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ANALISIS PENERIMAAN SISWA TERHADAP PENGGUNAAN APLIKASI UJIAN ONLINE BERBASIS KOMPUTER MENGGUNAKAN METODE TECHNOLOGY ACCEPTANCE MODEL Atiqoh, Afifah Nabila; Alfiriani, Adlia; Novita, Rini
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 4 No. 2 (2023): 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.v4i2.1369

Abstract

The study aims to determine student acceptance of the Computer Based Test application at SMK Negeri 1 Sitiung. The type of research used is quantitative with the type of survey research. The method used in this research is the Technology Acceptance Model (TAM) method. The data analysis technique used is descriptive analysis and prerequisite test analysis. Based on the partial research results, the perceived ease of use (PEOU) variable obtained from the tcount value of 3.706> 1.677 with a significant value of 0.001 <0.05 means that H0 is rejected Ha is accepted. The perceived usefulness variable (PU) obtained from the tcount value of 1.841 < 1.677 with a significant value of 0.072> 0.05 means that H0 is accepted Ha is rejected. The attitude towards use (ATU) variable obtained from the tcount value of 6.244> 1.677 with a significant value of 0.001 <0.05 means that H0 is rejected Ha is accepted. Based on simultaneous research, the tcount value is 68,100> 2.80 and the sig value. 0.001 <0.05 this means H0 is rejected Ha is accepted. As for the effect of learning outcomes after using the application, previously students were less active in using the internet or computers since the use of the Computer Based Test application for the learning outcomes themselves, students are more active, especially playing an active role in using the internet.
HUBUNGAN MINAT BELAJAR DAN PEMANFAATAN SARANA PRASARANA LABORATORIUM TERHADAP HASIL BELAJAR SISWA Nurwaddah; Alfiriani, Adlia; Novita, Rini
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 2 (2024): 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.v5i2.2214

Abstract

This research aims to explore the relationship between interest in learning and use of laboratory infrastructure on the learning outcomes of class X students in informatics subjects at SMK Negeri 1 Ampek Angkek. This research is a type of survey research with quantitative methods. The sampling technique used was cluster random sampling, the number of samples in the study was taken randomly, totaling 47 students. Based on partial research results, interest in learning was obtained by t-count of 3,418>t-table of 1,678, meaning there was a significant relationship between interest in learning and learning outcomes, utilization of laboratory infrastructure was obtained by t-count of 3,148>t-table of 1,678, meaning there was a significant relationship between laboratory infrastructure and student learning outcomes. Meanwhile, simultaneously interest in learning and laboratory infrastructure shows that the calculated f value is 24,156>f-table 3.21 and the significant value is 0.000<0.05, meaning there is a significant relationship between interest in learning and the use of laboratory infrastructure on student learning outcomes. It can be concluded that interest in learning and utilization of laboratory infrastructure have a significant relationship to the learning outcomes of class.  
PENGEMBANGAN LEARNING MANAGEMENT SYSTEM BERBASIS MOODLE PADA MATA PELAJARAN DASAR-DASAR TEKNIK KOMPUTER JARINGAN DAN TELEKOMUNIKASI Putri, Novia Diada Eka; Rini, Faiza; Alfiriani, Adlia
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.v6i1.2847

Abstract

The purpose of this study was to produce a Learning Management System (LMS) on valid class X TKJ business process material. To produce a Moodle-based Learning Management System (LMS) on business process material for grade X TKJ which is practical. 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 68 student practicality people. The results of this study showed the average value of the media validation test by the validator of 83.93% with a very valid category while the material validation was 77.96% with a very valid category. The teacher's practicality test was 88.54% with a very practical category, while the practicality of students in class X TKJ 1 was obtained at 82.03% and TKJ 2 students obtained an average of 84.56 with a very practical category. Learning Management System (LMS) is feasible to use 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 eliminate student fatigue.
Analysis of Students' Learning Needs for Teaching Materials in Informatics Subject at Senior High School.: Analisis Kebutuhan Belajar siswa Pada Mata Pelajaran Informatika di Sekolah Menengah Atas Fitri, Rahmi Yuliza; Alfiriani, Adlia; Siska, Felia
Pedagogia : Jurnal Pendidikan Vol. 14 No. 2 (2025): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pedagogia.v14i2.1866

