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PENGEMBANAN MEDIA PEMBELAJARAN PADA MATERI BERFIKIR KOMPUTASIONAL KELAS X DI SMK DEK PADANG Niken Danel Putri; Adlia Alfiriani; Mourend Devegi
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.v6i4.924-932

Abstract

The purpose of this study is to produce learning materials for computer science subjects at the DEK Padang (BK) School of Professional Computer Thought. This study uses research and development methods. The development model used in this study is the ADDIE model. The object of research used is the classroom. The search engine is a valuable tool because it uses a questionnaire that is validated by 6 validators. The authentication process includes 3 media authenticators and 3 hardware authenticators. The current instrument used a questionnaire administered to 24 students and 3 educators. The product created in this research is a learning tool. Based on the vehicle validation results, a vehicle validation score of 82.22 was achieved in the “Very valid” category. The result has a significant value of 90.97 with the category “Very valid”. We can therefore conclude that learning media is “very valuable”. Based on task results, educators received a score of 91.74 in the “Very Realistic” category. The student's practice level is 81.05 at the "Very Practical" level.
PENGARUH MODEL PEMBELAJARAN BERBASIS PROYEK (PJBL) TERHADAP KEMAMPUAN SISWA. DALAM RANCANG BANGUN ROUTING STATIS XII TKJ DI SMK NEGERI 1 SINTUK TOBOH GADANG Rahmanda Putra; Adlia Alfiriani; Regina Ade Darman
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 7, No 2 (2024): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Publish
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v7i2.167-173

Abstract

The reason of this ponder is to discover out on the off chance that there are critical contrasts particularly within the scholastic abilities of understudies in TKJ XII lesson SMK N 1 Sintuk Toboh Gadang when inactive directing is alloted. Subsequently, the researcher's objective is to discover out the impact of the PJBL learning show on students' learning results in certain aptitudes. This ponder was conducted in such a way that the exploratory bunch gotten the treatment and the control bunch gotten the control bunch. This sort of pseudo-experimental inquire about is characterized as instructive inquire about that employments individuals as inquire about subjects. Individuals are distinctive and changeable. Hence, unessential factors impacting the treatment cannot be controlled as entirely as anticipated in a immaculate exploratory ponder. In SMK Negeri 1 Sintuk Toboh Gadang Lesson XII TKJ arrange framework administration subject, the exploratory bunch connected the project-based learning (PJBL) demonstrate. Based on the learning results of the understudies within the test course and the reference lesson within the exploratory handle, it is exceptionally noteworthy. The exploratory lesson utilizing the PjBL learning demonstrate gotten an normal learning score of 87.50. The normal learning esteem of the reference course utilizing the PBL learning demonstrate is 60.36. So it can be seen that the learning demonstrate. Based on the investigate comes about, the impact of the PjBL learning show on students' capacities in setting the inactive course of classes as it were influences the scores of the cognitive zone, but extend learning models can moreover influence the scores of the cognitive zone. influences the course. within the domain of cognition. influences the psychomotor space or aptitude results.
HUBUNGAN MINAT BELAJAR DENGAN KEMAMPUAN SISWA DALAM MENGOPERASIKAN VIRTUALBOX PADA MATA PELAJARAN ADMINISTRASI SISTEM JARINGAN KELAS XII TKJ SMK NEGERI 1 BATUSANGKAR Argiandi Putra; Adlia Alfiriani; Haris Kurniawan
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 7, No 2 (2024): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Publish
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v7i2.281-287

