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Pengembangan Media Pembelajaran Game Edukasi Berbasis Website Pada Mata Pelajaran Desain Grafis Percetakan Nazori, Muhammad; Mulyono, Heri; Darman, Regina Ade
EduCurio: Education Curiosity Vol 2 No 3 (2024): April-Juli 2024
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/ecu.v2i3.785

Abstract

Tujuan penelitian ini dilakukan untuk menghasilkan media pembelajaran game edukasi berbasis website pada mata pelajaran Desain Grafis Percetakan kelas XI Multimedia di SMK Negeri 5 Bungo materi Mengenal Dasar-Dasar Desain Grafis dan Mengenal Nirmana. Penelitian ini, menggunakan metode research and development. Subjek penelitian yang digunakan adalah siswa kelas XI Multimedia SMK Negeri 5 Bungo. Berdasarkan hasil validitas media hasil dan praktikalitas guru, dengan demikian disimpulkan dari hasil praktikalitas guru dan praktikalitas peserta didik bahwa media pembelajaran game edukasi berbasis website dinyatakan “Sangat Praktis” digunakan dalam proses pembelajaran.
Implementasi Sistem Informasi Sekolah pada SMK Negeri 1 Linggo Sari Baganti Swandi, Muhammad Riski; Mulyono, Heri; Pratama, Ade; Nurdin, Bernediv
Jurnal Pustaka Mitra (Pusat Akses Kajian Mengabdi Terhadap Masyarakat) Vol 5 No 4 (2025): Jurnal Pustaka Mitra (Pusat Akses Kajian Mengabdi Terhadap Masyarakat)
Publisher : Pustaka Galeri Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55382/jurnalpustakamitra.v5i4.1100

Abstract

Sistem informasi sekolah berperan penting dalam meningkatkan kualitas suatu sekolah. Di SMK N 1 Linggo Sari Baganti telah mempunyai sistem informasi sekolah, tetapi dari sisi konten, tampilan dan respon sistem tidak sesuai dengan kebutuhan para pengguna. Beberapa user yang mengeluhkan terutama lambatnya respon sistem tersebut. Tujuan dilakukan kegiatan pengabdian masyarakat ini agar dapat membantu pihak sekolah dalam meningkatkan performa sistem. Sistem ini dikembangkan menggunakan metode Rapid Application Development (RAD). Hasil pengembangan sistem berupa software yang dapat diakses melalui browser. Sebelum sistem ini diimplemntasikan di sekolah, maka perlu dilakukan sosialisasi dan bimbungan teknis kepada pengguna.  Untuk mengukur ketercapaian sistem ini, dilakukan evaluasi dalam bentuk angket. Dan hasil evaluasi tersebut diperoleh rata-rata penggunaan web sebelumnya adalah sebesar 77,20 dan setelah menggunakan web baru diperoleh sebesar 92,53. Artinya adanya peningkatan dalam penggunaan sistem informasi web sekolah sebesar 19,86 %.
Performance Index Analysis of Irrigation Areas Using E-PAKSI Software for Sustainable Maintenance in West Java Region Assyabill, Bramudya Gusti; Maulana, Rahmat; Mulyono, Heri; Winasis, Akbar
Indonesian Journal of Advanced Research Vol. 4 No. 8 (2025): August 2025
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ijar.v4i8.15158

Abstract

This study analyzed the performance of the Seuseupan Irrigation Area in Cirebon Regency using the E-PAKSI application. The research employed a descriptive-qualitative method with both primary and secondary data collection. The results revealed a combined main and tertiary irrigation system performance index of 57.62%, which falls into the underperformance category. Water discharge analysis indicated sufficient supply for the rice-rice cropping pattern across the 1,347-hectare service area. However, institutional aspects and personnel were found to be non-compliant with regulations. Furthermore, there was a significant increase in maintenance costs (AKNOP), rising from Rp2.31 billion in 2022 to Rp22.33 billion in 2024. This highlights the critical need for serious attention to the management of irrigation assets and infrastructure in the region.
PENGEMBANGAN E-MODUL BERBASIS PROJECT BASED LEARNING PADA PELAJARAN INFORMATIKA KELAS X DKV DI SMK NEGERI 4 PAYAKUMBUH Rahni, Winta Septia; Novita, Rini; Mulyono, Heri
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 2 (2025): 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.v8i2.816-828

