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

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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 (R&D), yaitu sebuah metode yang digunakan untuk menghasilakan sebuah sistem, Model R&D 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 R&D versi 4D, pengembangan Luther Sutopo
Perancangan Media Pembelajaran Sejarah Menggunakan Prezi Kelas XII IPS SMAN 1 Kecamatan Kapur IX Sauki Alfajri; Sarwo Derta; Hari Antoni Musril; Riri Okra
INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS : Journal of Information Management Vol 8 No 1 (2023): INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS (AGUSTUS 2023)
Publisher : Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51211/imbi.v8i1.2562

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penelitian ini dilatarbelakangi dari permasalahan yang peneliti temukan di SMAN 1 Kecamatan Kapur IX, sumber belajar yang digunakan guru adalah buku paket. Media pembelajaran yang diajarkan oleh guru masih memanfaatkan media konvensional, sehingga peserta didik merasa bosan saat proses pembelajaran dan belum adanya sumber belajar berbentuk media pembelajaran disekolah tersebut. Berdasarkan hal tersebut maka solusi yang peneliti berikan yaitu dengan merancang media pembelajaran menggunakan prezi yang menarik. Peneliti memberikan solusi dengan cara memberikan pendekatan teknologi yaitu menghasilkan perancangan media pembelajaran presentasi untuk pembelajaran Sejarah kelas XII IPS dengan menggunakan prezi di SMAN 1 Kecamatan Kapur IX yang valid, praktis dan efektif. Metode penelitian yang dipakai adalah metode Research and Development (R&D). Sedangkan untuk model pengembangan media penelitian menggunakan model Hannafin & Peck, yang terdiri dari 3 fase, yaitu (1) analisis kebutuhan, (2) design, (3) develop dan implement dimana ketiga fase terhubung dalam kegiatan evaluasi dan revisi. Berdasarkan hasil penelitian yang telah peneliti lakukan dapat disimpulkan bahwa produk media yang dirancang dinyatakan valid, praktis dan efektif dan dapat digunakan oleh guru dan peserta didik dalam proses pembelajaran, hal tersebut dapat dilihat dari hasil uji produk yang peneliti lakukan, dari uji validitas mendapatkan nilai rata-rata 0,79 dengan kategori valid, lalu uji praktikalitas produk mendapatkan nilia 0,92 dengan kategori sangat tinggi, dan uji efektivitas produk mendapatkan nilai rat-rata 0,83 dengan kategori efektivitas tinggi.
Perancangan Game Edukasi Matematika Menggunakan Construct 2 Untuk Kelas VII di SMP N 1 Lareh Sago Halaban Sisca Wendi Harisa; Riri Okra; Hari Antoni Musril; Sarwo Derta
Jurnal Teknik Mesin, Industri, Elektro dan Informatika Vol. 2 No. 2 (2023): Juni : JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jtmei.v2i2.1637

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This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.
PENGEMBANGAN MEDIA PEMBELAJARAN MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI DENGAN APLIKASI POWTOON DI MA MUHAMMADIYAH TALU Tuti Yuniza; Sarwo Derta; Supratman Zakir; Riri Okra
Jurnal ilmiah Sistem Informasi dan Ilmu Komputer Vol. 3 No. 1 (2023): Maret : Jurnal ilmiah Sistem Informasi dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juisik.v3i1.410

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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. As time goes by, education is also growing. The development of science and technology encourages renewal efforts in the use of technological results in the teaching and learning process. Learning media can be regarded as learning aids, namely anything that can be used to stimulate thoughts, feelings, attention and abilities or skills of students so that they can encourage the learning process. This limitation is still quite broad and deep, including the understanding of sources, environment, people and methods used for learning purposes. Information and communication technology learning media is made using powtoons and an added application, namely linktree. The type of research used is a 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, Material Collecting, Assembly, Testing, and Distribution. Based on the results of the research that has been done, it can be concluded that the resulting application can be utilized and is suitable for use by students and teachers in the subject concerned. The results of the validity test by experts on Android-based learning media obtained an average value of 0.94, namely valid, the practicality test obtained an average value of 4.39 in the very high category, and the effectiveness test obtained an average value of 0.72 in the very category. effective.
Implementasi Model Brain Based Teaching untuk Meningkatkan Kamampuan Berpikir Komputasi Tahfiz Al-Qur’an Fikri Muhammad; Sarwo Derta
Jurnal Ilmiah Edukatif Vol. 10 No. 1 (2024): Juni
Publisher : FAKULTAS TARBIYAH INSTITUT AGAMA ISLAM SULTAN MUHAMMAD SYAFIUDDIN SAMBAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37567/jie.v10i1.2862

