Claim Missing Document
Check
Articles

PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK ELEKTRONIK (E-LKPD) BERBASIS PROBLEM BASED LEARNING (PBL) PADA MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR KELAS XI SMK N 2 PADANG PANJANG Yomi, Nurrahma; Alfiriani, Adlia; Pratama, Ade
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 1 (2025): 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.v8i1.62-72

Abstract

Permasalahan yang ada pada mata pelajaran komputer dan jaringan materi perangkat keras komputer terdapat pada kurangnya pemanfaatan teknologi dalam pembuatan bahan ajar dan bahan ajar yang digunakan tidak pernah dikembangkan serta kurang menarik menyebabkan peserta didik menjadi pasif, monoton, dan merasa bosan. Penelitian ini bertujuan untuk menghasilkan sebuah produk E-LKPD berbasis Problem Based Learning menggunakan Website Wizer.me dengan kualifikasi valid dan praktis. Peneliti menggunakan jenis penelitian Research and Development (RnD) menggunakan model ADDIE. Teknik Pengumpulan data menggunakan angket. Hasil penelitian Menunjukkan nilai rata-rata uji validitas ahli media sebesar 92,3%, dengan kategori sangat Valid dan ahli materi sebesar 85,2% dengan kategori sangat valid. Uji praktikalitas memperoleh nilai presentase kuesioner respon siswa 78,7% dengan kategori sangat praktis dan nilai presentase kuesioner respon guru 91,6% dengan kategori sangat praktis. dapat ditarik kesimpulan bahwa E-LKPD berbasis problem based learning menggunakan website wizer.me materi perangkat keras komputer kelas XI TKJ di SMKN 2 Padang Panjang layak digunakan. 
Designing A Web Based E-Rapor Information System Using SDLC Method Wahyuni, Wahyuni; Rini, Faiza; Alfiriani, Adlia
Knowbase : International Journal of Knowledge in Database Vol. 3 No. 1 (2023): June 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/knowbase.v3i1.7058

Abstract

In the context of present educational challenges, the significance of computer technology is growing, aiming to improve administrative efficiency and communication among schools, teachers, and parents. Thus, it is essential to assess its influence on shaping a more contemporary and efficient education system, specifically in handling student grades through the adoption of web-based e-rapor systems. This research aims to simplify the teacher's task in administering student grades, reducing the time burden required in this process. The development method used is SDLC with a waterfall model. Data was obtained through field research, through observation and interviews. The research results show that this system is considered very good, with an average percentage of assessments by experts reaching 84.17%. Component assessment also shows good performance, such as functionality (87.5%), reliability (79.17%), usability (82.14%), efficiency (81.25%), maintainability (100%), and portability ( 75%). System users also gave very good ratings, with an average rating percentage reaching 86.36%. User component assessments include website appearance (85%), website menu (87.5%), website content (86%), user friendliness (83.33%), and usefulness (90%). The results of this research indicate that the web-based e-rapor information system is very suitable for use with excellent performance, responding to the demands of current educational needs.
Analysis of The Level of 21st Century Skills in Productive Teachers at SMK Negeri 2 Padang Panjang Oktavia, Sri; Alfiriani, Adlia; Samudra, Ami Angggraini
Journal of Educational Sciences Vol. 8 No. 1 (2024): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.1.p.140-150

Abstract

In this 21st century, there are special skills that must be mastered by teachers, especially productive teachers, namely 21st century skills. This study aims to determine the level of 21st century skills possessed by productive teachers at SMK Negeri 2 Padang Panjang. The research method used is quantitative with survey research design. The study population was all teachers at SMK Negeri 2 Padang Panjang, and the sample was taken using purposive sampling technique so that the number of respondents was 26 people. Data analysis was carried out descriptively using index numbers. The research results of this study are the 21st century skill level of productive teachers at SMK Negeri 2 Padang Panjang is classified as in the high category, as evidenced by the high index scores obtained for life and career skills, learning and innovation skills, as well as information, media and technology skills. Based on the research results, productive teachers at SMK Negeri 2 Padang Panjang have a good understanding of the importance of applying 21st century skills in the learning process, as evidenced by the high index value obtained. However, there are several indicators of 21st century skills that are still below the average index value.
PERSEPSI SISWA TENTANG PENGGUNAAN GAME DALAM PEMBELAJARAN BAHASA INDONESIA DI SMAN 2 PASAMAN Tilova, Rika Krisna; Marni, Silvia; Alfiriani, Adlia
Fon : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol 21 No 1 (2025): Fon: Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/fon.v21i1.11413

