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KEMAMPUAN PEMBELAJARAN BERBASIS TIK PADA GURU SMP DI KOTA PADANG DALAM MENYAMBUT IMPELEMENTASI KURIKULUM 2013 Khairi, Ashabul; Danil, Muhammad
Jurnal Ipteks Terapan Vol 8, No 4 (2014): JIT
Publisher : LLDIKTI Wilayah X

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (425.449 KB) | DOI: 10.22216/jit.2014.v8i4.9

Abstract

The aim of this Study is to explain the competences of junior high school teacher’s in Padang to TIK based learning implementation policy on 2013 curriculum. 25 teachers who was experienced teaching for VIII grade was chosen using purposive sampling to be research participant. The result describe 87,4% of sample were categories in high competences and 22,6% of sample were categorized in low competences in TIK implementation during teaching their student. Further  information also explain, the low ability to implements showed by low score in four main indicators: a) ability to display information systematically, b) attractive and artistic potential, c) student attachment, and d) student weakness potential. As the lowest score indicators, attractive and artistic potential of TIK implementation should becoming a concern for  further research development.Doi: 10.22216/jit.2014.v8i4.9
PENGEMBANGAN MEDIA KOMIK BERBASIS KARAKTER UNTUK SISWA SEKOLAH DASAR KHAIRI, ASHABUL
Pelita Bangsa Pelestari Pancasila Vol 11, No 1 (2016)
Publisher : Pelita Bangsa Pelestari Pancasila

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

Abstract

Penelitian ini terkait penerapan sistem pembelajaran yang berorientasi pada pem-bentukan karakter peserta didik yang menjadi tumpuan harapan bagi kelangsungan pembangunan bangsa Indonesia. Hal ini dikarenakan adanya suatu harapan bahwa pembelajaran berkarakter mampu menanggulangi masalah kemerosotan moral yang terjadi pada generasi muda. Berbagai upaya dilakukan untuk mendapatkan model yang tepat dalam mengajar sekaligus menanamkan nilai-nilai karakter yang luhur, termasuk upaya pengembangan berbagai macam media pembelajaran. Melalui media pembelaja-ran hendaknya nilai-nilai karakter dapat ditumbuhkan, karena media tidak hanya menjadi faktor penting dalam menyampaikan informasi materi pelajaran namun juga berisi muatan pesan-pesan moral bagi siswa. Ini terkait dengan pembentukan akhlak yang bertujuan mencerdaskan sekaligus membentuk manusia sebagai pribadi yang berkarakter. Karena itu dilakukan pengembangan media komik berbasis karakter. Untuk memenuhi tujuan penelitian, maka penelitian ini didesain dengan menggunakan pen-dekatan research and development (R&D).
Integrasi Pembelajaran Kooperatif dan Kompetitif Berbasis TIK untuk Menumbuhkan Nilai Berkarakter Siswa: Studi Tentang Pembelajaran Berkarakter Berbasis Teknologi Informasi dan Komunikasi di SMP Kota Padang Sahnan, Muhammad; Khairi, Ashabul
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol 5, No 2 (2016)
Publisher : Jurusan Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (320.616 KB) | DOI: 10.23887/janapati.v5i2.9856

Abstract

Tujuan penelitian ini untuk mendeskripsikan integrasi pembelajaran koopertif dan kompetitif berbasis Teknologi Informasi dan Komunikasi (TIK) untuk menumbuhkan nilai berkarakter. Metode penelitian yang digunakan yaitu penelitian kualitatif dengan instrumen penelitian berupa lembar observasi, wawancara dan dokumentasi. Dari hasil penelitian, langkah pembelajaran kooperatif dan kompetitif berbasis TIK untuk menumbuhkan nilai berkarakter siswa terdiri dari enam langkah yaitu; 1) bentuk kelompok, 2) pengamatan, 3) bertanya, 4) mengumpulkan informasi, 5) mengolah informasi dan 6) mengkomunikasikan. Integrasi pembelajaran kooperatif dan kompetitif berbasis TIK dapat menumbuhkan nilai karakter siswa. Pembelajaran dilakukan secara berkelompok dan siswa diajak untuk berkompetisi dengan pendidik sebagai fasilitator serta memunculkan unsur TIK berupa video yang diputar melalui powerpoint memberikan suasana pembelajaran yang akrab dan menyenangkan serta memotivasi siswa. Secara tidak langsung nilai karakter dapat tumbuh pada semangat siswa.
PERANCANGAN MULTIMEDIA PEMBELAJARAN MATEMATIKA BERBASIS INQUIRI UNTUK SISWA KELAS IV SEKOLAH DASAR Madona, Ade Sri; Khairi, Ashabul
Sainstek : Jurnal Sains dan Teknologi Vol 10, No 2 (2018)
Publisher : IAIN Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (336.335 KB) | DOI: 10.31958/js.v10i2.1200

