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Kontribusi Motivasi Belajar Terhadap Hasil Belajar Siswa pada Mata Pelajaran Administrasi Infrastruktur Jaringan Ilhami, Fahmi; Mulyono, Heri; Darman, Regina Ade
Jurnal Pustaka Robot Sister (Jurnal Pusat Akses Kajian Robotika, Sistem Tertanam, dan Sistem Terdistribusi) Vol 4 No 1 (2026): Jurnal Pustaka Robot Sister (Pusat Akses Kajian Robotika, Sistem Tertanam, dan Si
Publisher : Pustaka Galeri Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55382/jurnalpustakarobotsister.v4i1.874

Abstract

Penelitian ini bertujuan untuk mengetahui apakah ada kontribusi yang positif dan signifikan antara motivasi belajar dengan hasil belajar siswa pada mata pelajaran Administrasi Prasarana Jaringan kelas XII di SMK Negeri 6 Padang. Jenis penelitian ini adalah kuantitatif dengan menggunakan metode penelitian korelasional. Populasi dalam penelitian ini adalah siswa kelas XII Jurusan Teknik Komputer dan Jaringan SMK Negeri 6 Padang. Teknik pengambilan sampel yang digunakan adalah Simple Random Sampling, yang dipilih sebagai sampel dalam penelitian ini berjumlah 41 siswa. Berdasarkan hasil penelitian koefisien sumbangan motivasi belajar dan hasil belajar sebesar 20,88%. Dari uji analisis data diketahui bahwa data normal dan linier. Hasil pengujian pada taraf signifikansi 0,05 (tingkat kepercayaan 95%) diperoleh nilai thitung = 3,210 dan ttabel = 2,02 karena t_hitung (3,210) > t_tabel (2,02). Dengan demikian ditolak dan diterima yang artinya terdapat kontribusi positif dan signifikan antara motivasi belajar dengan hasil belajar siswa pada mata pelajaran Administrasi Infrastruktur Jaringan (AIJ) kelas XII di SMK Negeri 6 Padang.
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.
PENGEMBANGAN SISTEM INFORMASI PENJUALAN PRODUK TEACHING FACTORY (TEFA) BERBASIS WEB JURUSAN DKV DI SMK NEGERI 1 KINALI Nabil Makarim, Muhamad; Mulyono, Heri; Trisetyowati Untari, Rahayu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40811

Abstract

The development of information technology has brought significant changes to data and transaction management in the education sector, including at the Teaching factory (TEFA) of the Visual Communication Design (DKV) Department of SMKN 1 Kinali, which produces various creative services and products for the community. Previously, sales and order data were managed manually, resulting in delayed information, recording errors, and inefficiencies in generating reports. This study aims to design and develop an integrated web-based sales information system for TEFA in order to simplify administrative processes, improve work efficiency, and support information transparency for both managers and customers. The research method applies the Software Development Life Cycle (SDLC) waterfall model, consisting of planning, analysis, design, implementation, and testing stages. User needs and system constraints were identified during the planning phase, requirements were formulated during the analysis, and system workflows were modeled using UML during the design stage. The system was implemented using PHP with the Laravel framework and a MySQL database. System testing involved black box, white box, and beta testing to ensure performance reliability. The results show that the developed system achieved an average score of 88.6% from experts and 94.3% from users, categorized as “very good,” and effectively integrates sales data, accelerates report generation, and reduces recording errors.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATERI SKETSA DAN ILUSTRASI Yuni Iswani; Heri Mulyono; Mourend Devegi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 1 (2025): 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/jipti.v6i1.2825