Abstract

This research aims to explore students' perspectives on the use of technology-based educational games in learning Indonesian language activities at SMAN 2 Pasaman. The research method used is qualitative with a case study approach. Data was collected through an online questionnaire distributed to 98 tenth-grade students. The findings reveal that although the teaching methods used by teachers are still dominated by conventional approaches, the majority of students (87%) agree that educational games assist them in the learning process. Students consider educational games to make learning activities more exciting, interactive, and enjoyable. However, some students also express doubts about the effectiveness of educational games, primarily because they have never tried them or are concerned about being distracted from the learning material. Overall, the research results indicate that educational games have significant potential to enhance the quality of the Indonesian language learning process, although their implementation needs to be improved among educators.
PELATIHAN PENELITIAN TINDAKAN KELAS BAGI GURU-GURU SE KOTA MADYA PAYAKUMBUH Darman, Regina Ade; Hutabri, Ellbert; Alfiriani, Adlia; Yusran, yusran; Mary, Thomson
PUAN INDONESIA Vol. 7 No. 1 (2025): Jurnal PUAN Indonesia Vol. 7 No. 1 Juli 2025
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v7i1.405

Abstract

Community service is one of the key pillars of the higher education tridharma, aimed at delivering tangible contributions to society through the application of academic expertise by university lecturers. In this community engagement activity, the primary targets are teachers in the Payakumbuh City area. Teachers are regarded as agents of change who play a pivotal role in fostering educational renewal through various innovations rooted in the evaluation and reflection of ongoing teaching and learning practices. A shift in the teacher’s paradigm can be observed through their ability to understand and address challenges in the learning process, which can be systematically implemented through Classroom Action Research (CAR). CAR is considered a highly relevant strategic approach for enhancing the quality of classroom instruction and, ultimately, for contributing to the broader improvement of educational standards. In this framework, teachers are not merely instructional facilitators but also reflective practitioners and designers of effective and adaptive learning strategies. Given the rapid advancements in the fields of Science, Technology, and the Arts (IPTEKS), the demand for higher-quality education continues to rise. Therefore, specialized training is essential to equip teachers with the necessary competencies to design and implement CAR effectively. Such training constitutes a strategic effort to strengthen teachers' professional capacities and to enhance the quality of education they provide.
Pengembangan E-modul Pembelajaran Berbasis Project Based Learning (PjBL) pada Materi Tumbuhan dan Fotosintesis Kelas IV Sekolah Dasar Desmaliza, Weni; Alfiriani, Adlia; Rahmadianti, Dina
Konstruktivisme : Jurnal Pendidikan dan Pembelajaran Vol 17 No 2 (2025): Juli 2025
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/konstruk.v17i2.4655

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji efektivitas e-modul pembelajaran berbasis Project-Based Learning (PjBL) pada materi tumbuhan dan fotosintesis dalam mata pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) kelas IV sekolah dasar. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari tahapan analisis, desain, pengembangan, implementasi, dan evaluasi. E-modul dikembangkan menggunakan aplikasi Canva dan disajikan dalam format flipbook melalui platform Heyzine, serta diintegrasikan dengan kegiatan proyek yang menekankan keterampilan proses sains siswa. Validasi e-modul dilakukan oleh ahli materi, media, bahasa, dan praktisi pembelajaran dengan hasil rata-rata validitas sebesar 91% (kategori sangat baik). Uji efektivitas dilakukan terhadap 25 siswa kelas IV menggunakan desain one-group pretest-posttest. Hasil uji statistik Paired Sample T-Test menunjukkan adanya peningkatan signifikan hasil belajar siswa, dengan rata-rata pre-test sebesar 39,77 dan post-test sebesar 84,57 serta nilai signifikansi 0,000 < 0,05. Selain itu, uji daya tarik menunjukkan bahwa 94% siswa menyatakan e-modul sangat menarik dan memotivasi. Temuan ini menunjukkan bahwa e-modul PjBL IPAS efektif dalam meningkatkan pemahaman siswa serta mendorong keterampilan berpikir kritis, kolaboratif, dan kreatif melalui pembelajaran berbasis proyek. E-modul ini layak digunakan sebagai media pembelajaran inovatif di sekolah dasar.
Studi Pendahuluan Pengembangan Model Multimedia Interaktif dalam Pembelajaran Matematika Siswa Kelas V Sekolah Dasar Janewarti, Janewarti; Alfiriani, Adlia; Zulkifli, Zulkifli
Konstruktivisme : Jurnal Pendidikan dan Pembelajaran Vol 17 No 2 (2025): Juli 2025
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/konstruk.v17i2.4690

