Claim Missing Document
Check
Articles

Found 16 Documents
Search

PENGEMBANGAN MEDIA PEMBELAJARAN MOBILE LEARNING BERBASIS ANDROID PADA MATA KULIAH KECERDASAN BUATAN Agus Nur Khomarudin; Liza Efriyanti
Jurnal Educative: Journal of Educational Studies Vol 3, No 1 (2018): Juni 2018
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2593.708 KB) | DOI: 10.30983/educative.v3i1.543

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menghasilkan media pembelajaran mobile learning berbasis android pada mata kuliah kecerdasan buatan yang tervalidasi dan mendeskripsikan kevalidan, kepraktisan dan keefektifannya. Penelitian ini merupakan Research and Development dengan lima tahapan (ADDIE), yaitu Analisis, Desain, Pengembangan/Development, Implementasi dan Evaluasi. Model pengembangan yang digunakan adalah model pengembangan multimedia versi Luther-Sutopo yang terdiri dari enam tahap, yaitu pengonsepan, pendesainan, pengumpulan materi, pembuatan, pengujian dan pendistribusian. Hasil penelitian menunjukkan bahwa (1) uji validitas dari 2 orang ahli media menunjukkan nilai 94 dengan kategori sangat valid; (2) uji praktikalitas dari 2 orang ahli materi menunjukkan nilai 92,88 dengan kategori sangat praktis; (3) uji efektifitas dari 9 orang mahasiswa pada perkuliahan kecerdasan buatan menunjukkan nilai 93,63 dengan kategori sangat efektif. Berdasarkan hasil uji validitas, praktikalitas dan efektifitas, maka produk m-learning dinilai layak dan dapat digunakan pada pembelajaran mata kuliah kecerdasan buatan. Sehingga disarankan dosen dan mahasiswa dapat memanfaatkannya sebagai salah satu alternatif media pembelajaran. Kata Kunci: Media Pembelajaran, Mobile Learning, Android, Kecerdasan Buatan.
PENGEMBANGAN MEDIA PEMBELAJARAN MOBILE LEARNING BERBASIS ANDROID PADA MATA KULIAH KECERDASAN BUATAN Agus Nur Khomarudin; Liza Efriyanti
Jurnal Educative: Journal of Educational Studies Vol 3, No 1 (2018): Juni 2018
Publisher : Institut Agama Islam Negeri Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2593.564 KB) | DOI: 10.30983/educative.v3i1.543

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menghasilkan media pembelajaran mobile learning berbasis android pada mata kuliah kecerdasan buatan yang tervalidasi dan mendeskripsikan kevalidan, kepraktisan dan keefektifannya. Penelitian ini merupakan Research and Development dengan lima tahapan (ADDIE), yaitu Analisis, Desain, Pengembangan/Development, Implementasi dan Evaluasi. Model pengembangan yang digunakan adalah model pengembangan multimedia versi Luther-Sutopo yang terdiri dari enam tahap, yaitu pengonsepan, pendesainan, pengumpulan materi, pembuatan, pengujian dan pendistribusian. Hasil penelitian menunjukkan bahwa (1) uji validitas dari 2 orang ahli media menunjukkan nilai 94 dengan kategori sangat valid; (2) uji praktikalitas dari 2 orang ahli materi menunjukkan nilai 92,88 dengan kategori sangat praktis; (3) uji efektifitas dari 9 orang mahasiswa pada perkuliahan kecerdasan buatan menunjukkan nilai 93,63 dengan kategori sangat efektif. Berdasarkan hasil uji validitas, praktikalitas dan efektifitas, maka produk m-learning dinilai layak dan dapat digunakan pada pembelajaran mata kuliah kecerdasan buatan. Sehingga disarankan dosen dan mahasiswa dapat memanfaatkannya sebagai salah satu alternatif media pembelajaran. Kata Kunci: Media Pembelajaran, Mobile Learning, Android, Kecerdasan Buatan.
Pemanfaatan Aplikasi Mobile Expert System Bagi Petani, Kelompok Tani dan Toko Saprotan untuk Meningkatkan Pengendalian Hama dan Penyakit Tanaman Cabe Liza Efriyanti; Arifmiboy; Agus Nur Khomarudin
Open Community Service Journal Vol. 1 No. 2 (2022): Open Community Service Journal
Publisher : Research and Social Study Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (558.717 KB) | DOI: 10.33292/ocsj.v1i2.13

