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Library Research: An Online Learning at High School as Learning Media Monica Fransisca; Renny Permata Saputri; Yuliawati Yunus
The Indonesian Journal of Computer Science Vol. 11 No. 3 (2022): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v11i3.3110

Abstract

Technology has begun to applied in the field of education, not only in universities but also in high school. The existence of technology for education encourages the development of learning media, especially online learning. The purpose of this research was to examine implementation of online learning at high school level. The method used is literature review research, which is the research results come from several sources. The data obtained comes from books, research, and articles related to online learning media. Based on the research’s results, it was concluded that the use of online learning media in high school can be applied appropriately and well if it meets certain criteria. The use of online learning as learning media can also directly improved student’s learning outcomes. This statement obtained from research articles related to the topic.
Uji Praktikalitas Perancangan Sistem Informasi Praktik Kerja Industri Berbasis Web di SMK Dhuafa Padang Rahmat Dani; Indra Wijaya; Yuliawati Yunus
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 3 (2023): Juli 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i3.1515

Abstract

This study aims to evaluate the practicality of designing information systems for web-based industrial work practices at SMK Dhuafa Padang using the waterfall research development method with 31 research subjects. The results of the research show that the developed system is very practical to use and has been tested for its feasibility and superiority through field trials. The development steps undertaken include analysis and definition of requirements, system and software design, implementation and unit testing, system integration and testing, as well as operation and maintenance. Practicality evaluation as a whole shows that the system has a very good level of practicality, which is equal to 87.96%. Based on the research results, there are four recommendations for further researchers. First, conducting further studies on the development of information systems for web-based industrial work practices at other SMKs that have the same needs. Second, extend existing features to improve system performance and user experience. Third, integrating this system with other existing information systems at SMK Dhuafa Padang. Fourth, conducting research on the effect of using a web-based industrial work practice information system on learning outcomes and student performance at SMK. It is hoped that the results of this study can become a reference or reference for further researchers in developing an information system for web-based industrial work practices at SMK.
Praktikalitas Aplikasi Media Pembelajaran Berbasis Augmented Reality pada Mata Pelajaran Perawatan Wajah, Badan (Body Massage) dan Waxing : (Studi Kasus Kelas XI Kecantikan SMKN 7 Padang) Sobaria, Sobaria; Yuliawati Yunus; Rahmatul Husna Arsyah
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 4 (2023): Oktober 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i4.1859

Abstract

This study aims to determine the practicality of designing and developing Android-based learning media applications for facial, body massage and waxing subjects at SMK N 7 Padang in the 2022/2023 school year. This research uses research and development methods (Research & Development). The research subjects were 78 students of SMK Negeri 7 Padang. This research method uses analysis (ADDIE), with the design and development steps as follows. (1) Analyze, (2) Design, (3) Development, (4) Implementation, and (5) Evaluate. The results of the practicality test assessment as a whole the practicality assessment of the Android-Based Learning Media Application in the subject of Facial, Body Massage and Waxing Class XI Beauty Department at SMK Negeri 7 Padang is 94.44%, so that the level of practicality can be interpreted as very practical to use. In conclusion, based on assessments along with expert input as well as from the results of field trials of the Android-Based Learning Media Application as a learning medium, it has been tested for feasibility, superiority, and used in the learning process in the subject of Face Care, Body (Body Massage) and Waxing for Class XI Beauty Department at SMK Negeri 7 Padang.
Hubungan Antara Kematangan Emosi dengan Agresi Pada Remaja di SMK Negeri Padang Dewi Aisyah Fajar; Linda Fitria; Yuliawati Yunus
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 4 (2023): Oktober 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i4.1990

