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Pengembangan Model Latihan Batting Pada Atlet Unimed Cricket Club Siregar, Indra Pipin; Daulay, Basyaruddin; Kurniawan, Haris
Jurnal Pendidikan Tambusai Vol. 9 No. 2 (2025): Agustus
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i2.27532

Abstract

Tujuan dari penelitian ini adalah untuk menghasilkan sebuah produk berupa buku yang mengembangkan model latihan batting dalam olahraga kriket. Produk ini dirancang untuk menciptakan perubahan dalam pola latihan serta dapat dijadikan sebagai pedoman dalam pelatihan kriket secara lebih sistematis.Penelitian ini dilaksanakan di area nets Unimed Cricket Club, Universitas Negeri Medan, yang berlokasi di Jl. W. Iskandar, Pasar V, Medan Estate, Kabupaten Deli Serdang. Sampel dalam penelitian ini terdiri dari dua kelompok, yaitu 10 orang pada kelompok kecil dan 30 orang pada kelompok besar. Penelitian ini termasuk ke dalam jenis penelitian pengembangan (research and development) yang mengacu pada model pengembangan Borg and Gall. Hasil penelitian menunjukkan bahwa rancangan model latihan batting memperoleh penilaian dari para ahli dengan skor masing-masing 90 dan 91, yang tergolong dalam kategori “sangat baik.” Berdasarkan hasil validasi tersebut, maka model latihan batting yang telah dirancang dinyatakan layak untuk digunakan sebagai panduan latihan dalam olahraga kriket.
PENGEMBANGAN GAME EDUKASI SISKOM ADVENTURE BERBASIS ANDROID PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 2 PADANG PANJANG Anggraini, Anggun; Kurniawan, Haris; Junaidi, Satrio
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 3 (2025): JATI Vol. 9 No. 3
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i3.13382

Abstract

Game edukasi merupakan jenis permainan yang dirancang khusus untuk mendukung proses pembelajaran, namun tetap memberikan kesenangan dan hiburan bagi para pemainnya. Untuk mencapainya tujuan pembelajaran yang efektif maka dibutuhkannya game pendukung pembelajaran, karena kurangnya media pembelajaran dalam proses pembelajaran menyebabkan siswa merasa jenuh dan kurang minat dalam belajar. Untuk mengatasi permasalahan di atas, para peneliti mengembangkan sebuah permainan edukasi berbasis Android yang diharapkan dapat menjadi media pendukung atau tambahan untuk meningkatkan minat belajar siswa dan membuat proses pembelajaran menjadi lebih menyenangkan. Jenis penelitian ini menggunakan pengembangan atau Research and Deveploment (R&D). Dalam penelitian ini akan menggunakan model ADDIE yaitu analisis (Analysis), Perancangan (Design), pengembangan (Development), pengembangan (Implementation), dan evaluasi (Evalution).Penelitian ini bertujuan untuk menghasilkan sebuah produk game edukasi berbasis android pada materi sistem komputer mata pelajaran informatika kelas X DKV di SMK Negeri 2 Padang Panjang. Berdasarkan hasil menunjukkan tingkat validitas game edukasi validasi media memperoleh rata-rata 89,35% dengan kategori “Sangat Valid”dan validasi materi memperole rata-rata 90,97% dengan kategori “Sangat Valid”. Dari kepraktisan game edukasi yang di nilai oleh praktikalitas guru memperoleh ratarata 94,44% dengan kategori “Sangat Praktis” dan game edukasi yang dinilai oleh siswa memperoleh rata-rata 88,79% dengan kategori “Sangat Praktis”.
PERANCANGAN SISTEM INFORMASI PENGELOLAAN DATA ALUMNI DI SMK NEGERI 1 BUKIT SUNDI Candra, Ade; Rini, Faiza; Kurniawan, Haris
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.v8i1.320-329

Abstract

Data collection and storage of alumni data at SMK Negeri 1 Bukit Sundi are still not centralized. Alumni data of SMK Negeri 1 Bukit Sundi are spread across various storage media, such as in paper documents, ledgers and storage on computer devices. Data storage that is still in paper form causes the data search process to take a long time. This study aims to build an alumni data management information system that can carry out the process of recording alumni data and the process of disseminating information related to alumni. The system design uses the Software Development Life Cycle (SDLC) method with the Aqile model. The system flow design uses the Unified Modeling Language (UML). The results of the study are in the form of a website-based alumni data management information system. The alumni data management information system can function properly so that it can be used by SMK Negeri 1 Bukit Sundi in assisting the process of recording and informing alumni data of SMK Negeri 1 Bukit Sundi.
PERANCANGAN SISTEM INFORMASI PEMBAYARAN KEUANGAN BERBASIS WEB DI SMK NEGERI 4 PADANG Nisa, Ardina Khairun; Mary, Thomson; Kurniawan, Haris
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.v8i2.619-629

Abstract

The financial payment information system at SMKN 4 Padang still uses manual methods, which causes various obstacles such as recording errors, reporting delays, and a lack of transparency in the transaction process. To overcome this problem, a digital-based financial payment information system was designed using the Software Development Life Cycle (SDLC) Waterfall model method. This model was chosen because it provides a systematic and structured approach to software development, starting from the requirements analysis stage, system design, implementation, testing, to maintenance. The aim of this research is to design and build a computerized, web-based financial payment information system to increase efficiency and accuracy in school financial management. The result of this research is an information system that is able to manage student payments more accurately and efficiently. This system provides features for automatically recording transactions, creating real-time financial reports, as well as better accessibility for school administration and students.
PENGEMBANGAN MEDIA PEMBELAJARAN SISWA BERBASIS GAME ANDROID PADA MATERI SISTEM KOMPUTER DI SMK MUHAMMADIYAH 1 PADANG Dhika, Zulyasep Azdkiya; Mary, Thomson; Kurniawan, Haris
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.v8i2.630-638