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The background of this research is the low thinking ability of students in storing memories of Al-Qur'an tahfizh like a computer, even though the human brain is more powerful than a computer. The aim of this research is to determine the implementation of the brain based teaching model to improve the computational thinking skills of tahfizh Al-Qur'an students in class X MAN 5 Agam. This research method is classroom action research (PTK). The instruments used in this research were tests in the form of pre-test and post-test questions, observations of teacher performance and student performance during the implementation of learning and documentation in the form of lesson plans and photos of activities. This research was carried out in 2 cycles. The data analysis used is quantitative data analysis and qualitative data analysis. Quantitative data analysis is used to analyze average test results using a brain-based teaching model to improve computational thinking skills in understanding the Al-Qur'an. The steps to determine the average test result score are the number obtained by students (∑×) divided by the number of students (n). Meanwhile, qualitative data analysis is used to provide information that describes the improvement in teacher performance results and student activities using the brain based teaching model which is applied during the implementation of learning using observation sheets. Data collected from observation sheets was analyzed qualitatively in the form of percentages (%). This shows that the results of cycle I are 68%, which means it is in the "sufficient" category and has not yet reached classical completion. Meanwhile, in cycle II the results were 86%, which means it was in the "very good" category and had achieved classical completion.
Perancangan Game Edukasi untuk Mata Pelajaran Bahasa Jepang Kelas X Menggunakan Aplikasi Educandy di SMKN 4 Payakumbuh Salfina, Rani; Hari Antoni Musril; Riri Okra; Sarwo Derta
Journal of Information System and Education Development Vol. 1 No. 1 (2023): Journal of Information System and Education Development
Publisher : Manna wa Salwa Foundation (Yayasan Manna wa Salwa)

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Penelitian ini dilatarbelakangi oleh pelajaran bahasa Jepang. Hasil wawancara bersama guru mata pelajaran bahasa Jepang di SMKN 4 Payakumbuh bahwa media yang digunakan yaitu modul, dan papan tulis yang tidak sepenuhnya dapat menunjang pembelajaran, menggunakan metode konvensional atau ceramah, pengetahuan siswa akan kosakata bahasa asing tergolong rendah, motivasi belajar siswa rendah dan kurang bervariasinya media yang digunakan. Sementara itu siswa mengatakan pelajaran bahasa Jepang cukup sulit di ingat kosakata dan media yang digunakan yaitu modul dan papan tulis yang mana modul yang diberikan kepada siswa tidak bisa dibawa pulang hanya untuk dipelajari di dalam kelas, sehingga banyak siswa yang sudah mempelajari kosakata di kelas ketika sampai dirumah banyak dari mereka lupa akan kosakata yang dipelajari. Berdasarkan hal tersebut maka solusi yang diberikan yaitu dengan merancang sebuah game edukasi pembelajaran yang menarik. Peneliti memberikan solusi dengan cara memberikan pendekatan teknologi yaitu menghasilkan Perancangan Game Edukasi Untuk Pelajaran Bahasa Jepang Kelas X dengan Menggunakan Aplikasi Educandy Di SMKN 4 Payakumbuh Keyword : Educandy, Linktree, game edukasi, android.
Evaluasi Pengembangan LKS Berbasis Pendekatan Problem Based Learning (PBL) Pada Materi Program Linear di SMA Muhammadiyah Padangpanjang Lismawarti, Fitra; Sarwo Derta
Journal of Information System and Education Development Vol. 1 No. 1 (2023): Journal of Information System and Education Development
Publisher : Manna wa Salwa Foundation (Yayasan Manna wa Salwa)

