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PERANCANGAN SISTEM INFORMASI KONSULTASI BIMBINGAN KONSELING MENGGUNAKAN FRAMEWORK CODEIGNITER 3 DI SMKN 1 TANJUNG RAYA Elza Putri Adinda; Riri Okra; Hari Antoni Musril; Sarwo Derta
Journal Peqguruang: Conference Series Vol 6, No 2 (2024): Peqguruang
Publisher : Universitas Al Asyariah Mandar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35329/jp.v6i2.5859

Abstract

Hal yang melatar belakangi penulis melakukan perancangan sistem informasi ini, agar bisa membantu siswa dalam melakukan konsultasi dengan guru bimbingan konseling serta memudahkan guru bimbingan dalam perekapan data bimbingan konseling agar terarsipkan dengan baik dan aman.Penelitian ini menggunakan  model pengembangan Fountain dengan 5 tahap yaitu, Analysis, Requirements Specification, Design, Coding, Testing and Integration, Operation, Maintenance and Evaluation. Penelitian ini juga menggunakan penilaian uji validitas, praktikalitas, dan efektivitas. Hasil uji validitas oleh 3 orang ahli yaitu ahli komputer, bimbingan konseling dan bahasa diperoleh hasil sebesar 0,76 dengan kriteria valid, hasil uji praktikalitas oleh 6 orang siswa serta 3 guru pelajaran umum diperoleh sebesar 0,81 dengan kategori sangat tinggi, hasil uji efektifitas oleh 3 orang guru bimbingan konseling diperoleh hasil sebesar 0,90 dengan kriteria tinggi. 
Perancangan Media Pembelajaran Berbasis Game Edukasi Menggunakan Scratch Pada Mata Pelajaran Informatika Tiara Hardiana Putri; Riri Okra; Hari Antoni Musril; Sarwo Derta
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 1 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i1.1395

Abstract

The purpose of this study is to utilize Scratch software to develop an educational game-based learning medium that effectively and efficiently supports the teaching and learning process of informatics. This research is based on findings obtained through classroom observations and interviews with Grade X students at MAN 2 Bukittinggi, where the instructional tools and media used by teachers were still limited to printed textbooks, blackboards, and PowerPoint presentations, which were less engaging and lacked variety. Such conditions potentially decrease students’ learning motivation. In addition, the dominant teaching method applied was lecturing, without the integration of interactive media that could enhance students’ participation and motivation. This study applied the Research and Development (R&D) method using the Hannafin and Peck development model, which consists of four main stages: needs assessment, planning, development, and implementation. The findings indicate that the educational game-based learning materials developed with Scratch can be easily utilized by students as a tool to better understand informatics content. The product validity test obtained an average score of 0.86, indicating that the product is valid. The practicality test resulted in an average score of 0.97, categorized as very high, while the effectiveness test achieved an average score of 0.94. The contribution of this study is the development of an educational game-based learning medium using Scratch that is valid, practical, and effective, thereby providing an alternative solution for teachers to deliver informatics content more interactively while enabling students to learn flexibly through digital devices. Abstrak Tujuan dari penelitian ini adalah menggunakan perangkat lunak Scratch untuk membuat media pembelajaran yang berbasis game edukasi yang secara efektif dan efisien mendukung proses pembelajaran informatika. Penelitian ini didasari oleh temuan yang diperoleh melalui proses observasi dan wawancara pada pembelajaran informatika di kelas X MAN 2 Bukittinggi, di mana alat dan media yang digunakan guru masih terbatas pada buku cetak, papan tulis, dan presentasi menggunakan PowerPoint yang kurang menarik serta minim variasi. Kondisi ini berpotensi menurunkan motivasi siswa dalam mengikuti pelajaran. Selain itu, metode pengajaran yang paling sering digunakan adalah ceramah, tanpa adanya penggunaan media interaktif yang berpotensi meningkatkan partisipasi serta motivasi belajar siswa. Penelitian ini menerapkan metode Research and Development (R&D) dengan menggunakan model pengembangan yang dikembangkan oleh Hannafin dan Peck, yang meliputi empat tahap utama: penilaian kebutuhan, perencanaan, pembuatan, dan pelaksanaan. Temuan penelitian menunjukkan bahwa materi pembelajaran berbasis permainan edukasi menggunakan Scratch dapat dengan mudah digunakan oleh siswa sebagai alat bantu dalam memahami materi informatika. Hasil uji validitas pada produk ini memperoleh rata-rata skor sebesar 0,86, yang menandakan bahwa produk tersebut valid. Sementara itu, hasil pengujian praktikalitas menunjukkan bahwa produk ini memperoleh skor rata-rata sebesar 0,97, yang termasuk dalam kategori sangat tinggi. Sementara itu, pengujian efektivitas menghasilkan rata-rata skor 0,94. Kontribusi penelitian ini adalah menghadirkan media pembelajaran berbasis game edukasi menggunakan Scratch yang valid, praktis, dan efektif, sehingga dapat menjadi alternatif solusi bagi guru dalam menyampaikan materi informatika secara lebih interaktif serta membantu siswa belajar secara fleksibel melalui perangkat digital.
Perancangan Media Belajar Mandiri Berbasis Canva Pada Mata Pelajaran Pendidikan Agama Islam Untuk Siswa Sma N 1 Matur Ahmad Zulkarnain Nasution; Hari Antoni Musril; Sarwo Derta; Tasnim Rahmat
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 1 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i1.1400

