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Journal : PeTeKa

PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA ELEMEN PELAJARAN TEKNOLOGI JARINGAN KABEL DAN NIRKABEL DI SMK N 3 PARIAMAN Rahmawati, Khairanti; Mary, Thomson; Kurniawan, Haris
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.v6i4.1027-1034

Abstract

The objective of this study is to develop interactive learning madia for SMK Negeri 3 Pariaman utilizing Lectora Inspire, with the aim of enhancing effectiveness and usefulness. The present study employs the research and development (RD) approach, which follows the ADDIE development model consisting of analysis, design, development, implementation, and evaluation stages. The learning tool incorporates a validation questionnaire sheet and a practicality sheet. The process of data collecting involves the administration of a validation questionnaire sheet to the validator, as well as the distribution of a practicality questionnaire page to both the teacher and students. The results of material validation conducted by experts in the field yielded an average score of 0.83, placing it inside the valid category. In comparison, the media validation conducted by professionals in the media field yielded an average score of 0.87. The practicality scores of teachers and students were analyzed, revealing an average score of 84% for teachers and 90% for students in the practicality area.
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 MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN SIMULASI DAN KOMUNIKASI DIGITAL KELAS X TKJ DI SMK TAMANSISWA PADANG Moho, Wisna Dwi Jayanti; Darman, Regina Ade; Kurniawan, Haris
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.v6i4.856-861

Abstract

Penelitian ini bertujuan untuk mengembangkan suatu media pembelajaran interaktif dengan menggunakan articulate storyline yang dapat mempermudah dalam proses kegiatan pembelajaran siswa. Metode yang digunakan adalah Research and Development (RD) dengan model pengembangan ADDIE. Pengujian dilakukan dengan cara Uji Validitas dan Uji Praktikalitas. Hasil yang didapat pada pengujian validitas media adalah 0,785 dengan kategori "valid” dan hasil validitas materi adalah 0,797 dengan kategori ”valid”, sedangkan pada uji praktikalitas guru memperoleh nilai presentase sebesar 78,57% dengan kategori "sangat praktis" dan hasil pada praktikalitas siswa memperoleh nilai presentase sebesar 86,27% dengan kategori “sangat praktis”. Dengan pengujian tersebut penggunaan media pembelajaran mampu meningkatkan hasil belajar siswa dan respon siswa terhadap pembelajaran sangatlah positif serta wawasan pengetahuan yang didapat oleh siswa lebih banyak ketika melakukan pembelajaran dengan tidak menggunakan media.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA PELAJARAN INFORMATIKA DI SMK NEGERI 3 TEBO S, Rimba Darmanda; Rini, Faiza; Kurniawan, Haris
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 7, No 4 (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.v7i4.444-449

Abstract

The problem that exist in the informatics subject in computer network and internet material at SMK Negeri 3 Tebo is that there is not Android-based learning media that is used as a supporting medium in the learning process.  This The ADDIE development model and Research and Development (RD) method were used in dhis study. A total of 26 students were sampled in this study. The data collection technique used a questionnaire with a likert scale. The result of this study indicate that the average value of the media expert’s validity test is 85.24% with the valid category and the material expert is 85.55% with the valid category. For the practicality test on the teacher’s response it reached 93.33% in the very practical category and for student responses it reached 85.33% in the very practical category.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA PELAJARAN INFORMATIKA GUNA MENINGKATKAN MINAT BELAJAR SISWA Oktaria, Neli; Mulyono, Heri; Kurniawan, Haris
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.v6i4.796-806