Abstract

The purpose of this study is to produce valid android-based learning media on sketch and illustration material for class X DKV. To produce practical android-based learning media on sketch and illustration material for class X DKV. This research method uses the Research and Development (R&D) method with the ADDIE development model. The subjects of this study consisted of 3 media validation people, 3 material validity people, 1 teacher practicality person and 32 student practicality people. The results of this study show the average value of the media validation test by the validator is 88.03% with a very valid category while the material validation is 97.69% with a very valid category. The teacher practicality test is 98.33% with a very practical category While the student practicality is obtained at 93.23% with a very practical category. Android-based learning media is suitable for use as a learning medium. improving the quality of learning, with the use of more interactive and efficient media for teachers and students, and is able to reach more students in areas that are difficult to access.
Indonesia IndonesiaPENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY PADA MATERI PERANGKAT KERAS KOMPUTER: Indonesia Muhammad Dion; Heri Mulyono; Haris Kurniawan
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 1 (2025): 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/jipti.v6i1.2863

Abstract

The purpose of this study was to produce Augmented Reality learning media there is a valid XI DKV class computer hardware material. To produce Augmented Reality learning media there is a practical XI DKV class computer hardware material. This research method uses the Research and Development (R&D) method with the ADDIE development model. The subjects of this study consisted of 3 media validation people, 2 material validity people, 2 teacher practicality people and 17 student practicality people. The results of this study showed the average value of the media validation test by the validator was 85.25% with a very valid category while the material validation was 95.75% with a very valid category. The teacher's practicality test was 96.33% with a very practical category while the practicality of the XI DKV class students was obtained at 93.01%. Augmented Reality learning media there is computer hardware material worth using as learning. improving the quality of learning, with the use of media that is more interactive and efficient for teachers and students, and able to increase student learning motivation.
Implementasi Sistem Informasi Sekolah pada SMK Negeri 1 Linggo Sari Baganti Muhammad Riski Swandi; Heri Mulyono; Ade Pratama; Bernediv Nurdin
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 %.
Implementasi Media Pembelajaran Berbasis Android pada Mata Pelajaran Pemrograman web Monica Windsky; Heri Mulyono; Ade Pratama; Bernediv Nurdin
Jurnal Pustaka Mitra (Pusat Akses Kajian Mengabdi Terhadap Masyarakat) Vol 6 No 1 (2026): 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.v6i1.1653

Abstract

Proses pembelajaran pada mata pelajaran pemrograman web di SMK Negeri 1 Ranah Ampek Hulu Tapan belum optimal, hal ini disebabkan karena  beberapa masalah yaitu: 1) ketersediaan media pembelajaran (buku) terbatas, 2) kurangnya motivasi belajar siswa dan 3) kurang memahami materi pembelajaran. Dengan kondisi ini menyebabkan nilai siswa menjadi rendah. Berdasarkan hasil observasi bahwa ketuntasan nilai siswa pada mata pelajaran pemrograman web sebesar 45,5%.  Tujuan dalam pengabdian ini adalah mengembangkan dan mengimplementasikan media pembelajaran pemrograman web yang dapat meningkatkan pemahaman siswa. Metode yang digunakan dalam pengabdian  adalah Research and Development dengan model ADDIE. Model ini terdiri dari 5 tahapan yaitu analysis, develop, design, implementation, dan evaluate  pada setiap tahapannya. Subjek dalam pengabdian ini melibatkan 20 siswa  kelas XI RPL yang mengikuti pembelajaran pemrograman web.  Hasil pengabdian ini berupa software pembelajaran  berbasis Android  yang dapat digunakan sebagai pelengkap dalam pembelajaran khususnya mata pelajaran pemrograman web. Media pembelajaran ini  telah dilakukan pengujian melalui uji  validitas, praktikalitas dan efektivitas.  Uji validitas dari aspek media pembelajaran dilakukan 3 validator dengan hasil rata-rata 85,72% dan aspek materi pembelajaran dilakukan 3 validator dengan hasil rata-rata 86.22%. Dan uji praktikalitas dilakukan oleh 2 guru dan 20 siswa dan diperoleh niali rata-rata praktikalitas sebesar 89.15%. Serta Uji efektivitas melibatkan 10 siswa  menggunakan tes yang dilakukan sebelum dan sesudah pembelajaran. Berdasarkan uji efektivitas tersebut, diperoleh hasil belajar dengan peningkatan yang signifikan yaitu sebesar 38,74% artinya terjadi kenaikan rata-rata dari 45,33% menjadi 74,00%.