Abstract

Artificial Inteligence (AI) memberikan kemudahan manusia dalam melakukan pekerjaan dan meningkatkan kualitas hidup manusia. Pemanfaatan teknologi telah menembus dimensi ruang dan waktu, sehingga petani, kelompok tani dan pemilik toko saprotan yang awalnya kesulitan memperoleh informasi yang tepat dan cepat dalam penanggulangan penyakit dan hama tanaman cabe keriting yang bisa mereka dapatkan lewat para instruktur di bidang pertanian, namun lewat aplikasi sistem pakar ini dapat dimanfaatkan oleh Petani, Kelompok Tani dan Toko Saprotan dalam menanggulangi secara dini hama dan penyakit tanaman pada cabe keriting, sehingga hasil panen petani meningkat serta pemilik toko saprotan pun dapat membeli pestisida dan pupuk dalam pengadaan barang di toko mereka secara tepat dengan tingkat daya beli komsumen selalu aktif. Metodologi pengabdian yang digunakan berupa metode PAR, dimana tahapan yang dilakukan: teknik pembelajaran bersama dalam merancang aplikasi sistem pakar untuk penanggulangan hama dan penyakit tanaman cabe keriting, analisis kolaboratif dan sosialisasi produk aplikasi expert system kepada petani, kelompok tani dan pemilik toko saprotan. Aplikasi expert system merupakan salah satu aplikasi yang dapat membantu seseorang dalam mendapatkan informasi secara cepat tanpa harus banyak mengeluarkan biaya untuk bertemu para pakar dalam menyelesaikan suatu permasalahan yang dihadapi.
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 Qadisa Awdidia Elbazs; Sarwo Derta; Liza Efriyanti; 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.
Pengaruh Kompetensi Profesional Guru Terhadap Minat Belajar Siswapada Mata Pelajaran TIKdi MTSN2 Tapanuli Tengah Sonia Widya Ulfa Sitompul Sitompul; Liza Efriyanti; Riri Okra; Wedra Aprison
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 (459.683 KB) | DOI: 10.31004/irje.v3i1.38

Abstract

The purpose of the studywas to determine whether or not there was an influence of teacher professional competence on student interest in learning at MTsN 2 Tapanuli Tengah. The background of the research is that teachers who teach ICT are not original teachers in the field of ICT, teachers do not maximize the use of technology and when explaining the teacher only explain the important points that make students not really listen so that when there is a practical assignment, students are confused and finally students ask for help from a smart friend. The type of research used is quantitative correlation. The population is all class VII while the sample is taken using purposive sampling technique. So the sample is 30 students where 15 students are class VII A and 15 class VII B. Theinstrument used is a questionnaire and has been tested for validity and reliability. The test results of the two variables are the validity test of rcount>rtable which means valid and the reliability test of variable X is 0.924> 0.70 and Variable Y is 0.902>0.070 which means reliable. The results of the study where the hypothesis H1 was accepted and H0 was rejected with a sig (2-tailed) value of 0.000>0.005, person correlation 0.837 < 0.361, and r-square 0.700. This means that the professional competence of teachers has a positive influence on students' interest in learning by 70%. Although not a real ICT teacher, as long as the teacher tries to teach as professionally as possible, students' interest in learning will increase. So the teacher should add interesting media that can be taken home so that students can study anywhere and anytime.
Perancangan Media Pembelajaran Game Edukasi untuk Anak Berkebutuhan Khusus (ABK) Dengan Menggunakan Scratch Anak Autis Ringan di Sekolah Luar Biasa (SLB) Amanah Bunda Elsi Kumala Putri; Liza Efriyanti; Riri Okra; Hari Antoni Musril
Indonesian Research Journal on Education Vol. 2 No. 3 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (515.298 KB) | DOI: 10.31004/irje.v2i3.64

Abstract

Education is an important part in signaling the progress of a country, especially for a developingcountry, namely Indonesia. Education aims to improve intellectuals, skills and habits to changeone's attitudes and thoughts in order to create a generation of potential and quality in all aspects of life. For Mild Autistic Children at the Amanah Bunda Special School (SLB), there was a problemwhere the learning media still used the natural surroundings such as grass, took it from the internet and then printed it. The use of media is repeated without any development so that it makes students feel bored, not to mention the erratic mood changes of students. So that the Researchers Design Educational Game Learning Media for Children with Special Needs (ABK) Using Scratch on Mild Autistic Children in Amanah Bunda Special Schools (SLB). The method used in this research is the 4-D (four D) version development method. 4D which consists of define, design, develop, and develop Luther-Sutopo multimedia. The results of the validity test of 2 tests are expert is 0.79 with valid criteria, and the results of the test with 2 practicality examiners with a total of 0.91 with very high criteria, and the results effectiveness test with teachers worth 0.05 who are effective and students have an average value of 0.86. And it can be concluded that this educational game learning media is valid, practical and effective and can be used by mild autistic students.
Perancangan Media Pembelajaran Berbasis Augmented Reality dengan Metode Marker Based Tracking pada Mata Pelajaran Perakitan Komputer Emilia Gusti Rahayu ‎; Liza Efriyanti
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 (831.793 KB) | DOI: 10.31004/irje.v3i1.70