Abstract

Penelitian ini merupakan penelitian  yang bersifat deskriptif kuantitatif dengan menggunakan metode korelasi. Sampel dalam penelitian ini adalah kelas XII TKJ  yang berjumlah 32 siswa. Teknik pengumpulan data menggunakan angket dan dokumentasi. Teknik analisis data menggunakan rumus korelasi product moment. Hasil dari penelitian ini berdasarkan dari pengujian hipotesis dengan menggunakan rumus Product Moment diperoleh hasil bahwa r hitung (0,517) > r tabel (0,349), sehingga dapat disimpulkan bahwa H0 ditolak dan H1 diterima karena r hitung lebih besar dari r tabel. artinya ada hubungan antara minat dengan kemampuan siswa dalam mengoperasikan viltualbox pada mata pelajaran administrasi sistem jaringan kelas XII TKJ SMKN 1 Batusangkar
PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK BERBASIS PROJECT BASED LEARNING PADA MATERI TIPOGRAFI DI SMK N 4 PADANG Descy Loviana; Adlia Alfiriani; Haris Kurniawan
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 7, No 3 (2024): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Publish
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v7i3.299-305

Abstract

Penelitian ini bertujuan mengembangkan Lembar Kerja Peserta Didik (LKPD) berbasis Project-Based Learning (PjBL) untuk materi Tipografi kelas X Desain Komunikasi Visual di SMK Negeri 4 Padang. Observasi menunjukkan bahwa penggunaan modul softcopy dan metode ceramah belum optimal, mengakibatkan kurangnya pemahaman dan minat siswa. LKPD dikembangkan menggunakan model ADDIE  Analyze (Analisis), Design (Desain/Perancangan), Development (Pengembangan), Implementation (Implementasi), Evaluation (Evaluasi). Adapun subjeck dari penelitian ini adalah 2 ahli validator, 2 ahli praktikalitas guru, 73 ahli praktikalitas peserta didik. Hasil penelitian menunjukkan hasil tingkat validitas LKPD yang tinggi (83,5%), sedangkan uji praktikalitas mendapat respon positif dari guru (90,5%) dan siswa (81,4%). Evaluasi hasil belajar menunjukkan bahwa LKPD “Cukup Efektif” (74,3%) untuk meningkatkan hasil kinerja siswa dalam merancang desain tipografi.Manfaat dari penelitian ini adalah untuk meningkatkan aktivitas dan kreativitas belajar peserta didik. Di desain tipografi  Keterbatasan dalam penelitian ini adalah hanya membahas satu elemen saja, Sehingga diharapkan penelitian selanjutnya untuk mengembangkan lembar kerja peserta didik dengan elemen yang lebih luas.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS EDUTAINMENT PADA MATA PELAJARAN DASAR-DASAR TEKNIK JARINGAN KOMPUTER DAN TELEKOMUNIKASI KELAS X TJKT DI SMK NEGERI 3 PARIAMAN Nadya Deswita; Adlia Alfiriani; Irsyadunas Irsyadunas
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 7, No 2 (2024): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Publish
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v7i2.275-280

Abstract

Tujuan penelitian ini dilakukan untuk menghasilkan media pembelajaran berbasis edutainment pada mata pelajaran Dasar-Dasar Teknik Jaringan Komputer dan Telekomunikasi di SMKN 3 Pariaman materi Perkembangan Dibidang Teknik Jaringan Komputer Dan Telekomunikasi. Penelitian ini, menggunakan metode research and development. Model Perkembangan yang digunakan dalam penelitisn ini adalah model ADDIE. Subjek penelitian yang digunakan adalah siswa kelas X TJKT B SMKN 3 Pariaman yang terlibat dalam mata pelajaran Dasar-Dasar Teknik Jaringan Komputer dan Telekomunikasi pada tahun ajaran 2023/2024 yang berjumlah 33 orang siswa dan 1 orang respon guru. Instrument penelitian ini adalah instrument validitas mengguanakan angket validitas dengan validator 6 orang. Penelitian validitas memuat 3 orang untuk validator media dan 3 orang untuk validator materi. Instrument pratikalitas menggunakan angket respon siswa sebanyak 33 orang siswa dan 1 guru. Produk yang dihasilkan dalam penelitian ini adalah media pembelajaran berbasis edutainment. Berdasarkan hasil analisis, ditemukan bahwa media pembelajaran berbasis edutainment pada mata pelajaran Dasar-Dasar Teknik Jaringan Komputer Dan Telekomunikasi Kelas X TJKT B di SMKN 3 Pariaman, mendapatkan hasil validasi sebesar 79,81% dengan kategori “Sangat valid”. 
Analisis Kesulitan Belajar Siswa Dalam Proses Pembelajaran Komputer dan Jaringan Dasar Pada Kelas XI SMKN 1 Ranah Ampek Hulu Tapan Zari, Dhantik Fermata; Alfiriani, Adlia; Nurdin, Bernediv
Journal of Computer Science and Information System(JCoInS) Vol 4, No 3: JCOINS | 2023
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v4i3.5012