Abstract

Teachers still use the lecture method in delivering lesson material which makes students easily bored and difficult to understand the material during learning, facilities at school are inadequate and many students' learning outcomes have not yet reached the KKM. Therefore, it is necessary to add learning media such as e-modules which can help teachers in the learning process. The aim of this research is to produce an E-Module based on Project Baed Learning for class X DKV informatics lessons at SMK Negeri 4 Payakumbuh. This research uses the Research and Development method. The development model carried out in this research is the ADDIE model which consists of 5 stages, namely (analysis, design, development, implementation and evaluation). The data collection technique uses a Likert scale questionnaire. The subjects in this research were educators and students from SMK Negeri 4 Payakumbuh X DKV. Data collection methods are taken from observation, questionnaires and documentation. The results of this research show that the average value of media validation tests by validators is 91.35% in the "Very Valid" category, material expert validation is 85.74% in the "Very Valid" category. The teacher practicality test was 94.44% in the "Very Practical" category, and the student practicality test was 93.38% in the "Very Practical" category. Conclusions based on the data obtained, the development of e-modules based on project based learning in informatics lessons is feasible and practical to use as informatics e-modules.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY {AR} PADA MATA PELAJARANDASAR – DASAR PROGRAM KEAHLIAN {DDPK} KELAS X DI SMK N 1 RAO SELATAN Mulya, Beni; Mulyono, Heri; Alfiriani, Adlia
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 2 (2025): 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.v8i2.785-793

Abstract

The problems that exist in the basic lessons of the DKV (Visual Communication Design) skills program are the lack of knowledge of the use of technology in developing innovative and creative learning media, and not yet using augmented reality-based learning media in the teaching and learning process and the difficulties experienced by students in understanding the material provided about typographic composition.  This research aims to develop augmented reality-based learning media with valid and practical qualifications. Researchers use Research and Development (RnD) research using the ADDIE model. The data collection technique in this research used a questionnaire. The research results showed that the average validity test value for media experts was 84.65% in the very valid category and material experts were 95.83% in the very valid category. The practicality test obtained a student questionnaire response percentage score of 90.20% in the very practical category and a teacher response questionnaire percentage score of 95.31% in the very practical category. It can be concluded that Augmented Reality-based learning media in the basic subjects of the Visual Communication Design (DKV) skills program at SMK N 1 Rao Selatan is suitable for use.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATERI TEKNOLOGI INFORMASI DAN KOMUNIKASI KELAS X DI SMKN 3 PADANG Monita, Sri Devi; Mulyono, Heri; Devegi, Mourend
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 2 (2025): 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.v8i2.610-618

Abstract

In the study of computer science, the use of learning aids is important. In Class X MPLB SMKN 3 Padang, information was obtained that there were several obstacles in the Computer Science learning process. These obstacles include the limited use of teaching materials, the materials used are only sourced from the internet and sometimes use presentation media. The research goal that is expected to be achieved by designing Android-based learning media for computer science subjects is to create valuable and practical learning media. This research method uses research and development (RD) methods. The results of the research The validity of the media content was 80.36% with the category "very valid", so it can be concluded that android-based learning media is suitable for use in the learning process by teachers and students. The results of the teacher's practice obtained a score of 95.14% with the category of "very practical", and from the practice of students obtained a score of 86.11% with the category of "very practical", so from the results of the responses of teachers and students it can be concluded that android-based educational media is suitable for use in the learning process at school.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATERI PERENCANAAN DAN PENGALAMATAN JARINGAN KELAS XI TKJT DI SMKNEGERI 2 PADANG PANJANG Ramadhani, Tesa Amalia; Mulyono, Heri; Darman, Regina Ade
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 2 (2025): 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.v8i2.794-803

Abstract

The purpose of this research is to produce Android-based learning media using the valid Articulate stroyline 3 application Produce Android-based learning media using the practical Articulate stroyline 3 application. This research method uses the Research and Development (RD) method. The results of the study tested the practicality of android-based learning media from teacher practicality data of 90.74% with the category of very practical. Meanwhile, student responses were obtained with 88.17% with the category of very practical. Thus, it can be concluded that the response of teachers and students to android-based learning media is very practical, so that it can be used in the learning process at school.
Analysis of the Implementation of ISO 9001:2015 on the Quality of Implementation of Irrigation Network Modernization Projects Perkasa, Windy Dwi; Sagala, Henrico; Kusumastuti, Aryati Indah; Mulyono, Heri
International Journal of Social Service and Research Vol. 5 No. 9 (2025): International Journal of Social Service and Research
Publisher : Ridwan Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/ijssr.v5i9.1317