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Penelitian ini mendeskripsikan evaluasi penggunaan LKS dengan menggunakan model pembelajaran problem base learning (PBL) dalam mata pelajaran matematika, penelitian ini menggunakan eksperimen , populasi penelitian ini adalah siswa kelas XII SMA Muhamadiyah Padang Panjang yang terdiri dari tiga kelas atau 63 orang, data dianalisis menggunakan analisis deskriptif. Hasil penelitian menggungkapkan evaluasi penggunaan LKS dengan menggunakan model pembelajaran problem based learning mengakibatkan pengaruh interaktif terhadap hasil belajar siswa.
AI Socialization in Creating Teaching Materials for Elementary School Teachers in Bukittinggi City West Sumatra Liza Efriyanti, Liza Efriyanti; Sarwo Derta; Firdaus Annas
Salus Publica: Journal of Community Service Vol. 2 No. 1 (2024): April 2024
Publisher : CV. Media Digital Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58905/saluspublica.v2i1.329

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The use of Artificial Intelligence (AI) in education offers innovative solutions to improve the quality of learning, especially in creating teaching materials. However, in Bukittinggi City, West Sumatra, many elementary school teachers have not yet utilized this technology due to limited knowledge and skills. Therefore, this community service activity aims to socialize and train elementary school teachers in utilizing AI to create interactive and effective teaching materials. The implementation method of this activity includes socialization of AI theory, practical training on the use of AI applications, group discussions, and direct practice in creating AI-based teaching materials. The results of this activity show an increase in teachers' understanding and skills in using AI. As many as 75% of teachers are able to create more varied and efficient teaching materials by utilizing AI technology. However, several obstacles were found, such as limited technological infrastructure in schools. This socialization activity succeeded in improving teachers' ability to utilize AI, but limited technological infrastructure is a major challenge. The evaluation showed that most teachers needed further training to deepen their understanding of AI technology. In the future, there needs to be increased access to technology and ongoing training to ensure the sustainability of AI utilization in elementary education in Bukittinggi
Improving Elementary Teacher’s Skills by Using Digital Tools for Interactive Learning Liza Efriyanti, Liza Efriyanti; Sarwo Derta; Firdaus Annas; Sri Atiqah; Tiara Hardiana Putri; Sadar Martua Haholongan Sir; Muhammad Anis Muharram
Salus Publica: Journal of Community Service Vol. 3 No. 1 (2025): April 2025
Publisher : CV. Media Digital Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58905/saluspublica.v3i1.411

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Improving the competence of teachers at Campago Ipuh Elementary School, Bukittinggi still faces challenges in utilizing technology for interactive learning. Along with the development of the era, the use of digital tools in the learning process is important to improve the quality of education. Therefore, training is needed for teachers to optimize the use of digital technology in teaching. The purpose of this service is to improve the competence of elementary school teachers in utilizing digital tools in interactive learning. The methodology used is training and mentoring in the form of workshops that teach the use of various digital learning applications, as well as providing simulations of the use of these tools in everyday learning. The results obtained show a significant increase in teachers' ability to use digital technology, especially in designing more interesting and effective interactive learning. Teachers are also more confident in integrating technology in the classroom. In conclusion, the use of digital tools has proven effective in improving teacher competence and learning quality. The recommendation from this activity is that similar training be carried out continuously and involve more teachers in other areas.
Perancangan Expert System untuk Menentukan Lokasi PPL pada Program Pendidikan Teknik Informatika dan Komputer UIN Sjech M.Djamil Djambek Bukitinggi Marselino Syahputra; Liza Efriyanti; Riri Okra; Sarwo Derta
Jurnal Ilmiah Teknik Informatika dan Komunikasi Vol. 5 No. 3 (2025): November: Jurnal Ilmiah Teknik Informatika dan Komunikasi 
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juitik.v5i3.1595

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The Field Experience Practice (PPL) is a key component of the Information Technology and Computer Education program at UIN SMDD BKT, designed to provide students with direct teaching experience and opportunities to apply classroom knowledge in real contexts. However, assigning suitable PPL locations can be challenging as various factors must be considered to match student abilities and conditions. This study develops an expert system using the Sugeno-type Fuzzy Logic method to assist in determining PPL placements objectively. The system evaluates four main indicators: students’ residence, microteaching scores, religious scores, and practice scores. After development, the system underwent validity, practicality, and effectiveness testing. The results showed a validity score of 0.9, indicating very high reliability; a practicality score of 0.78, showing ease of use; and an effectiveness score of 0.76, confirming the system’s ability to support decision-making in PPL placement. These findings demonstrate that the expert system is valid, practical, and effective, making it a reliable tool for assigning students to appropriate teaching locations. Consequently, the system is expected to enhance the efficiency and accuracy of the placement process by ensuring that students are positioned in environments aligned with the established criteria.