Muh Putra Pratama
Teknologi Pendidikan, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Kristen Indonesia Toraja, Tana Toraja Sulawesi Selatan ,Indonesia.

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Development of an Android-based Computer Based Test (CBT) In Middle School H., Nurhikmah; Gani, Hamsu Abdul; Pratama, Muh. Putra; Wijaya, Hengki
Journal of Education Technology Vol 5, No 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.33527

Abstract

The teaching and learning process, especially the process of evaluating student learning outcomes, the teacher still uses a semi-conventional evaluation process where the exam process is carried out using social media to send student exam results which are done manually on paper. This kind of evaluation process is less effective and efficient, both in terms of time, the method used, and the examination process which requires a long time and inaccurate examinations. For this reason, the authors designed a Computer Based Test (CBT) application as a media for evaluating student learning outcomes. The study aims to develop an Android-based Computer Based Test whether it is valid, practical, and effective in the learning exam / evaluation process. This research method is Research and Development which is focused on developing a smartphone-based Computer Based Test, especially Android. The development model used refers to the Alessi and Trollip development model, which consists of 3 stages, namely: planning, design, and development. The total research subjects were 30 students and 1 mathematics subject teacher. The media developed was validated by media experts and material experts, with the results of validation by material experts obtained an average score of 3.7 (very valid) and by media experts an average score of 3.8 (very valid) was obtained. This means that it can be stated that the Android-based Computer Based Test is very practical in the evaluation / exam process in mathematics subjects. Based on the results of the feasibility test of the Computer Based Test, it can be concluded that the use of the Computer Based Test is feasible to be used as a medium for evaluating learning in mathematics subjects
Penggunaan Media Video Tutorial Photoshop Untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Perwajahan Desain Di SMK Ervianti Ervianti; Muh Putra Pratama; Nurhikmah H, Nurhikmah H,; Rosihan Aminuddin
Patria Artha Technological Journal Vol 6, No 2 (2022): Patria Artha Technological Journal
Publisher : Department of Electrical Engineering, University of Patria Artha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33857/patj.v6i2.646

Abstract

The purpose of this study was to determine the effect of using Photoshop tutorial on student learning outcomes in the subject of class XI Design at SMK Negeri 1 Pallangga, Gowa Regency. The approach used in this study is a quantitative approach, with the type of experimental, and the research design used is the pretest posttest group design, which compares the results of the pretest and posttest in the control class and the experimental class. The population in this study amounted to 58 people, consisting of 28 women and 20 men. The sampling technique used is a random sampling technique, which takes all population groups randomly as a sample. Data collection techniques used are observation, tests, and documentation. The data analysis used is descriptive statistical analysis and inferential statistical analysis using SPSS. The results of this study indicate that there is a significant difference between after using the photoshop tutorial in the face subject, photoshop editing material in the experimental class compared to the control class. This at the same time answers the hypothesis "H1an media photoshop tutorial on student learning outcomes in the subject matter of Class XI Design at SMK Negeri 1 Pallangga, Gowa Regency", is declared accepted Keywords: Media video tutorial, photoshop, SMK
Aplikasi Notifikasi Tagihan Penggunaan Air Pelanggan PDAM Kota Makassar Berbasis SMS Gateway Menggunakan Metode FIFO (First In First Out) Muh. Putra Pratama; Muh. Khaliq Gibran Al-gifari; Ervianti Ervianti; Anna Pertiwi
Patria Artha Technological Journal Vol 6, No 2 (2022): Patria Artha Technological Journal
Publisher : Department of Electrical Engineering, University of Patria Artha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33857/patj.v6i2.634

Abstract

The large number of PDAM Makassar City customers who use drinking water services makes each month have to pay a number of water bills that are the customer's obligation. However, sometimes customers neglect the amount of the bill fee, which will result in swelling of the bill because there is no direct billing information, for example through the SMS Gateway service. This SMS gateway billing application is designed to provide convenience in providing information to customers in the form of the amount of bills each month. This SMS gateway application will process sms with the FIFO (First in First out) method where the first input will be directly processed and sent the first time as well. The sms gateway system is built with three main things, namely Gammu as a server tool, especially SMS Gateway, PHP as programming to create SMS web applications, and MySQL as a database server. The result of this study is an application for water use bills for PDAM Makassar City customers Premises.
Utilization of Quizizz Platform in the Learning Evaluation Process Muh. Putra Pratama
Jurnal Kependidikan Media Vol 12, No 2 (2023): JURNAL KEPENDIDIKAN MEDIA
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/jkm.v12i2.11932

