 1 mb, 10 mb to 100 mb showing greater efficiency than Rivest-Shamir-Adleman (RSA) and elliptical curve cryptography (ECC). To improve security, a distributed key management scheme and password-based user authentication were added.  The encryption system will be tested on Google Drive, One Drive, and mega cloud platforms and evaluated through a series of performance and security tests combined with on-premises personal computer (PC) systems. This framework provides a practical solution for secure document storage in the cloud with a balance between security, performance, and ease of use. This research reinforces the urgency of applying modern cryptography in dealing with the risk of data leakage in public cloud services, and can be adopted as a security and efficiency model and solution for individuals, as well as government and private offices that use cloud storage as a storage base for important documents such as Decrees, Securities, certificates, diplomas and other important data
Pengembangan Learning Management System dengan Fitur Gamifikasi untuk Pembelajaran Informatika di SMK Negeri 1 Koto Baru Maideshinta, Tri Kurnia; Faiza Rini; Rini Novita
Jurnal Informatika Polinema Vol. 12 No. 2 (2026): Vol. 12 No. 2 (2026)
Publisher : UPT P2M State Polytechnic of Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/jip.v12i2.8491

Abstract

Pendidikan berperan penting dalam membentuk sumber daya manusia berkualitas, dan pemanfaatan teknologi informasi menjadi kebutuhan mendesak untuk meningkatkan mutu pembelajaran. Di SMK Negeri 1 Koto Baru, keterbatasan waktu, rendahnya motivasi belajar, serta metode penyampaian materi yang kurang interaktif menjadi kendala dalam mencapai hasil optimal pada mata pelajaran informatika. Integrasi fitur gamifikasi seperti leaderboard, badge, dan tugas dalam bentuk quest atau tantangan diharapkan meningkatkan keterlibatan siswa, menciptakan suasana belajar interaktif, serta membantu guru mengelola pembelajaran secara efektif meski waktu terbatas. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Analisis dilakukan untuk mengidentifikasi kebutuhan, dilanjutkan perancangan modul konten, evaluasi, dan integrasi fitur gamifikasi. Produk diuji melalui validasi ahli dan uji praktikalitas melibatkan guru dan siswa kelas X. Hasil penelitian menunjukkan LMS dengan gamifikasi mendapatkan kategori sangat valid (91%) untuk uji validasi media dan kategori valid (89%) untuk uji validasi materi. Untuk uji praktikalitas guru dan siswa memperoleh nilai rata-rata 92% dengan kategori sangat praktis. Dengan demikian, pengembangan LMS berbasis Moodle dengan fitur gamifikasi menjadi solusi inovatif untuk pembelajaran informatika yang lebih menarik, efektif, dan efisien, terutama pada keterbatasan waktu di SMK Negeri 1 Koto Baru.
PENGEMBANGAN LEARNING MANAGEMENT SYSTEM BERBASIS MOODLE PADA MATA PELAJARAN DASAR-DASAR TEKNIK KOMPUTER JARINGAN DAN TELEKOMUNIKASI Putri, Novia Diada Eka; Rini, Faiza; Alfiriani, Adlia
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 1 (2025): 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.v6i1.2847

Abstract

The purpose of this study was to produce a Learning Management System (LMS) on valid class X TKJ business process material. To produce a Moodle-based Learning Management System (LMS) on business process material for grade X TKJ which is practical. This research method uses the Research and Development (R&D) method with the ADDIE development model. The subjects of this study consisted of 3 media validation people, 3 material validity people, 1 teacher practicality person and 68 student practicality people. The results of this study showed the average value of the media validation test by the validator of 83.93% with a very valid category while the material validation was 77.96% with a very valid category. The teacher's practicality test was 88.54% with a very practical category, while the practicality of students in class X TKJ 1 was obtained at 82.03% and TKJ 2 students obtained an average of 84.56 with a very practical category. Learning Management System (LMS) is feasible to use as learning. improving the quality of learning, with the use of media that is more interactive and efficient for teachers and students, and able to eliminate student fatigue.
The development of android-based computer and basic network learning media Aisah Sunari Sansi; Faiza Rini; Thomson Mary; Tee Tze Kiong
Journal of Computer-based Instructional Media Vol. 1 No. 2 (2023): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jcim.v1i2.19