Abstract

This research was motivated by the use of learning media that has not yet supported the learning process of Islamic Religious Education at SMA N 1 Matur. Based on interviews conducted by the author with teachers and students, it was found that the learning media used in Islamic Religious Education consisted of printed books, blackboards, and the teaching method was mostly lecture-based. The use of computer technology in education not only facilitates the learning process but also opens up new opportunities for innovation and more interactive self-directed learning. By using digital platforms such as Canva in the development of learning media, teachers can present materials in a more engaging and easily understood manner for students. Based on the results of observations and interviews with Islamic Religious Education (PAI) teachers at SMA N 1 Matur, it was found that the use of digital learning media is still limited and predominantly relies on lecture methods and textbooks. This condition causes students to be less active in the learning process and less motivated to study independently. This study uses the Research and Development (R&D) model with the Hannafin and Peck approach, which consists of three stages: needs analysis, design, and implementation. The developed product was tested for its validity, practicality, and effectiveness. The validity test results showed that the developed media fell into the "very valid" category with a score of 0,948. The practicality test obtained a high score of 0.97, and the effectiveness test also showed a high result with a score of 0.73. Therefore, the Canva-based self-learning media in the Islamic Religious Education subject is declared valid, practical, and effective for use in the learning process of students at SMA N 1 Matur, and it can encourage students to learn actively and independently. Abstrak Penelitian ini berangkat dari permasalahan penggunaan media pembelajaran yang belum optimal dalam mendukung proses belajar Pendidikan Agama Islam di SMA N 1 Matur. Berdasarkan hasil wawancara dengan guru dan siswa, diketahui bahwa media yang digunakan masih terbatas pada buku cetak, papan tulis, serta metode ceramah sebagai pendekatan utama. Padahal, pemanfaatan teknologi komputer dalam dunia pendidikan tidak hanya mempermudah jalannya pembelajaran, tetapi juga memberikan peluang besar untuk menghadirkan inovasi dan menciptakan pembelajaran mandiri yang lebih interaktif. Melalui pemanfaatan platform digital seperti Canva, guru berkesempatan menyajikan materi secara lebih menarik dan mudah dipahami oleh peserta didik. Hasil observasi dan wawancara peneliti dengan guru PAI menunjukkan bahwa penggunaan media digital masih minim dan dominan menggunakan metode ceramah serta buku paket, sehingga membuat siswa kurang aktif serta tidak terlalu termotivasi untuk belajar mandiri. Penelitian ini menggunakan metode Research and Development (R&D) dengan pendekatan Hannafin dan Peck yang mencakup tiga tahapan, yaitu analisis kebutuhan, desain, dan implementasi. Produk media yang dikembangkan kemudian diuji melalui uji validitas, praktikalitas, dan efektivitas. Hasil uji validitas menunjukkan bahwa media yang dihasilkan termasuk kategori sangat valid dengan skor 0,948. Pada uji praktikalitas diperoleh nilai tinggi sebesar 0,97, sedangkan uji efektivitas memberikan hasil tinggi dengan skor 0,73. "Dengan demikian, media pembelajaran mandiri berbasis Canva pada mata pelajaran Pendidikan Agama Islam ini dinyatakan valid, praktis, serta efektif untuk digunakan dalam proses belajar siswa SMA N 1 Matur, sekaligus mampu mendorong mereka agar lebih aktif dan mandiri dalam belajar. Penelitian ini berkontribusi dalam memperkaya literatur mengenai pengembangan media pembelajaran digital pada mata pelajaran Pendidikan Agama Islam, memberikan alternatif solusi praktis bagi guru dalam menciptakan pembelajaran interaktif, serta dapat dijadikan acuan bagi penelitian selanjutnya dalam pengembangan media pembelajaran inovatif.
Pengembangan Media Pembelajaran Informatika Menggunakan Canva Pada Kelas X di SMK Teknologi Muhammadiyah Bukittinggi Nonny Nuriswatun Hasannah; Hari Antoni Musril; Darul Ilmi; Sarwo Derta
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1460