Abstract

This study aims to produce a learning media design in the form of multimedia mathematics based inquiry learning for fourth grade students of elementary school. This type of research is development research using the 4D model. This study looks at how the procedures for developing multimedia learning mathematics learning are viewed from the form of flowcharts, Storyboarding, and multimedia programming results of mathematics learning. Then validation was seen from 3 aspects including the content aspect, constructive aspects and language aspects. From the results of the research that has been carried out obtained the average validation of 84.5 with a very valid category. Based on the research data that has been obtained, it can be concluded that the multimedia learning mathematics based inquiry has been valit and can be used in learning in elementary school.
KEMAMPUAN PEMBELAJARAN BERBASIS TIK PADA GURU SMP DI KOTA PADANG DALAM MENYAMBUT IMPELEMENTASI KURIKULUM 2013 Ashabul Khairi; Muhammad Danil
Jurnal Ipteks Terapan Vol 8, No 4 (2014): JIT
Publisher : LLDIKTI Wilayah X

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22216/jit.2014.v8i4.9

Abstract

The aim of this Study is to explain the competences of junior high school teacher’s in Padang to TIK based learning implementation policy on 2013 curriculum. 25 teachers who was experienced teaching for VIII grade was chosen using purposive sampling to be research participant. The result describe 87,4% of sample were categories in high competences and 22,6% of sample were categorized in low competences in TIK implementation during teaching their student. Further  information also explain, the low ability to implements showed by low score in four main indicators: a) ability to display information systematically, b) attractive and artistic potential, c) student attachment, and d) student weakness potential. As the lowest score indicators, attractive and artistic potential of TIK implementation should becoming a concern for  further research development.Doi: 10.22216/jit.2014.v8i4.9
PENGGUNAAN ICT DALAM PEMBELAJARAN SAINS PADA GURU SMP N DI SUMATERA BARAT Erman Har; Welya Roza; Ashabul Khairi
Proceeding Biology Education Conference: Biology, Science, Enviromental, and Learning Vol 16, No 1 (2019): Proceeding Biology Education Conference
Publisher : Universitas Sebelas Maret

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

Abstract

This study focuses on describing the categories of teacher attitudes towards ICT, teacher skills using ICT and teacher skills to make ICTbased teaching materials,learn differences a) teacher skills using ICT in learning, b) teacher attitudes towards ICT, c) teacher skills to make ICT-based teaching materials based on the location of the school.This research was carried out on the science teachers Junior high schoolin West Sumatra with a total sample of 260 people.Sampling is done randomly in selected schools. Descriptive data analysis, and inference statistics are t-test.The results showed that teacher attitudes towards ICT were in the high category, the skills of teachers using ICT were in the moderate category and teacher skills in making ICTbased teaching materials were in the low category. The skills of teachers using ICT based on the location of the school have significant differences, meaning that junior high school science teachers are higher in ICT Skills, teacher attitudes towards ICT are also higher outside city Junior high schoolscience teachers, the skills of Junior high schoolscience teachers make ICTbased teaching materials based on school locations also significant difference.
Integrasi Pembelajaran Kooperatif dan Kompetitif Berbasis TIK untuk Menumbuhkan Nilai Berkarakter Siswa: Studi Tentang Pembelajaran Berkarakter Berbasis Teknologi Informasi dan Komunikasi di SMP Kota Padang Muhammad Sahnan; Ashabul Khairi
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 5 No. 2 (2016)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v5i2.9856