Abstract

This study aims to produce valid and practical android-based learning media. Learning methods that are not yet optimal and there is no Android-based learning media can be used as a supporting medium for the learning process. This study used the Research and Development (R&D) method with the ADDIE development model. The subjects of this study were 20 students as a sample. Data collection techniques using a questionnaire with a Likert scale. The results of this study indicate that the average value of the media expert's validity test is 0.68 with the valid category and the material expert is 0.67 with the valid category. For the practicality test on the teacher's response it reached 83.33% in the very practical category and for student responses it reached 90.92 % in the very practical category . Based on the assessment along with input from media experts and material experts as well as the results of field trials of Android-based learning media, it is feasible to use.
Chamilo LMS for web-based e-learning development in a vocational high school Faiza Rini; Ang Ling Weay; Rini Novita; Ridho Illahi
Journal of Computer-based Instructional Media Vol. 2 No. 2 (2024): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jcim.v2i2.138

Abstract

The development of a web-based e-learning at SMK Negeri 4 Padang was initiated by the absence of a structured e-learning system at the school. This study aims to design and implement e-learning using the Chamilo Learning Management System (LMS) platform, ensuring its validity and practicality. The study employs Research and Development (R&D), adapting 3 stages of the ADDIE model, including analyzing, designing, and developing. The results of the validity test, assessed by three lecturers as media validators, show a score of 91.84%, categorized as very valid. The practicality test results show that 92.31% of teachers and 82.34% of students rated the system on the very practical category. Based on this data, the developed e-learning system at SMK Negeri 4 Padang is considered valid and practical. However, this study has not been through the broader implementation and evaluation. Therefore, it is suggested for further researchers conducting the similar studies to get it come to the whole stages of ADDIE model, confirming its effectiveness.
Design and Build a Temperature and Humidity Monitoring System Using Arduino IoT Cloud with ESP32 as an IoT-Based Learning Medium Roynaldo Siahaan; Faiza Rini; Herisvan Hendra
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.923

Abstract

The objectives of this study are: (1) to design and develop an IoT-based temperature and humidity monitoring system in a wire house, (2) to implement an automatic spraying system that operates based on predetermined temperature and humidity parameters, and (3) to integrate the ESP32 microcontroller with sensors and actuators into the Arduino IoT Cloud platform so that the system can be monitored and controlled online. This research employs an applied quantitative approach with an experimental method. The study was conducted in August 2025 at the Wire House of SMK Negeri 1 Talamau. Data collection was carried out by testing the DHT22. The data analysis technique consisted of processing the measurement results of temperature and humidity obtained from the DHT22 sensor and the reference thermo-hygrometer (Humidity Temperature Clock-1). The results indicate that the IoT-based temperature and humidity monitoring system using Arduino IoT Cloud with ESP32 was successfully tested and performed well. The system was designed to allow easy real-time monitoring of room temperature and humidity through IoT technology, with real-time data accessible via laptop or smartphone, particularly Android devices. The findings show that the average relative error for temperature measurements was 1.12%, while the average relative error for humidity measurements was 2.07%. The average measured temperature using the DHT22 sensor was 34.68°C, compared to 34.27°C using the reference instrument. Meanwhile, the average humidity recorded by the DHT22 sensor was 67.04%, compared to 65.68% from the reference instrument.
Bimtek Pengenalan Teknologi Cloud Computing Berbasis Docker untuk Guru di SMK Negeri 1 Tanjung Raya Rahayu Trisetyowati Untari; Faiza Rini; Thomson Mary
Journal Of Indonesian Social Society (JISS) Vol. 4 No. 1 (2026): JISS - Februari
Publisher : PT. Padang Tekno Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/jiss.v4i1.637