Abstract

 This research is motivated because learning is still important for teachers. Teachers have not usedaugmented reality-based learning media, especially smartphones, teachers still use powerpoint in learning, besides that students also have not been able to take full advantage of smartphone technology in the field of education. So the formulation of the problem in this research is how to design learning media based on augmented reality in the subject of Computer Assembly class X at SMKN 2 Guguak. And the purpose of this research is to design learning media based on Augmented Reality on the subjectof Computer Assembly Class X SMKN 2 Guguak. The method used in this research is R&D with theLuther-Sutopo version of the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), material collector (material collection). , assembly (manufacturing), testing (testing) and distribution (distribution). There are product tests carried out in this study, namely validity tests given to field experts or field experts, practicality tests carried out by computer assembly subject teachers and students and effectiveness tests given to two learning teachers and five students. students of SMKN 2 Guguak Class X.‎ Based on the product test results that the authors have tested for validity, the average value is 0.93 which is declared valid, and for the practicality test the average value is 0.97 which is declared practical and for effectiveness. test to get an average value of 0.83 which is declared effective.
Rancang Aplikasi Monitoring Ibadah Siswa Berbasis Web di SMA Negeri 1 V Koto Kampuang Dalam Dita Amelia; Supriadi Supriadi; Hari Antoni Musril; Liza Efriyanti
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 (732.075 KB) | DOI: 10.31004/irje.v3i1.147

Abstract

This research is based on several problems, namely in the process of monitoring worship in schools, teachers monitor students once a week which is inefficient. Another problem is the worship and student monitoring reports can be lost because they are only summarized on paper. Not infrequently students are less honest when filling out their worship records because worship reports are not made routinely by the teacher. This is what motivates the author to design a web-based daily worship monitoring application.For students this application is designed with the hope of helping and making it easier for teachers and students to monitor the daily worship that has taken place. The research method used by the author is a research and development method. This method is a research method used to develop or validate products for use in education and learning. The research model used is the ADDIE model which is the Waterfall version of the development model, namely design, develop, implement, evaluate and SDLC. Monitoring of student worship, which is one of the activities in schools designed to monitor the performance of students' daily worship. This application is designed by the author using the PHP MySQLprogramming language. In this study, the authors conducted a trial for the product, namely using the effectiveness test, practicality test and effectiveness test. The research conducted by the author resulted in a web-based student worship monitoring application at SMA Negeri 1 V Koto Kampung Dalam. This app is available for students and teachers. From the product validity test the results are proven valid, the validity test is carried out by 3 experts who have expertise in the fields of computing and education. In addition, the teacher's practicality test resulted in a very practical score. Students are then tested foreffectiveness only to get Effective results.
Perancangan Sistem Informasi Pengawasan Siswa Berbasis Android di SMKN 1 Ampek Angkek Yutika Afrelia; Riri Okra; Liza Efriyanti; Hari Antoni Musril
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 (510.944 KB) | DOI: 10.31004/irje.v3i1.152

Abstract

Supervision of students still uses the manual method, where students and teachers still use paper to record violations, achievements, and absenteeism. Designing an Android-Based Student Supervision Information System at SMKN 1 Ampek Angkek that is practical, effective, and efficient. The method used in this research is Research and Development or better known as (R&D), which is a method used to produce a system, with the system development model using the System Development Life Cycle (SDLC).The model used in this SDLC is the waterfall, namely Communication, Planning, Modeling, Construction, and Development. The product test used is the Validity Test, Effectiveness Test, and Practical Test. The system that has been designed has been tested and has been declared valid, effective, and practical in its use. Based on the results of the research that the researchers did, the researchers succeeded in making an android-based student supervision information system product at SMKN 1 Ampek Angkek. The results ofthe product test that the author did obtain a validity test from 3 experts obtained a value of 0.80 with a valid category, a practicality test from 4 practitioners obtained a value of 0.93 with a very high category, and the effectiveness test of 4 assessors obtained a value of 89% with effective category.
Pengaruh Pembelajaran Berbasis Proyek Terhadap Hasil Belajar Logika Algoritma di IAIN Bukittinggi Lina Mathulhusna; Liza Efriyanti; Supriadi Supriadi; Riri Okra
Indonesian Research Journal on Education Vol. 2 No. 3 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (285.551 KB) | DOI: 10.31004/irje.v2i3.163

Abstract

This research is based on the results of the researchers' initial research in the Logic and Algorithm course in Informatics and Computer Engineering Education Study Program where the researchers found the following problems using conventional learning models such as Jigsaw Learning, Small Discussion and Student ActiveLearning which caused not all students to be able to understand Learning Logic and Algorithm. In addition, there were also problems from the lecturers who support Logic and Algorithm courses which stated that there was a lack of facilities in teaching and learning activities, especially in online learning situations, while inthis course they were required to form students' mindsets related to learning Logic and Algorithms. The type of research used by the author is quantitative research with the Quasi Experiment method. The research design used was the Pretest-Posttest Control Group Design. The sample of this research is PTIK students insemester 1 of class A class of 2021. The data collection technique is by using tests in the form of Pretest and Posttest. The data analysis technique used is the analysis prerequisite test which consists of normality test and homogeneity test as well as hypothesis testing. Based on the results of the research that has been carriedout, it is found that there is an effect of project-based learning models on student learning outcomes in the Logic and Algorithm course at the Informatics and Computer Engineering Education Study Program (PTIK) IAIN Bukittinggi, it can be seen from the results of the posttest of both classes. From the test results, it can be seen that the average difference in student learning outcomes in the experimental class and the control class is illustrated. By applying the project-based learning model, the students in the experimental class got a higher average score than the students who did not use the project-based learning model in the control class.