Abstract

This research aims to determine the level of student learning difficulties in learning computers and basic networks in class Xl at SMKN 1 Ranah Ampek Hulu Tapan for the 2023/2024 academic year. This research is descriptive using a quantitative approach using a questionnaire. The population in this study was class Xl students at SMKN 1 Ranah Ampek Hulu Tapan using a saturated sampling technique. The results of this research show that the learning difficulties of class, 5) Family skills at 72%, 6) Community skills at 75%. The results showed that class Xl students at SMKN 1 Ranah Ampek Hulu Tapan. The 2023/2024 school year has a level of student learning difficulty in the "Good" category, with the lowest percentage of family skills getting a score of 72%, while the highest percentage of school skills gets a score of 87%. Based on the ANOVA output, it is known that the significance value (sig) is 0.743 > 0.05, so it can be concluded that the average learning difficulty of students from each occupational group of farmers, traders and entrepreneurs is "SAME" in significance.
Pengembangan Media Pembelajaran Berbasis Articulate Storyline pada Mata Pelajaran Dasar Desain Grafis Kelas X RPL SMK Adikarya Ranah Pesisir Wulandari, Randita; Alfiriani, Adlia; Darman, Regina Ade
MODELING: Jurnal Program Studi PGMI Vol 10 No 4 (2023): Desember
Publisher : Program Studi PGMI Sekolah Tinggi Ilmu Tarbiyah Nahdlatul Ulama Al Hikmah Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69896/modeling.v10i4.1838

Abstract

Penelitian ini dilatarbelakangi oleh permasalahan yaitu perlu adanya pengembangan media pembelajaran pada mata pelajaran dasar dsain grafis kelas X RPL SMK Adikarya Ranah Pesisir. Penelitian ini bertujuan untuk mengetahui tingkat validitas dan praktikalitas media pembelajaran berbasis articulate storyline pada mata pelajaran dasar desain grafis kelas X RPL SMK Adikarya Ranah Pesisir yang valid dan praktis. Desain penelitian ini adalah metode Research and development (R&D) sedangkan model pengembangan yaitu ADDIE. Subjek penelitian siswa kelas X RPL SMK Adikarya Ranah Pesisir teridiri dari 27 orang siswa dan 1 orang guru, sedangkan validator media terdiri dari 3 orang dosen 1 orang guru dan ahli materi terdiri dari 1 orang dosen 1 orang guru. Hasil penelitian ini dapat disimpulkan bahwa pengembangan media pembelajaran berbasis articulate storyline pada mata pelajaran dasar desain grafis kelas X RPL SMK Adikarya Ranah Pesisir dengan pengembangan menggunakan metode R&D dan dengan model pengembangan ADDIE. dari penelitian Bahwa media pembelajaran berbasis Articulate Storyline ini layak digunakan sebagai media pembelajaran untuk peserta didik kelas X RPL SMK Adikarya Ranah Pesisir dengan rata-rata 72,3% dengan kategori valid untuk media sedangkan validasi materi mendapatkan rata-rata 80% dengan kategori sangat valid. KataKunci: Articulate, Desain, Grafis, Storyline
Pelatihan Meningkatkan Kualitas Modul Ajar Dengan Aplikasi Canva Pada Kurikulum Merdeka Bagi Guru-Guru SMK IT Al Hidayah Pasaman Barat Novita, Rini; Alfiriani, Adlia; Irsyadunas, Irsyadunas; Nurdin, Bernediv
JURNAL PKM IKA BINA EN PABOLO Vol 4, No 1: PENGABDIAN KEPADA MASYARAKAT | JANUARI 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/ikabinaenpabolo.v4i1.5371