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru Sekolah Menengah Kejuruan (SMK) Negeri 1 Tanjung Raya dalam memahami dan mengimplementasikan teknologi Cloud Computing berbasis Docker. Permasalahan utama yang dihadapi mitra adalah keterbatasan pemahaman guru terhadap konsep cloud, rendahnya keterampilan praktis dalam penggunaan teknologi containerization, serta belum tersedianya modul pembelajaran yang aplikatif. Metode pelaksanaan kegiatan dilakukan melalui bimbingan teknis (bimtek) yang meliputi penyampaian materi, demonstrasi, dan praktik langsung penggunaan Docker Desktop dan Docker CLI. Materi pelatihan mencakup pengenalan konsep Cloud Computing, prinsip containerization, instalasi Docker, serta pembuatan container aplikasi web sederhana. Evaluasi dilakukan melalui observasi dan penilaian ketercapaian kompetensi peserta. Hasil kegiatan menunjukkan bahwa lebih dari 80% peserta mampu memahami konsep dasar Cloud Computing dan menjalankan container aplikasi sederhana menggunakan Docker. Selain itu, kegiatan ini menghasilkan modul pembelajaran berbasis Docker yang dapat digunakan sebagai panduan pengajaran di sekolah. Dengan demikian, kegiatan bimtek ini memberikan dampak positif dalam meningkatkan kapasitas guru SMK dalam menghadapi kebutuhan pembelajaran berbasis teknologi dan tuntutan dunia industri.
Perancangan Sistem Informasi Penilaian Kinerja Guru Di SMK Negeri 10 Bungo Lamsari Harahap; Faiza Rini; Haris Kurniawan
Justek : Jurnal Sains dan Teknologi Vol 8, No 1 (2025): Maret
Publisher : Unversitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/justek.v8i1.28283

Abstract

Abstract:  The teacher performance evaluation process at SMK Negeri 10 Bungo has so far been carried out manually, which results in the process taking a relatively long time and the resulting data is difficult to use for continuous performance evaluation. This poses a challenge in ensuring that the teacher performance evaluation process is carried out efficiently, quickly, and accurately Therefore, this study aims to design a systematic and computerized teacher performance assessment information system using the System Development Life Cycle (SDLC) method. This research was conducted using Visual Studio Code as the development editor and the PHP 8 programming language. The results of this study are the Design of a Teacher Performance Assessment Information System with an iterative model consisting of six stages: planning, analysis, design, implementation, testing, and management. System testing is divided into two stages, namely Alpha testing (which includes whitebox and blackbox testing) and Beta testing by experts and users. The results of the Beta test show that the validation carried out by system experts obtained an average score of 88.5%, with the description "very good." Meanwhile, the user assessment questionnaire involving admins, principals, and teachers obtained an average score of 81%, also with the description "very good.". Abstrak: Penelitian ini bertujuan untuk merancang sistem informasi penilaian kinerja guru yang sistematis dan terkomputerisasi dengan menggunakan metode System Development Life Cycle (SDLC). Penelitian ini dilakukan dengan menggunakan Visual Studio Code sebagai editor pengembangan dan bahasa pemrograman PHP 8. Hasil dari penelitian ini adalah Perancangan Sistem Informasi Penilaian Kinerja Guru dengan model iteratif yang terdiri dari enam tahapan: perencanaan, analisis, desain, implementasi, pengujian, dan pengelolaan. Pengujian sistem dibagi menjadi dua tahap, yaitu pengujian Alpha (yang meliputi pengujian whitebox dan blackbox) dan pengujian Beta oleh tenaga ahli dan pengguna. Hasil pengujian Beta menunjukkan bahwa validasi yang dilakukan oleh tenaga ahli sistem memperoleh nilai rata-rata 88,5%, dengan keterangan "sangat baik." Sementara itu, angket penilaian pengguna yang melibatkan admin, kepala sekolah, dan guru memperoleh nilai rata-rata 81%, juga dengan keterangan "sangat baik."
Analysis of student responses toward activities using e-learning in higher education Faiza Rini; Liani Pratiwi; Thomson Mary; Ang Ling Weay
Journal of Engineering Researcher and Lecturer Vol. 2 No. 1 (2023): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jerel.v2i1.143

Abstract

The aim of this study is to investigate how students respond to learning activities using e-learning. Researchers analyzed students' responses based on four aspects of activity, including attendance discipline, assignment collection accuracy, enthusiastic use of e-learning teaching materials, and participation in group discussions. The research method used in this study is a quantitative descriptive method and usability testing method. The data analysis technique used is descriptive percentage. The sample for this study consisted of 100 students from the informatics education study program, including the batches of 2019, 2020, and 2021. The results showed that the average response rate of students towards e-learning activities was 67.19% for the year 2019, 81.32% for the year 2020, and 78.59% for the year 2021. Based on the findings, it can be concluded that students from all three batches responded positively to the e-learning activities.