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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

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.
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

Abstract

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”. 
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

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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.