Abstract

Tujuan penelitian ini untuk mendeskripsikan integrasi pembelajaran koopertif dan kompetitif berbasis Teknologi Informasi dan Komunikasi (TIK) untuk menumbuhkan nilai berkarakter. Metode penelitian yang digunakan yaitu penelitian kualitatif dengan instrumen penelitian berupa lembar observasi, wawancara dan dokumentasi. Dari hasil penelitian, langkah pembelajaran kooperatif dan kompetitif berbasis TIK untuk menumbuhkan nilai berkarakter siswa terdiri dari enam langkah yaitu; 1) bentuk kelompok, 2) pengamatan, 3) bertanya, 4) mengumpulkan informasi, 5) mengolah informasi dan 6) mengkomunikasikan. Integrasi pembelajaran kooperatif dan kompetitif berbasis TIK dapat menumbuhkan nilai karakter siswa. Pembelajaran dilakukan secara berkelompok dan siswa diajak untuk berkompetisi dengan pendidik sebagai fasilitator serta memunculkan unsur TIK berupa video yang diputar melalui powerpoint memberikan suasana pembelajaran yang akrab dan menyenangkan serta memotivasi siswa. Secara tidak langsung nilai karakter dapat tumbuh pada semangat siswa.
Designing E-Commerce Applications for Learning Products in University Karmila Suryani; Rini Widyastuti; Ashabul Khairi; Muhammad Nurul
Knowbase : International Journal of Knowledge in Database Vol 1, No 1 (2021): June 2021
Publisher : Institut Agama Islam Negeri (IAIN) Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1411.584 KB) | DOI: 10.30983/ijokid.v1i1.5032

Abstract

E-commerce applications to sell various products produced by students in higher education can increase income-generating. However, a few universities still use e-commerce to sell student products, especially learning products. This research aims to produce an e-commerce application for web-based learning products in universities. The research method is development research with a research design using the waterfall model. The waterfall model procedure consists of analysis, design, coding, and testing. The system design uses Unified Modeling Language (UML) modeling such as context diagrams, class diagrams, use case diagrams, and activity diagrams. The system's coding uses the PHP programming language, Jquery, and the Boostrap Framework. The testing stage is through black-box analysis carried out by experts in the field of system design, with the results of testing each case being well-integrated and feasible to be applied. The result of the research is a web-based e-commerce application that sells learning products in universities.
Design of Digital Scoring for Pencac Silat IPSI Branch in Padang City Ashabul Khairi; Gufron Gufron; Ali Mardius; M. Ichsan Fajri Saib
Budapest International Research and Critics Institute-Journal (BIRCI-Journal) Vol 5, No 3 (2022): Budapest International Research and Critics Institute August
Publisher : Budapest International Research and Critics University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birci.v5i3.5952

Abstract

The development of Information and Communication Technology affects every aspect of human life, including in the field of Pencak Silat. In Pencak Silat matches, the scoring system has started to usedigital scoringand has begun to gradually leave the assessment blanks in the form of paper. In West Sumatra, Pencak Silat is a traditional martial art that has developed in all districts, as can be seen from the enthusiasm of participants in participating in Pencak Silat championships which are often held by the Indonesian Pencak Silat Association (IPSI) of the West Sumatra Provincial Government. However, the assessment tool does not yet use digital scoring. The purpose of this study is to design and produce a digital scoring application that meets the assessment aspects in the TGR (Single, Double Team) pencak silat competition category or the sparring category by prioritizing value transparency to improve the quality of Pencak Silat matches in West Sumatra. The digital scoring was developed with PHP which is used as a server-side scripting in web development that allows web applications to be dynamically created. The Digital Scoring which is designed to refer to the match rules of the 2016 IPSI XVI National Conference results is not only limited to hitting and kicking techniques but there are also other techniques such as slamming, pulling, elbowing, kneeling and so on which are declared as legitimate and valuable attacks. The system development method used in this research is the waterfall. namely a sequential software development method, where the process flows from top to bottom like awaterfall, passing through the phases of planning, modeling, implementation, testing and maintenance.
Designing E-Commerce Applications for Learning Products in University Karmila Suryani; Rini Widyastuti; Ashabul Khairi; Muhammad Nurul
Knowbase : International Journal of Knowledge in Database Vol 1, No 1 (2021): June 2021
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1200.632 KB) | DOI: 10.30983/ijokid.v1i1.5032

Abstract

E-commerce applications to sell various products produced by students in higher education can increase income-generating. However, a few universities still use e-commerce to sell student products, especially learning products. This research aims to produce an e-commerce application for web-based learning products in universities. The research method is development research with a research design using the waterfall model. The waterfall model procedure consists of analysis, design, coding, and testing. The system design uses Unified Modeling Language (UML) modeling such as context diagrams, class diagrams, use case diagrams, and activity diagrams. The system's coding uses the PHP programming language, Jquery, and the Boostrap Framework. The testing stage is through black-box analysis carried out by experts in the field of system design, with the results of testing each case being well-integrated and feasible to be applied. The result of the research is a web-based e-commerce application that sells learning products in universities.