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PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS WORDWALL TERHADAP MINAT BELAJAR SISWA PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK TEKNOLOGI PLUS PADANG Oktalivia, Risa; 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.v8i1.216-221

Abstract

Pada penelitian ini dilatar belakangi terdapat rendahnya minat belajar siswa dikarenakan media yang digunakan oleh guru belum optimal pada mata pelajaran kelas X Informatika. Penelitian ini memiliki tujuan untuk melihat pengaruh penggunaan media Wordwall terhadap minat belajar siswa pada mata pelajaran kelas X Informatika di SMK Teknologi Plus Padang. Metode yang digunakan dalam penelitian ini adalah kuantitatif dengan model quasi eksperiment. Data yang diperoleh melaui angket minat belajar siswa. analisis pengolahan data menggunakan uji  regresi linear sederhana dan uji T-Test Independentt. Hasil penelitian berdasarkan perhitungan persentase menunjukkan minat belajar kelas eksperiment mendapat 66,04 % sedangkan kelas kontrol mendapat 47,03 %.. Pada uji hipotesis yang dilakukan meneggunakan T-Test Independent diperoleh nilai signifikansi (sig 2.tailed ) 0,000 0,05, maka H1 diterima dan H0 ditolak maka dapat disimpulkan bahwa media pembelajaran berbasis wordwall berpengaruh terhadap minat belajar  Informatika kelas X di SMK Teknologi Plus Padang. 
PENGEMBANGAN E-MODUL PADA MATERI SISTEM KOMPUTASI PADA MATA PELAJARAN INFORMATIKA KELAS X DKV DI SMK NEGERI 4 PADANG Desril, Nofil; Alfiriani, Adlia; Novita, Rini
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.v8i2.852-861

Abstract

This research was carried out based on problems, namely that students did not have complete printed modules personally, teachers still used conventional methods, there was no E-Module to support the Informatics learning process at SMK Negeri 4 Padang. The aim of this research is to develop an E-Module. The research method used is the Research and Development (RD) method with the ADDIE development model. The subjects of this research were 25 students as samples. The data collection technique uses a questionnaire with a Likert scale. At the testing stage, Alpha testing is used, namely media expert validity testing and material expert validity testing, as well as Beta testing, namely teacher practicality testing and student practicality testing. The results of the research show that the validity level of the E-module obtained a score of 89.5% in the very valid category, the teacher's practicality level obtained a score of 98% in the very practical category and students' practicality obtained a score of 83.3% in the very practical category. Based on this data, it can be concluded that this E-Module is suitable for use in the learning process. The results of this research are recommended for informatics subject teachers in the DKV class at SMK Negeri 4 Padang.
PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 3 PADANG Fitri, Fara Salsa Billah; Alfiriani, Adlia; Novita, Rini
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.v8i2.674-684

Abstract

The problem in this study is that the teaching aids used are still in the form of computer applications such as PowerPoint and textbooks that can help students in carrying out learning activities. Furthermore, based on the results of the interviews conducted, some students have difficulty understanding computer devices. Students are allowed to bring smartphones to school, the initial purpose of which is for students to use them to search for additional learning materials. However, in reality, it can be observed that students tend to use smartphones only as entertainment media, such as playing social media and online games. The purpose of this study is to create valuable and practical augmented reality educational media for computer science subjects in grade 10. Based on the results of research and discussion on the development of augmented reality educational media in grade 10 science subjects, augmented reality educational media was developed through the stages of analysis, design, development, implementation, evaluation, and dissemination. The validity test of the augmented reality educational media developed obtained an average media validity value of 83.7% which can be classified as "Very valid". The material validity test obtained an average value of 97.2% with the category "Very valid". Practical testing of the developed augmented reality teaching media obtained a practical value of 97.2% for teachers with the category "Very practical". Student practicality achieved an average score of 89.4% which can be classified as "Very Practical".
PENGEMBANGAN GAME EDUKASI BRAIN SHARPENING ADVENTURE PADA MATA PELAJARAN INFORMATIKA KELAS X SMK NEGERI 8 BUNGO Romita, Romita; Alfiriani, Adlia; Samudra, Ami Anggraini
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.v8i1.231-239

Abstract

Media pembelajaran merupakan suatu wadah atau alat untuk menyampaikan pesan atau informasi dari guru kepada siswa dalam proses pembelajaran, Game edukasi merupakan salah satu jenis media dalam pembelajaran untuk memberikan pengajaran, menambah pengetahuan siswa melalui suatu media yang menarik dan unik. Jenis penelitian ini menggunakan metode penelitian RD, RD merupakan suatu metode untuk menghasilkan produk tertentu dan menguji keefektifan produk tersebut. Pada penelitian ini menggunakan Model pengembangan ADDIE . Berdasarkan hasil dari analisis data tingkat validasi game edukasi yang dinilai oleh validator dengan nilai rata-rata 86.34 % dengan kategori “Sangat praktis”, dari analisis data persentase tingkat kepraktisana game edukasi yang dinilai oleh guru mata pelajaran informatika mendapatkan persentase sebesar 94,27% dengan kategori “Sangat praktis”, Dan game edukasi yang dinilai oleh siswa mendapatkan persentase sebesar 82,91% dengan kategori “Sangat praktis”.
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)
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. 
PENGEMBANGAN MODUL ELEKTRONIK (E-MODUL) PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 1 RANAH PESISIR Husna, Iffatul; Alfiriani, Adlia; Nurdin, Bernediv
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.v8i1.266-271

Abstract

.  Permasalahan pada penelitian ini yaitu guru masih banyak yang menggunakan bahan ajar berbentuk cetak, modul cetak menjadikan proses pembelajaran kurang menarik, pembelajaran informatika selama ini cenderung menggunakan metode presentasi sehingga membuat siswa bosan.  Penelitian ini bertujuan untuk menghasilkan e-modul sebagai sumber belajar mata pelajaran informatika yang valid dan praktis. Penelitian ini menggunakan metode Research and Development (RD) dengan skala likert. Subjek peneliti dalam penelitian ini adalah 3 orang dosen Universitas PGRI Sumatera Barat, 2 orang guru SMK Negeri 1 Ranah Pesisir, seluruh siswa kelas X DKV SMK Negeri 1 Ranah Pesisir.  Hasil penelitian ini menunjukkan nilai rata-rata uji validasi ahli media oleh validator sebesar 90,56% dengan kategori “Sangat Valid” dan ahli materi sebesar 91,25% dengan kategori “Sangat Valid”. Uji praktikalitas guru sebesar 88,89% dengan kategori “Sangat Praktis” dan praktikalitas siswa sebesar 93,81% dengan kategori “Sangat Praktis”. Kesimpulan berdasarkan data yang diperoleh e-modul sebagai sumber belajar mata pelajaran informatika layak dan praktis digunakan sebagai e-modul informatika kelas X sehingga mampu memudahkan guru dan siswa dalam penerapannya, karena mudah dan nyaman dibawa kemana saja karena berbentuk link yang dapat diakses melalui komputer/laptop, android dan IOS.
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