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Journal : PeTeKa

PENGEMBANGAN E-MODUL PADA MATA PELAJARAN DESAIN GRAFIS PERCETAKAN SISWA KELAS XI MULTIMEDIA DI SMKN 1 KERINCI Analismi, Wenti Julia; Mulyono, Heri; Novita, Rini
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i4.1009-1017

Abstract

There are obstacles experienced in the learning process, such as a shortage of teaching materials in the form of textbooks and limited use of computer media to convey material, and the development of learning resources such as modules has not been carried out. To create a learning atmosphere that is not boring, it is necessary to carry out the latest innovations, namely the development of E-Module learning media. The type of research used is Research and Development (RD) by adopting the ADDIE model which consists of 5 stages namely (Analyze, Design, Development, Implementation, Evaluation). Data collection methods are taken from observation, questionnaires and documentation. This study aims to determine the practicality and validity of the product being developed. The average percentage (%) of the validity of the E-Module using the Canva application is 92.89% with a very valid category. This can be confirmed from all aspects that have been assessed by the validator. While the practicality of the percentage of E-Module Development using the Canva application is 88.67% in the very practical category. In other words, E-Module development using the Canva application is very practical in learning Printing Graphic Design.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA ELEMEN DESAIN BRIEF MATA PELAJARAN DESAIN KOMUNIKASI VISUAL Tesa, Elma; Mulyono, Heri; Edriati, Sofia
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.108-118

Abstract

The problems that exist in desain comunication visual for elemen elemen desain brief are the absence of learning media that supports student learning outcomes, so students find it difficult to understand the material while studying. This study aims to produce valid and practical android-based learning media. This study uses the Research and Development (RD) method with the ADDIE development model. The subjects of this study amounted to 15 students as a sample. Data collection techniques using a questionnaire with a Likert scale. The results of this study indicate the average value of the media expert's validity test is 0.704 with a valid category and material expert is 0.73 with a valid category. For the practicality test, the teacher's response reached 87,5% with a very practical category and for the student response it reached 89,92% with a very practical category. Conclusions based on the assessment along with input from media experts and material experts as well as the results of field trials of android-based learning media have been tested for feasibility and can be used as learning media for elemen elemen desain brief.
PENGEMBANGAN E-BOOK INTERAKTIF PADA MATERI KOMPUTER GRAFIS MATA PELAJARAN DASAR DESAIN KOMUNIKASI VISUAL KELAS DI SMKN-1 SIJUNJUNG Turahma, Wilda; Mulyono, Heri; Nurdin, Bernediv
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.119-126

Abstract

The problem in this study is that teachers still use a lot of printed learning media, printed books make the learning process less interesting. Visual communication design learning so far tends to use static presentation methods, as well as video tutorials that are less interactive so that student learning motivation tends to vary and low student understanding of the material. The purpose of this study was to produce an interactive E-book in the Computer Graphics material at SMKN 1 Sijunjung in the Basic Visual Communication Design subject. This study uses the Research and development method. The development model used in this study is the ADDIE model. The research subjects involved in the Basic Visual Communication Design subject in the 2025/2026 academic year totaling 23 people and 2 teacher responses. The research instrument is a validity instrument using a validity questionnaire with 5 validators. The validity assessment contains 3 people for media validators and 2 people for material validators. The practicality instrument uses a student response questionnaire of 23 people and 2 teachers. The product produced in this study is an interactive E-book. Based on the media validity results, the validation score was 92.64%, categorized as "Very Valid." The material validity score was 88.47%, categorized as "Very Valid." Therefore, it can be concluded that the interactive e-book is "Very Valid" in terms of validity. Based on the teacher's practicality score, the score was 88.88%, categorized as "Very Practical." The student's practicality score was 84.25%, categorized as "Very Practical."
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN SISWA PENERIMA BEASISWA DENGAN MENGGUNAKAN METODE SIMPLE ADDITIVE WEIGHTING (SAW) DI SMA NEGERI 1 SIBERUT BARAT Tasibeddei, Merici; Pratama, Ade; Mulyono, Heri
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.1-8

Abstract

Decision Support System (DSS) is a computer-based system that helps in the decision-making process. Scholarships are a form of appreciation in the form of financial assistance given to individuals or organizations for work achievements that have been produced. Simple Additive Weighting (SAW) is one of the methods used in the decision-making process with weighted addition. The purpose of this study is that researchers will design a Decision Support System (DSS) to select prospective scholarship recipients by implementing the Simple Additive Weighting (SAW) method. This method was chosen because this method is able to carry out a ranking process which is continued with a weighting process for each attribute, so that it can select the best alternative from a number of alternatives (students) based on certain criteria and weights. The research on the Decision Support System for Selecting Scholarship Recipients Using the Simple Additive Weighting (SAW) Method at SMA Negeri 1 Siberut Barat was conducted using the Software Development Life Cycle (SDLC) method with the waterfall model. The waterfall model consists of five stages, namely analysis, design, implementation, testing, and maintenance. The tests used in this study were Alpha testing and Beta testing. The Decision Support System for Selecting Scholarship Recipients Using the Simple Additive Weighting (SAW) Method at SMA Negeri 1 Siberut Barat was developed using the Laravel11 framework with the PHP programming language and MYSQL database. Based on the results of the Alpha test (black box and white box testing) it can be concluded that all test results are good and the Alpha test is successful. Furthermore, based on the results of the beta test on the validation of expert staff, the percentage of the value obtained was 77.5% with the statement agree and the average value of the user questionnaire assessment was 85.63% with the statement strongly agree. Based on the results of the research and testing above, it can be described that the decision support system for selecting scholarship recipients using the simple additive weighting method at SMA Negeri 1 Siberut Barat which was designed is a functional requirement that is expected to facilitate officers in managing student data.
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI PADA MATERI BERFIKIR KOMPUTASIONAL X TKJT SMK N 1 PAINAN Rusdi, Muhammad Ikhsan; Mulyono, Heri; Nurdin, Bernediv
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.138-148

Abstract

The low level of students’ interest and achievement in computational thinking at SMK N 1 Painan has become one of the challenges in the learning process. This issue arises due to the use of conventional teaching methods that are less interactive and often make students feel bored. Therefore, this research aims to develop educational game-based learning media as an innovative alternative to enhance students’ motivation, interest, and understanding of computational thinking concepts. This research applied the ADDIE development model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The educational game was developed using Unity and Visual Studio Code, featuring interactive materials through levels, quizzes, and scoring systems. The validity of the game was assessed by three media experts, while its practicality was tested by teachers and Grade X TJKT students at SMK N 1 Painan. The results show that the media obtained an average validity score of 87.93%, categorized as very valid. The practicality test yielded an average of 89.57% from teachers and 86% from students, categorized as very practical. Thus, the developed educational game is considered feasible to be used as a learning medium and effective in improving students’ motivation and understanding of computational thinking material.