Abstract

Dalam konteks penelitian ini, pendekatan ADDIE digunakan untuk mengarahkan proses penelitian dan pengembangan (RD) melalui serangkaian langkah yang mencakup analisis, perancangan, pengembangan, implementasi, dan evaluasi. Hasil evaluasi oleh para ahli materi menunjukkan tingkat validitas yang sangat tinggi, dengan rata-rata persentase mencapai sekitar 91,31%, sementara penilaian oleh ahli media juga menunjukkan tingkat validitas yang tinggi, dengan rata-rata persentase sekitar 85,51%. Pada hasil kepraktisan guru terhadap media pembelajaran informatika diperoleh skor rata-rata kategori sangat praktis sebesar 93,65%, dan pada hasil kepraktisan siswa diperoleh skor rata-rata kategori sangat praktis sebesar 80,14%. Diantara data minat belajar yang diperoleh sebelum menggunakan media rata-rata persentasenya adalah 52,81% yang termasuk dalam kategori baik.  Selain itu, minat belajar siswa setelah menggunakan media  mencapai rata-rata sebesar 76,40% berada pada tingkat sangat positif. Ini mencerminkan adanya peningkatan minat belajar siswa, dan juga perbandingan persentase sebelum dan sesudah menggunakan media tersebut. Dengan demikian, dapat disimpulkan bahwa media pembelajaran berbasis platform Android memenuhi syarat sebagai alat yang valid, sederhana digunakan, dan sangat efisien dalam meningkatkan minat belajar siswa.
PENGEMBANGAN GAME EDUKASI LABIRIN PADA ELEMEN KOMPUTER GRAFIS KELAS X DKV SMK NEGERI 1 GUNUNG TALANG Saputra, Firman; Kurniawan, Haris; Hendra, Herisvan
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.v9i1.149-159

Abstract

Vocational education requires innovative learning media to adapt to technological developments and industrial needs. However, the condition at SMK Negeri 1 Gunung Talang shows that the use of learning media is still limited, causing students to be less motivated, especially in computer graphics subjects. This situation has an impact on low learning outcomes, where most students have not yet achieved the Minimum Mastery Criteria (KKTP). Therefore, the purpose of this study is to develop an educational maze game on computer graphics elements that is valid and practical, so it can help improve students’ understanding and learning motivation. The research method employed was Research and Development (RD) using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were Grade X DKV students at SMK Negeri 1 Gunung Talang. Research instruments included media expert validation, material expert validation, as well as practicality tests by teachers and students. Data were collected through questionnaires, observations, and interviews. The development process involved designing the storyline and storyboard, creating the game using Construct 2 and CorelDraw, followed by implementation in the learning process, and evaluation based on validation and practicality results. The research results show that the developed maze educational game met the criteria of being highly valid, with an average media validity score of 88.46% and material validity of 95.83%. The practicality test indicated that the game was highly practical, with an average score of 97.22% from teachers and 89.48% from students. Thus, the maze educational game on computer graphics elements is considered feasible as a learning medium, as it effectively increases students’ interest, motivation, and understanding of the subject matter.
PENGEMBANGAN GAME EDUKASI SISKOM ADVENTURE PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 4 PADANG Nadya, Nadya; Alfiriani, Adlia; Kurniawan, Haris
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.
PENGEMBANGAN MEDIA PEMBELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 5 SELUMA PROVINSI BENGKULU Sikumbang, Ian Syaifullah; Kurniawan, Haris; Alfriani, Adlia
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.v9i1.181-188

Abstract

This study aims to develop interactive learning media based on Canva for the Informatics subject in Grade X at SMK Negeri 5 Seluma, Bengkulu Province. The development was carried out using the Research and Development (RD) method with the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The media was designed to be engaging, interactive, and easy for students to understand, with content aligned to learning outcomes and featuring guidance, materials, instructional videos, evaluation games, and developer profiles. The validity of the media was tested by media experts, yielding an average score of 86.20% (very valid category), and by subject matter experts, with an average score of 81.25% (very valid category). Practicality tests showed that the media is highly practical to use, with scores of 85.42% from teachers and 84.51% from students. The results of this study indicate that interactive learning media based on Canva is suitable for use as a learning support tool for Computer Science, as it effectively enhances students' interest in learning and active engagement.