Abstract

Education in the digital era requires innovative learning, especially in informatics, which develops critical thinking, problem-solving, and digital literacy. However, many schools, including SMA Negeri 2 Pasaman, struggle to provide relevant teaching materials. This study analyzes students' learning needs through a quantitative survey of 98 tenth-grade students. Results show that lectures (31%) and printed books (80%) dominate learning, while students prefer interactive materials with clear content, exercises, images, videos, and animations. The findings highlight the gap between available materials and students’ needs, emphasizing the need for more innovative, engaging, and relevant teaching resources. Highlights: Learning Material Gap – Most schools rely on printed books (80%) and lectures (31%), while students prefer interactive materials. Need for Interactive Learning – Students want comprehensive, easy-to-understand materials with exercises, images, videos, and animations. E-Module Solution – Developing interactive digital materials can enhance student engagement and understanding in informatics. Keywords: Needs Analysis, Teaching Materials, Informatics
Pengembangan Media Pembelajaran Berbasis Articulate Storyline pada Mata Pelajaran Dasar Desain Grafis Kelas X RPL SMK Adikarya Ranah Pesisir: 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
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

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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.
The Effect of Networked Learning Model and Self-Efficacy on the Performance of Informatics Education Students in an Online Learning Environment: Pengaruh Model Belajar Berjejaring dan Efikasi Diri Terhadap Kinerja Mahasiswa Pendidikan Informatika Dalam Lingkungan Belajar Online Alfiriani, Adlia; Rini, Faiza; Darman, Regina Ade; Novita, Rini
Indonesian Journal of Innovation Studies Vol. 25 No. 4 (2024): October
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v25i4.1288

Abstract

Online learning is becoming very popular nowadays in higher education, this is due to the increasing use of digital technology and the internet, the need to increase student affordability. The learning network model has been developed as an effective learning design in online learning which can be the right solution for. However, currently no empirical evidence has been found regarding the role of the learning network model, especially as moderated by self-efficacy. The aim of this research is to determine the role of the learning network model and self-efficacy on the performance of informatics education students in an online learning environment. The research design used was semi-experimental with a 2x2 factor. A total of 109 informatics education students for learning evaluation subjects were then divided into two groups, namely experimental and control. The research results show that the learning network model and self-efficacy have a significant effect on student performance in the cognitive aspect, while there is no significant effect in the psychomotor aspect. Other factors This can occur because there are other factors that can support the achievement of student skills besides learning self-efficacy. Highlights: Significant Impact: The learning network model and self-efficacy significantly enhance cognitive performance in online learning environments. Limited Effect: No significant impact was found on psychomotor skills, indicating other factors influence skill development. Research Design: A semi-experimental 2x2 factor design was utilized with 109 informatics education students to assess the variables. Keywords: Learning Network, Online learning environment, Student performance, Self-efficacy, Informatics education
Perancangan Sistem Presensi Dosen Berbasis Face Recognition di Prodi Pendidikan Informatika Universitas PGRI Sumatera Barat Salsabila, Novia; Alfiriani, Adlia; Mary, Thomson
Jurnal Ilmu Komputer dan Bisnis Vol. 15 No. 2a (2024): Vol. 15 No. 2a Special Issue (2024)
Publisher : STMIK Dharmapala Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47927/jikb.v15i2a.913

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Presensi adalah rutinitas pegawai untuk membuktikan kehadiran di organisasi. Di Prodi Pendidikan Informatika, sistem presensi masih manual menggunakan kertas. Penelitian ini merancang sistem presensi berbasis web dengan Face Recognition menggunakan metode SDLC Waterfall dan bahasa pemrograman Python serta framework Django. Pengujian dilakukan dengan dua metode: Alpha dan Beta. Pengujian Alpha, yang mencakup Whitebox dan Blackbox Testing, menunjukkan hasil valid untuk semua menu yang diuji. Sementara itu, pengujian Beta yang dilakukan oleh Tenaga Ahli mendapatkan penilaian sangat setuju dengan rata-rata skor 88,5%, dan kuesioner pengguna memperoleh nilai rata-rata 82,4%. Hasil ini menunjukkan bahwa sistem yang dirancang berhasil memenuhi kebutuhan dan memberikan solusi efektif untuk menggantikan metode manual
PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK BERBASIS PROJECT BASED LEARNING PADA MATERI TIPOGRAFI DI SMK N 4 PADANG Loviana, Descy; Alfiriani, Adlia; Kurniawan, Haris
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

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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 Deswita, Nadya; Alfiriani, Adlia; 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”.Â