Abstract

Emotional instability over time, attempts to adjust behavior from previous phases of development, feeling as if "lost", and fluctuating emotions often fill the daily life of adolescents. This causes teenagers to always look for quick methods to vent their emotions without considering the consequences of their actions. Aggression is not a behavior dominated by a group of people alone, in each person there is an urge to aggression. Aggression can vary, depending on how a person responds to the stimulus that comes to him. This research only focused to determine the relationship between emotional maturity and aggression in class x adolescents at SMK Negeri 9 Padang even semester of the 2022/2023 school year. The type of research used is quantitative method. The study population amounted to 424 people enrolled in the 2022/2023 school year, with a sample of 206 people taken using proportional rondom sampling technique. This research examines the relationship between emotional maturity and aggression. The instrument used in data collection in this study was a questionnaire prepared according to the Likert scale model. Data analysis was carried out using a statistical program on the SPSS 24 computer and Microsoft Excel. Based on the results of the hypothesis the rcount value is 0.473 while the rtable value is 0.1367 because the value of r count is greater than r table (0,473> 0,1367), there is a significant positive relationship between emotions and aggression in class x adolescents in SMK Negeri 9 Padang.
Implementasi Teknologi Artifical Intelligence (AI) sebagai Penunjang Pembelajaran Siswa di SMK Nusatama Kota Padang Yuliawati Yunus; Renny Permata Saputri; Monica Fransisca
KREATIF: Jurnal Pengabdian Masyarakat Nusantara Vol. 4 No. 2 (2024): Juni : Jurnal Pengabdian Masyarakat Nusantara
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/kreatif.v4i2.3562

Abstract

Community Service (PKM) is one of the tasks of the Tri Dharma of Higher Education which must be fulfilled by lecturers. The PKM activities carried out had the theme Implications of Artificial Intelligence (AI) Technology as a Support for Student Learning. The partner collaborating on this PKM activity is Nusatama Vocational School, Padang City. Initial observations found that the use of Artificial Intelligence (AI) technology was still very lacking. The aim of PKM activities is to introduce Artificial Intelligence (AI) technology to vocational high school students. It is hoped that this PKM activity can increase students' knowledge about Artificial Intelligence (AI) technology, and can raise children's motivation in learning, produce positive attitudes, as well as a strong commitment to learning and a good attitude towards teachers. This service uses presentations and simulations of the introduction and implications of learning Artificial Intelligence (AI) technology for students. Analysis, education and education methods are used in this service by the service implementation team. This PKM activity resulted in an increase in students' knowledge about Artificial Intelligence (AI) technology and its application as a support for student learning.
TEORI PROSSER : PHILOSOPHY PENDIDIKAN KEJURUAN PADA ERA REVOLUSI INDUSTRI 4.0 Yuliawati Yunus; Rosi Yulianti; Wike Oriza; Nizwardi Jalinus; Rijal Abdullah
AT-TAJDID Vol 7, No 2 (2023): JULI-DESEMBER 2023
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/att.v7i2.2976

Abstract

Perbedaan Tingkat Kecanduan Game Online Antara Siswa Laki-laki dan Perempuan di SMA Negeri 6 Padang Suci Aulya; Linda Fitria; Yuliawati Yunus
SOSMANIORA: Jurnal Ilmu Sosial dan Humaniora Vol. 3 No. 3 (2024): September 2024
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/sosmaniora.v3i3.4099

Abstract

This study aims to determine the differences in the level of online game addiction between male and female students at SMA Negeri 6 Padang. The type of research used in this study is quantitative with a comparative type. The study population consisted of people registered in the 2024/2025 academic year, with a sample of 118 people taken using purposive sampling techniques. This study examines the differences in the Level of Online Game Addiction Between Male and Female Students at SMA Negeri 6 Padang. The instrument used for data collection in this study was a questionnaire compiled according to the Likert model. Data analysis was carried out using statistical programs on SPSS 24.0 and Microsoft Excel computers. Based on the results of the t-test, it is known that the significance value of 2-sided equal variances assumed is less than 0.05, which is 0.045 <0.05. So, it can be concluded that there is a no significant difference in the level of online game addiction between male and female students at SMA Negeri 6 Padang. Some positive impacts such as increased cognitive skills, development of creativity, and business and industry opportunities and negative impacts such as addiction to mental health problems, adolescent behavioral disorders, and the spread of negative information and violence. Symptoms of students who are addicted to online games are spending more time playing online games, often falling asleep at school, often neglecting assignments, school grades that are starting to decline and preferring to play online games rather than playing with friends.