Abstract

This study aims to determine the effect of using Quizizz as a learning evaluation medium to see learning success. The purpose of this study is to describe Quizizz can be used as a medium for evaluating formal learning such as exams or daily assessments, especially in mathematics lessons. This research method is qualitative analysis. Learning evaluation using quizizz helps improve the concentration of learning students. The use of quizizz can be done by lecturers who teach other subjects, teachers and students who will carry out PKM to support the industrial revolution 4.0. Research results based on questionnaires, the implementation of exams or daily assessments can be done through Quizizz by optimizing the use of features on Quizizz. Learning evaluation through Quizizz can make it easier for lecturers to conduct detailed and objective assessments. Which is seen from the percentage results of almost 90% advantages and 10% other weaknesses in their use. 
REVOLUTIONIZING EDUCATION: HARNESSING THE POWER OF ARTIFICIAL INTELLIGENCE FOR PERSONALIZED LEARNING Muh. Putra Pratama; Rigel Sampelolo; Hans Lura
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 5 No 2 (2023): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v5i2.877

Abstract

Rapid advances in artificial intelligence (AI) have opened up new possibilities in various fields, and education is no exception. Traditional one-size-fits-all teaching methods are gradually being replaced by personalized learning experiences made possible through AI technology. This article explores how AI is revolutionizing education by tailoring the learning experience to individual students' needs, increasing engagement, and improving overall learning outcomes. The research method used in this study is a qualitative descriptive method by utilizing questionnaires, interviews, observations and documentation in data collection. The results of the questionnaire related to the Importance of AI in Learning, obtained data that 88% of students strongly agree, 9% agree, 2% disagree, and 1% strongly disagree about the importance of AI in helping learning. The results of the questionnaire related to AI as an Alternative to Self-Learning, obtained data that 74% of students strongly agree, 7% agree, 14% disagree, and 5% strongly disagree about AI as an alternative to independent learning. The results of the questionnaire related to AI becoming Virtual Tutors and Smart Assistants, obtained data that 88% of students strongly agree, 9% agree, 2% disagree, and 1% strongly disagree about AI as being able to be used as a virtual teacher or intelligent assistant. The results of the questionnaire related to AI can replace teachers / lecturers, data were obtained that 11% of students strongly agreed, 9% agreed, 23% disagreed, and 57% strongly disagreed regarding AI can replace teachers / lecturers.
THE INFLUENCE OF DIGITAL LITERACY ON STUDENT LEARNING Ervianti Ervianti; Rigel Sampelolo; Muh. Putra Pratama
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 5 No 2 (2023): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v5i2.878

Abstract

This study aims to determine the influence of digital literacy on the learning outcomes of students of the Educational Technology study program at the Indonesian Christian University of Toraja. Research is a quantitative research type of experiment. This research was conducted at the Indonesian Christian University of Toraja Education Technology Study Program. The sample of this study is all Educational Technology students class of 2021 consisting of 49 students. The total number of samples used was 49 students, using non-random sampling techniques. The results of this study used descriptive analysis and inferential analysis using SPSS 22. The results obtained in this study that in the use of digital literacy of students in producing learning is very releva. From the results of this research, it can be stated that it is significant for student learning outcomes.
Validity of interactive learning media in computer basics course Pratama, Muh. Putra; Ruruk, Simon; Karuru, Perdy
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 4 (2023): December
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i4.60376

Abstract

This study aims to determine the validity and practicality of interactive media in computer basics courses in the educational technology study program at Universitas Kristen Indonesia Toraja. This type of development research uses the ADDIE research model (Analysis, Design, Development, Implementation, and Evaluation). The results of the validity and practicality tests can be used as a reference for assessing the media that has been developed. This research has conducted a content validity test; the quality of interactive media based on the assessment by teaching material expert lecturers shows an average of 3.77 from a maximum average score of 4.00. Thus, interactive media shows criteria worth using. The results of the media validity test that the quality of interactive media based on the assessment by media expert lecturers shows an average of 3.58 from a maximum average score of 4.00; thus, the module indicates very feasible criteria. The interactive media practicality test results showed that the interactive media developed an average of 3.46 from an average score of 4.00. Thus, the module showed efficient criteria.
Empowering Rural Communities Through Digital Solutions: A Cultural Immersion Initiative by theEducationalTechnologyStudy Programof UKI Toraja for International Students Ervianti, Ervianti; Pratama, Muh. Putra; Hasni, Hasni; Pertiwi, Anna; Pairunan, Leadys Ananda Tri
Jurnal Literasiologi Vol 12 No 3 (2024): Jurnal Literasiologi
Publisher : Yayasan Literasi Kita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47783/literasiologi.v12i3.753