Abstract

Penelitian ini bertujuan untuk mengkaji pengembangan model multimedia interaktif dalam pembelajaran matematika di kelas V SDN 05 2X11 KAYUTANAM pada materi bilangan bulat. Pembelajaran matematika sering kali menghadapi tantangan, terutama dalam menjelaskan konsep-konsep abstrak dan meningkatkan motivasi siswa. Penggunaan multimedia interaktif, yang menggabungkan teks, gambar, suara, dan animasi, diharapkan dapat mengatasi masalah ini dengan membuat pembelajaran lebih menarik dan memudahkan pemahaman siswa. Metode penelitian yang digunakan adalah pendekatan kualitatif, dengan pengumpulan data melalui wawancara dengan guru, observasi di kelas, dan kajian literatur. Hasil wawancara menunjukkan bahwa siswa mengalami kesulitan dalam memahami materi matematika yang abstrak dan cenderung kurang termotivasi. Media pembelajaran yang terbatas menjadi hambatan dalam meningkatkan kualitas pembelajaran. Berdasarkan hasil penelitian ini, pengembangan model multimedia interaktif diharapkan dapat memberikan solusi terhadap masalah-masalah tersebut, dengan memperkenalkan media pembelajaran yang lebih menarik dan memudahkan siswa dalam memahami konsep-konsep matematika. Hasil belajar matematika siswa kelas V yang di bawah KKM adalah 18 orang dari 29 orang siswa yang ditentukan objek pengamatan. Penelitian ini menyarankan perlunya penggunaan teknologi dalam pembelajaran untuk meningkatkan keterlibatan siswa dan meningkatkan kualitas pendidikan matematika di sekolah dasar.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY {AR} PADA MATA PELAJARANDASAR – DASAR PROGRAM KEAHLIAN {DDPK} KELAS X DI SMK N 1 RAO SELATAN Saputra, Randa Dwi; Alfiriani, Adlia; Pratama, 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.v8i2.829-840

Abstract

This research aims to develop interactive media in learning drawing sketches in class The background of this research is based on students' low interest and learning motivation in understanding drawing sketch theory material due to the lack of use of interactive media in the learning process. The research method used is Research and Development (RD) with the ADDIE development model which consists of five stages: analysis, design, development, implementation and evaluation. Interactive media was developed using the Articulate Storyline 3 application and converted into an Android application (.apk), so that students can access it anytime and anywhere. Validation results by media experts show that interactive media has a validity level of 88.02% in the very valid category, while validation by material experts got a score of 84.62% which is also in the suitable for use category. Furthermore, the practicality test by the teacher obtained a result of 89%, and the practicality test by students reached 85%, both of which fall into the very practical category. Thus, the interactive media developed can be a solution in increasing students' interest, motivation and understanding of sketch drawing material.
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.
HUBUNGAN ANTARA GAYA BELAJAR DENGAN HASIL BELAJAR SISWA PADA PEMBELAJARAN INFORMATIKA KELAS X JURUSAN ULW (USAHA LAYANAN WISATA) DI SMK N 2 PADANG Arsyad, Muhammad; Alfiriani, Adlia; Irsyadunas, Irsyadunas
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 1 (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.v8i1.254-258

Abstract

Penelitian ini menggunakan penelitian korelasi menggunakan teknik analisis kuantitatif.Penelitian dan pengolahan data penelitian yang berjudul “Hubungan Antara Gaya Belajar dengan Hasil Belajar Siswa pada Pembelajaran Informatika Di SMK N 2 Padang”PenePenelitian ini bertujuan untuk mendeskripsikan hubungan antara gaya belajar dengan hasil belajar siswa kelas X di SMKN 2 Padang dengan jumlah sampel 30 responden. Berdasarkan hasil penelitian, didapatkan bahwa gaya belajar memiliki hubungan yang positif dan signifikan terhadap hasil belajar siswa kelas X di SMKN 2 Padang. Pengujian hipotesis juga menunjukkan adanya hubungan signifikan antara gaya belajar dengan hasil belajar siswa di SMK Negeri 2 Padang.Â