Claim Missing Document
Check
Articles

PENGEMBANAN MEDIA PEMBELAJARAN PADA MATERI BERFIKIR KOMPUTASIONAL KELAS X DI SMK DEK PADANG Putri, Niken Danel; Alfiriani, Adlia; Devegi, Mourend
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 Putra, Rahmanda; Alfiriani, Adlia; Darman, Regina Ade
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 Putra, Argiandi; Alfiriani, Adlia; Kurniawan, Haris
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 E-MODUL INTERAKTIF SEBAGAI SUMBER BELAJAR MATA PELAJARAN INFORMATIKA KELAS X TKJ DI SMK TAMAN SISWA PADANG Latifah, Fahmi; Alfiriani, Adlia; Darman, Regina Ade
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.%p

Abstract

The problem in this research is that there are still many teachers who use printed teaching materials, printed modules make the learning process less interesting, less interactive, informatics learning tends to use presentation methods which makes students bored. This research aims to produce interactive e-modules as a valid and practical learning resource for informatics subjects. This research applies the Research and Development (RD) method with the ADDIE development model. To collect data in this research, an instrument in the form of a questionnaire was used, a Likert scale was used as an assessment instrument. The research subjects consisted of three lecturers from the PGRI University of West Sumatra, one teacher from SMK Taman Siswa Padang, as well as all class X students of the Computer and Network Engineering Skills Program (TKJ) SMK Taman Siswa Padang. The research results show that the assessment validation test by media experts produced an average score of 84% which is classified as very valid. Meanwhile, the evaluation carried out by material experts produced an average score of 91%, also included in the very valid category. The practicality test carried out by the teacher reached 93% in the very practical category, while the practicality from the student's perspective reached 82% in the very practical category. Conclusions based on the data obtained. Interactive e-modules as a learning resource for informatics subjects are feasible and practical to use. This class X informatics e-module can provide convenience for teachers and students because it can be accessed easily and practically via computers, laptops and Android devices. making it easier to use in various locations.
PENGEMBANGAN GAME EDUKASI SUPER ALIEN GEC DI SMK NEGERI 1 SINTUK TOBOH GADANG Zuliany, Dita; Alfiriani, Adlia; Pratama, Ade
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.v6i4.897-908

Abstract

Educational games are the most common type of educational media used to provide knowledge and improve user understanding through distinctive and interesting media. The learning media used is still based on textbooks and teaching materials, making it difficult for students to implement the material in the real world. The use of conventional learning media can reduce the attractiveness of students in paying attention to learning even though the facilities and infrastructure at this school are adequate. Such as the existence of computer labor, laptops, wi-fi networks and others. This type of research uses the RD Research method refers to the research methodology used to produce target products and assess their effectiveness. In this study, the ADDIE (Analysis-Development-Implementation-Evaluate) research model will be used. This research produces educational games for use in the computer science curriculum of class X TJKT at SMK Negeri 1 Sintuk Toboh Gadang. Based on the results of the game validation threshold data analysis, which was approved by the validator with an accuracy rate of 84.29% with the category "Very Valid". Data analysis shows that the percentage of students who get a minimum score of 92.36% with the category "Very Practical" in educational games developed by computer science lecturers. And educational games made by students get a percentage of 88.19% with the category "Very Practical".
PERSEPSI SISWA TENTANG PENGGUNAAN GAME DALAM PEMBELAJARAN BAHASA INDONESIA DI SMAN 2 PASAMAN Rika Krisna Tilova; Silvia Marni; Adlia Alfiriani
Fon: Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol 21 No 1 (2025)
Publisher : Pendidikan Bahasa dan Sastra Indonesia Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/8m612g96

Abstract

Penelitian ini memiliki tujuan untuk menggali pandangan siswa mengenai pemanfaatan game edukasi berbasis teknologi dalam kegiatan belajar Bahasa Indonesia di SMAN 2 Pasaman. Metode penelitian yang digunakan adalah kualitatif dengan pendekatan studi kasus, penelitian ini mengumpulkan data melalui kuesioner daring yang disebarkan untuk 98 peserta didik kelas X. Temuan penelitian mengungkapkan bahwa meskipun metode pengajaran yang digunakan oleh guru masih didominasi oleh pendekatan konvensional, mayoritas siswa (87%) setuju bahwa game edukasi membantu mereka dalam proses belajar. Siswa menganggap game edukasi menjadikan aktivitas belajar terasa lebih seru, interaktif, dan mengasyikkan. Namun, beberapa siswa juga merasa ragu tentang efektivitas game edukasi, terutama karena mereka belum pernah mencobanya atau khawatir akan teralihkan perhatiannya dari materi pembelajaran. Secara umum, hasil penelitian menunjukkan bahwa game edukasi berpotensi besar dalam meningkatkan mutu proses belajar Bahasa Indonesia, meskipun implementasinya perlu ditingkatkan di kalangan pendidik.
PENGEMBANGAN GAME EDUKASI SISKOM ADVENTURE PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 4 PADANG Nadya Nadya; Adlia Alfiriani; Haris Kurniawan
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.v9i1.97-107

Abstract

Learning media plays an important role in improving the quality of the learning process. However, in Informatics subjects at SMK Negeri 4 Padang, the learning methods used are still conventional, resulting in low learning motivation and student learning outcomes. This study aims to develop the Siskom Adventure educational game as an interactive learning media and to test its validity and practicality levels for Computer Systems material for class X. This study uses the Research and Development (RD) method with the ADDIE development model consisting of the stages of Analysis, Design, Development, Implementation, and Evaluation. The resulting product is a platformer-based educational game that presents materials, challenges, and quizzes in game missions, so that students can learn through more interesting and interactive experiences. The results of the study show that validation by media experts obtained an average score of 85.06% (very valid), while validation by material experts reached 92.14% (very valid). The teacher's practicality test obtained a result of 83.33% (very practical), and the student's practicality test reached 88.34% (very practical). Thus, the Siskom Adventure educational game is deemed suitable for use as a learning medium capable of increasing student motivation, interactivity, and learning outcomes.
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.