Abstract

Training to Improve the Quality of Teaching Modules with the Canva Application in the Independent Curriculum for Teachers at Al Hidayah IT Vocational School, West Pasaman. This research aims to improve the quality of teaching modules through training on the use of the Canva application in the Merdeka curriculum for teachers at Al Hidayah IT Vocational School, West Pasaman. The Merdeka Curriculum is a learning approach that prioritizes flexibility, creativity and student skill development. In this context, teaching modules become a very important tool to support an effective learning process. The research method used was the implementation of training for Al Hidayah IT Vocational School teachers in West Pasaman regarding the use of the Canva application in creating teaching modules. Training is carried out through interactive sessions, step-by-step guides, and case studies to understand the concept of the application. Teachers are also given the opportunity to try directly creating teaching modules using Canva in a simulative learning environment. It is hoped that the results of this activity will enable the Al Hidayah IT Vocational School teachers in West Pasaman to develop more interesting and informative teaching modules using the Canva application. They can take advantage of Canva's various features, such as attractive template designs, adding graphic elements, and creative text arrangement. This activity was carried out in relation to the demands of higher education through Community Service (PkM) activities. One of the alternative solutions offered by the PkM team is to provide training in creating teaching modules produced through Canva that show increased visual quality and diversity of content, which in turn increases students' interest and understanding of learning material and will be published in online media and service journals.
A Meta-Analysis of Online Learning Practices Emerged During The Covid 19 Pandemic: Sebuah Meta Analisis Tentang Praktik Pembelajaran Online di Masa Pandemi Covid 19 Alfiriani, Adlia; Rini, Faiza; Darman, Regina Ade; Rindaningsih, Ida
Pedagogia : Jurnal Pendidikan Vol. 13 No. 1 (2024): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pedagogia.v13i1.1621

Abstract

The purpose of this paper was to explore and summarize the emerging pedagogical practices in online learning during the pandemic period, namely from 2019 to 2021. A meta-analysis of related studies was carried out in this study. The study was obtained from the Google Scholar and Scopus databases using online learning during the COVID-19 pandemic. 500 studies were identified, then analyzed to match the criteria set out for this study. Only five studies fulfilled these criteria and were thus selected for the study. The four studies included in this review emphasize different pedagogical practices of online learning and repost their impact on academic outcomes. Four studies were quantitative, while one was developmental. The pedagogical practices are flipped classroom, augmented reality, problem-based learning, and project-based learning. Furthermore, how this pedagogy is applied in an online learning environment is also presented in the research results section. This paper is original and very useful for educators/instructors because it can be the basis for developing effective online learning designs for students in the new normal era.
Pengembangan Media Pembelajaran Berbasis Tiktok Pada Mata Pelajaran Informatika Kelas X TKJ Di SMK Negeri 2 Padang Sagita, Widia; Irsyadunas, Irsyadunas; Alfiriani, Adlia
Jurnal Informatika Vol 11, No 2 (2023): INFORMATIKA
Publisher : Fakultas Sains & Teknologi, Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/informatika.v11i2.4227

Abstract

This learning media development research aims to produce learning media products that are valid and practical so that they are suitable for use in informatics learning class X at SMK Negeri 2 Padang. The method used in this research and development (Research and Development). With the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The source of the data in this study was to carry out a feasibility test in the form of validation using a material validation questionnaire carried out by 3 experts namely, 2 class x informatics teachers at SMK Negeri 2 Padang and 1 lecturer from the informatics education study program, 3 media experts namely a lecturer in the informatics education study program. Data analysis was performed using a Likert scale measurement. With 4 answer options (very valid, valid, less valid, invalid). After these measurements, the material validation results were 89%, media expert validation was 91%. From the results of the analysis it can be concluded that the development of TikTok-based learning media is in very valid and practical criteria and can be used in learning activities in class X informatics subjects. TKJ at SMK Negeri 2 Padang.