Abstract

This study aims to develop and test the feasibility of Canva-based informatics learning media through validity, practicality, and effectiveness tests to increase the engagement and understanding of class X students at SMK Teknologi Muhammadiyah Bukittinggi. Based on observations and interviews at SMK Teknologi Muhammadiyah Bukittinggi, the informatics learning process in class X is still dominated by lecture methods and conventional media, thus not maximizing active student participation and making learning feel monotonous. This study uses a Research and Development (R&D) model with the Hannafin and Peck approach consisting of three stages: needs analysis, design, and development. The results of the validity test show that the media is in the valid category with an average score of 0.88. The practicality test by the teacher showed very high results with a value of 0.94, while the effectiveness test showed a value of 0.90, with a high effectiveness category. Based on these results, it can be concluded that the informatics learning media for class X developed using Canva is proven to be valid, practical, and effective, and has the potential to help increase student engagement and understanding in the learning process. Thus, this media is worthy of being used as a supporting alternative in informatics learning activities in schools. Abstrak
Developing a Decision Support System for Assessing Bantara Rank Promotion Eligibility among Secondary School Scouts Wawan Fadhilah; Riri Okra; Hari Antoni Musril; Sarwo Derta
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 5 No. 01 (2026): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v5i01.1666

Abstract

Assessing student eligibility for Bantara rank promotion requires an objective and systematic decision-making process. This study aimed to develop a technology-based decision support system to assist scout supervisors in evaluating students’ eligibility for Bantara rank promotion at a secondary school. The system was developed using the Scrum framework within an Agile development approach, including product backlog preparation, sprint planning, sprint implementation, sprint review, and retrospective activities. The development process was conducted over six weeks, comprising 26 effective working days. The system applied the Weighted Scoring Model to calculate and determine students’ promotion eligibility. The evaluation results showed a validity score of 0.97, a practicality score of 0.615, and an average effectiveness score of 0.93. These findings indicate that the developed system met the evaluation criteria used in the study and was considered feasible for supporting Bantara promotion assessments. The system provides a more structured basis for decision-making and may assist scout supervisors in conducting student assessments more consistently and objectively. Abstrak Penilaian kelayakan siswa untuk kenaikan pangkat Bantara memerlukan proses pengambilan keputusan yang objektif dan sistematis. Penelitian ini bertujuan untuk mengembangkan sistem pendukung keputusan berbasis teknologi guna membantu pembina pramuka dalam mengevaluasi kelayakan siswa untuk kenaikan pangkat Bantara di sebuah sekolah menengah. Sistem ini dikembangkan menggunakan kerangka kerja Scrum dalam pendekatan pengembangan Agile, yang mencakup persiapan product backlog, perencanaan sprint, pelaksanaan sprint, tinjauan sprint, dan kegiatan retrospektif. Proses pengembangan berlangsung selama enam minggu, yang terdiri dari 26 hari kerja efektif. Sistem ini menerapkan Model Penilaian Berbobot untuk menghitung dan menentukan kelayakan siswa dalam promosi. Hasil evaluasi menunjukkan skor validitas sebesar 0,97, skor kepraktisan sebesar 0,615, dan skor efektivitas rata-rata sebesar 0,93. Temuan ini menunjukkan bahwa sistem yang dikembangkan memenuhi kriteria evaluasi yang digunakan dalam penelitian ini dan dianggap layak untuk mendukung penilaian promosi Bantara. Sistem ini menyediakan landasan yang lebih terstruktur untuk pengambilan keputusan dan dapat membantu pembina pramuka dalam melakukan penilaian siswa secara lebih konsisten dan objektif.
DESIGN OF A DECISION SUPPORT SYSTEM FOR SIMULATING THE DETERMINATION OF DATUAK SUKU SIKUMBANG NAGARI PANINJAUAN IN THE IMPLEMENTATION OF THE MINANGKABAU NATURAL CULTURE COURSE Layla Avrilia; Sarwo Derta; Hari Antoni Musril; Tasnim Rahmat
Antivirus : Jurnal Ilmiah Teknik Informatika Vol 19 No 2 (2025): November 2025
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/eyc7vp87