Abstract

This research explores the impact of cultural immersion on the development and implementation of digital solutions in rural Toraja. This study adopts a qualitative research design to explore the impact of digital solutions on empowering rural communities within the context of a cultural immersion initiative. The study employs a case study method, focusing on a specific rural community in Toraja, Indonesia, where international students from the Educational Technology Study Program of UKI Toraja were engaged. The participants in this study included international students enrolled in the Educational Technology Study Program at UKI Toraja, faculty members who facilitated the immersion program, and members of the rural community in Toraja where the immersion took place. The international students were selected based on their participation in the program, while community members were chosen to reflect a diverse range of ages, occupations, and involvement in local cultural practices. In total, 20 international students, 5 faculty members, and 15 community members participated in this study. Data collection was conducted over a three-week period during the cultural immersion program. The primary data collection methods included participant observation and in-depth interviews. The data collected were analyzed using thematic analysis. The study result confirms that the impact of cultural immersion on the development and implementation of digital solutions in rural Toraja are lays on empowerment through digital literacy and cultural sensitivity and adaptation.
Moodle-Based Virtual Class to Improve Students' Metacognition and Independence in Online Learning Pratama, Muh. Putra; Sampelolo, Rigel; Karuru, Perdy
Journal of Education Technology Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i2.74670

Abstract

Metacognition and learning independence are important aspects in education that affect students' ability to manage and control their learning process. This study aims to analyze the use of Moodle-based virtual learning platform in improving students' metacognition and learning independence. This research designs and develops vitual learning that can be accessed by all junior high school students openly and free of charge which is packaged with an interactive display using Moodle learning is more interesting, interactive and fun so that students' digital literacy and learning independence increase. The stages refer to the ADDIE development model. The research stages were conducted by following the ADDIE development model (Analysis, Design, Develop, Implement, and Evaluate). The data collection approach involved various techniques such as questionnaires, FGDs, observation, documentation, interviews, and tests. Based on the results of the practicality test of using moodle, it can be concluded that the user's response after using moodle and filling out the assessment questionnaire with the results of user answers is in the comfortable category. So, user responses strongly agree to use moodle in learning. The results of the feasibility and practicality test of moodle that has been developed can be a reference to be continued to a broader stage and in terms of development can be a reference to be developed again both in terms of content/material and appearance. So, the user response is strongly agree to the application of online learning as an interactive media in learning.
THE EFFECT OF GAME-BASED LEARNING ON IMPROVEMENT STUDENTS' LEARNING OUTCOMES IN CLASS X CULTURAL ARTS SUBJECT Mettang, Silva Arruan; Pratama, Muh.Putra; Ervianti, Ervianti
Indonesian Journal of Educational Technology Vol 3 No 2 (2024): Indonesian Journal of Educational Technology
Publisher : Department of Educational Technology, Postgraduate Program, State University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijet.v3i2.5144

Abstract

This study is a quantitative research employing an experimental approach. The aim is to determine the impact of game-based learning on improving student learning outcomes in class X Cultural Arts subjects at SMA Negeri 6 North Toraja. The type of experimental research used is quasi-experimental with a pretest-posttest control group design. Data was collected through observation and a test consisting of 20 valid questions, with the help of SPSS 29 for data analysis. The population of this study includes all class X students at SMA Negeri 6 North Toraja, totaling 91 students. The sample comprises two classes: class X2 as the control group and class X3 as the experimental group. The statistical test results, based on post-test data from both classes, revealed that the post-test scores of the experimental and control groups were normally distributed. The independent samples t-test indicated a statistically significant difference in the average learning outcomes between the experimental and control groups, with a significance value (2-tailed) of 0.01, which is less than 0.05. Therefore, H0 (null hypothesis) is rejected, and H1 (alternative hypothesis) is accepted. In conclusion, game-based learning significantly affects student learning outcomes in the Cultural Arts subject for class X at SMA Negeri 6 North Toraja.