Abstract

The importance of implementing Quality Management Systems (QMS) in facing business competition in the construction sector, especially at the construction work implementation stage—both private and government—requires strict compliance with quality standards and procedures to produce quality construction products that meet customer expectations and needs. This study analyzes the level and impact of implementing QMS ISO 9001:2015 clauses 4 to 10 on the quality of irrigation network modernization projects in the Rentang Irrigation Area. The research combines descriptive analysis with a quantitative approach, involving 98 respondents from 14 construction service providers directly involved in the project. Data were collected through structured questionnaires and analyzed using descriptive statistics and multiple linear regression. Results show that the degree of QMS ISO 9001:2015 adoption in the Rentang irrigation network modernization project was very good, with an average score of 4.06 (80.96%). Multiple linear regression analysis and hypothesis testing prove that implementation of clause 7 (support) and clause 10 (improvement) partially have significant effects on project quality. The simultaneous implementation of clauses 4 to 10 of ISO 9001:2015 has a significant impact on the quality of irrigation network modernization project implementation. The effectiveness depends on strong top management support to ensure adequate resources and continuously evaluated employee competencies, guaranteeing construction products meet customer expectations and needs.
Pengembangan Media Pembelajaran 3 Dimensi Pada Materi Jenis-jenis Kamera Kelas XI Animasi Di SMK Mulyati, Fitri; Mulyono, Heri; Untari, Rahayu Trisetyowati
Journal of Instructional and Development Researches Vol. 4 No. 5 (2024): October
Publisher : Yayasan Indonesia Emerging Literacy Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53621/jider.v4i5.375

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran 3 dimensi untuk meningkatkan hasil belajar pada mata pelajaran fotografi kelas XI Animasi. Dengan pesatnya kemajuan inovasi di bidang pendidikan, menciptakan siswa yang sukses sangat penting untuk mempersiapkan mereka menghadapi transformasi 4.0 di masa depan. Jenis penelitian ini menggunakan pengembangan atau Research and Development (R&D). Dalam penelitian ini akan menggunakan metode ADDIE yaitu analisis (Analyze), perancangan (Design), pengembangan (Development), penerapan (Implementation) dan evaluasi (Evaluation). Berdasarkan hasil dari penelitian tingkat validasi media pembelajaran 3 dimensi memiliki validitas dengan rata-rata nilai 90,7% dengan kategori “Sangat Valid” dan 92,6% dari validator materi dengan kategori “Sangat Valid”. Uji praktikalitas menunjukkan media ini sangat praktis digunakan, dengan rata-rata penilaian 95,83% dari guru dan 80,27% dari siswa. Penelitian ini menghasilkan media pembelajaran 3 dimensi untuk materi jenis-jenis kamera di kelas XI Animasi guna meningkatkan minat dan pemahaman siswa
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF TEKNIK LAYANAN JARINGAN MENGGUNAKAN SOFTWARE MULTIMEDIA ADOBE FLASH CS6 DI SMK NEGERI 6 PADANG Ismail, Ibnu; Mulyono, Heri; Mary, Thomson
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 3 No. 2 (2022): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v3i2.959

Abstract

Media pembelajaran yang kurang interaktif disertai penyampaian materi yang kurang menarik dapat membuat siswa merasa jenuh saat mengikuti pembelajaran. oleh karena itu, media pembelajaran interaktif dapat menjadi alternatif yang tepat untuk mengatasi permasalahan tersebut. salah satunya menggunakan Software Multimedia Adobe Flash CS6. penelitian ini bertujuan untuk Menghasilkan media pembelajaran intraktif teknik jaringan komputer pada mata pelajaran teknik layanan jaringan menggunakan Software Multimedia Adobe Flash CS6 yang valid. Penelitian ini menggunakan model pengembangan ADDIE (Analysis-Desain-Develop-implementasi-Evaluate) yang memiliki lima tahapan pengembangan antara lain analisis, perancangan, pengembangan, implementasi, dan evaluasi.validasi dilakukan untuk mengetahui kelayakan terhadap multimedia yang dikembangkan.validasi diperoleh dengan menggunakan metode pengumpulan data berupa angket yang diberikan kepada ahli materi dan ahli media. Respon peserta didik dan pendidik diperoleh dengan metode pengumpulan data berupa angket. Hasil validasi ahli materi diperoleh rata-rata sebesar 91,67% dengan kategori ”Sangat Layak”. Uji validitas materi secara keseluruhan adalah 88,89% dengan kategori ”Sangat Layak”. Uji Praktikalitas media pembelajaran diuji oleh 1 orang guru dan 16 orang siswa. Praktikalitas untuk uji praktikalitas guru 87,11% dan praktikalitas oleh siswa 79,80% sehingga dapat diinterprestasikan Sangat Praktis untuk digunakan. Abstrak ditulis dalam Bahasa Indonesia dan bahasa Inggris. Gunakan 12 pt Times New Roman bold. Pada abstrak sekurang-kurangnya berisi tujuan, metode dan temuan. Dapat pula ditambahkan tentang batasan, implikasi praktis, implikasi sosial dan nilai originalitasnya. Panjang maksimal abstrak adalah 250 kata dan tidak melebihi halaman pertama ini. Kata Kunci: Media Interaktif, Software Multimedia Adobe Flash.