Abstract

Tradisi Minangkabau dalam menentukan datuak sebagai pemimpin adat umumnya dilaksanakan melalui forum musyawarah dengan memperhitungkan aspek adat, agama, kepemimpinan, dan sosial. Meski demikian, pemahaman mahasiswa di mata kuliah Budaya Alam Minangkabau terkait proses tersebut masih bersifat konseptual dan sulit diaplikasikan. Oleh sebab itu, penelitian ini disusun guna merancang dan membangun Sistem Pendukung Keputusan (SPK) berbasis web dengan pendekatan Analytical Hierarchy Process (AHP) sebagai sarana simulasi pemilihan datuak yang lebih sistematis serta objektif. Proses pengembangannya menerapkan model Incremental melalui tahapan Communication, Planning, Modelling, Construction, dan Deployment. Pembuatan sistem memanfaatkan bahasa pemrograman PHP 8 dengan framework CodeIgniter 4, basis data MySQL, dan Bootstrap. Uji validitas, praktikalitas, dan efektivitas dikerjakan dengan melibatkan dosen dan datuak. Berdasarkan hasil pengujian diperoleh validitas sebesar 0,87 (valid), praktikalitas 0,78 (praktis), dan efektivitas 0,88 (sangat efektif). Dengan demikian, sistem yang dihasilkan dinyatakan layak dijadikan media pembelajaran interaktif sekaligus instrumen pendukung pengambilan keputusan adat dalam kebudayaan Minangkabau.
Perancangan Media Pembelajaran Informatika Kelas x Menggunakan Smart Apps Creator di SMA Negeri 5 Bukittinggi Edwar Adrian Putra Adam; Hari Antoni Musril; Riri Okra; Sarwo Derta
Jurnal Media Infotama Vol 20 No 1 (2024): April 2024
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v20i1.5745

Abstract

The technology available today is developing so rapidly, supported by adequate and quality human resources. Every element of human life, including education, has felt the benefits of this technological development. Learners must go through a process to achieve educational goals, namely learning by following a series of anticipated learning processes by a teacher to foster an interesting learning atmosphere, such as through the use of learning media. Based on the interview results with an informatics subject teacher for the tenth grade at SMA Negeri 5 Bukittinggi, there is still a need for the use of textbooks and student worksheets (LKS) in the informatics learning process. Additionally, in delivering teaching materials, it is still not optimal and still relies on the lecture method. As a result, students tend to have difficulty receiving the material presented and talk to each other while the teacher is explaining, because the teacher has not utilized the available technology to the fullest, including the blackboard. Consequently, the learning becomes less effective. The research design for informatics learning media using Smart Apps Creator at SMA Negeri 5 Bukittinggi used the Research and Development (R&D) method. The system development model used the development model. The analysis phase, design phase, development phase, and implementation phase are the three phases that form the Hannafin and Peck learning design model. Validity, practicality, and effectiveness tests were used to evaluate the product in this study. The author conducted product testing, and the results showed that the product passed the validity test by three experts with a score of 0.78, the practicality test by three practitioners with a score of 0.73 in the high category, and the effectiveness test by 30 students and one informatics teacher with a score of 0.90 in the very high effectiveness category
Implementation of the C4.5 Algorithm to Build A Prediction Model for Student Success in Database Courses Nanda Pratama Alfyandri; Hari Antoni Musril; Sarwo Derta
Knowbase : International Journal of Knowledge in Database Vol. 5 No. 2 (2025): December 2025
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/knowbase.v5i2.10083

Abstract

This study aims to implement the C4.5 algorithm to build a model for predicting student success in database system courses in the Informatics and Computer Engineering Education study program at UIN Sjech M. Djamil Djambek Bukittinggi. Using the Knowledge Discovery in Database (KDD) approach, this study includes the stages of data selection, cleaning, transformation, modeling, and evaluation. Secondary data from the academic information system of students enrolled from 2018 to 2023 included 1,177 entries, which after cleaning resulted in 1,030 valid data. Predictor attributes consisted of academic factors such as Algorithm Logic scores, 1st semester Grade Point Average (GPA), attendance, and credit load, as well as non-academic factors such as gender and UKT (Tuition Fee Category). The target variable was student success status. Modeling was performed using Altair RapidMiner 2025 software with the C4.5 algorithm, resulting in a decision tree model. Evaluation showed an accuracy of 82.10%, recall of 69.58%, and precision of 62.51%, indicating the algorithm's effectiveness in classifying students as potentially successful or unsuccessful. This model identifies the most influential attributes, both academic and non-academic, on student success. Overall, the application of the C4.5 algorithm supports Educational Data Mining (EDM) in higher education, helping study programs improve the quality of learning and the effectiveness of data-based academic interventions.