Abstract

Based on the results of observations conducted by researchers, especially at SMK Muhammadiyah 1 Padang, it is known that the teaching methods used in science subjects at SMK Muhammadiyah 1 Padang still use lecture and discussion methods with teaching aids and conventional methods that have not been oriented towards the implementation of educational activities. The purpose of this study was to develop an educational Android game for 10th grade computer science students at SMK Muhammadiyah 1 Padang. To determine the level of validity of educational android games in the field of computer science at SMK Muhammadiyah 1 Padang. This type of research is research and development (RD). The results of educational games for learning through media training achieved an average media validation value of 84.58 which can be classified as "Very valid". The material validation test obtained an average score of 84.58 in the "Very Practical" category. The practical test of the developed educational game received a teacher assessment of 86.11 with the "Very Practical" category. Student practicality obtained an average score of 90.68 in the "Very Practical" category.
PENGARUH MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN MODEL TUTORIAL PADA MATA PELAJARAN TJKT TERHADAP HASIL BELAJAR SISWA DI SMK NEGERI 6 PADANG Novryanli, Abdul Hanif; Pratama, Ade; Kurniawan, Haris
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 3 (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.v8i3.909-915

Abstract

This study was motivated by the low learning achievement of students and the minimal use of interactive learning media with tutorial models, as well as the lack of variation in the. The purpose of  study was  evaluate the effect of the use of interactive learning media with tutorial models achievement . The method used in this study was quantitative with an experimental type that applied .The samples in this study was determined through random sampling. Learnings outcomesi in the experimentail clasas showeid thatt moere studentis achieved hihg scorse compared to the contrle classe. The average pretest score for the experimental class was 41.14, while for the control class it was 36.57. The posttest score in the experimental class reached 85.77, while in the  only 52.68. Based on these results, the Ha hypothesis is accepted and the Ho rejected. From the analysis carried out, it can be concluded that there is an effect of the use of interactive learning media achievement of class X students in TJKT lessons at SMK Negeri 6 Padang.
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS AR PADA MATA PELAJARAN DASAR PROGRAM KEAHLIAN KELAS X JURUSAN TEKNIK KOMPUTER JARINGAN DAN TELEKOMUNIKASI DI SMK N 1 LEMBAH MELINTANG Fadli, Zul; Samudra, Ami Anggraini; Kurniawan, Haris
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.v8i1.222-230

Abstract

PENGEMBANGAN MEDIA INTERAKTIF BERBASIS AR PADA MATA PELAJARAN DASAR PROGRAM KEAHLIAN KELAS X JURUSAN TEKNIK KOMPUTER JARINGAN DAN TELEKOMUNIKASI DI SMK N 1 LEMBAH MELINTANG
PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA MATERI PEMBELAJARAN PEMROGRAMAN DASAR Prawesti, Asmarita Dela Dwi; Mary, Thomson; kurniawan, haris
Jurnal Pendidikan Vokasi dan Seni Vol 1 No 2 (2023): Jurnal Pendidikan Vokasi dan Seni, Maret 2023
Publisher : Program Studi Pendidikan Vokasi Seni Kuliner

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jpvs.v1i2.1120

Abstract

The implementation of information and computer technology (ICT) in learning media can have a positive impact on students' learning outcomes. ICT in learning media can provide stronger and higher quality learning experiences for students. ICT-based interactive multimedia in learning enables students to be more motivated to learn anytime and anywhere in an enjoyable way. The purpose of this research is (1) to produce valid interactive learning media on basic programming learning material; (2) to determine the response of educators and students to the interactive learning media produced. This type of research uses the Research and Development (R&D) method with the ADDIE development model, which has five stages: Analysis, Design, Development, Implementation, and Evaluation. The population in this study was the tenth-grade students of SMK Negeri 3 Padang. The data analysis technique used validity and practicality tests. Based on the data analysis, the average validation score for the media was 0.93, categorized as "valid," while the average validation score for the material was 0.87, categorized as "valid." Then, the analysis of the response from the students obtained a percentage of 84.95% categorized as "very practical," and the response from the subject teachers obtained a result of 94% categorized as "very practical."
Pengembangan Media Pembelajaran Dasar-dasar Komputer pada Mata Pelajaran Dasar-dasar Program Keahlian (DDPK) di SMKN 1 Linggo Sari Baganti Wijaya, Beben Putra; Novita, Rini; kurniawan, Haris
Indonesian Research Journal on Education Vol. 5 No. 2 (2025): Irje 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v5i2.2284

Abstract

Penelitian ini berdasarkan permasalahan yakni belum tersedianya media pembelajaran yang menarik dan penyampaian materi terkesan membosankan pada materi media dan telekomunikasi sehingga siswa sulit memahami materi yang disampaikan guru di dalam kelas dan kurangnya sarana penyampaian materi pembelajaran. Adapun tujuan dari penelitian ini yaitu untuk mengembangkan media pembelajaran pada materi media dan telekomunikasi. Metode penelitian yang digunakan yaitu metode Research and Development (R&D) dengan model pengembangan ADDIE. Subjek penelitian ini berjumlah 22 orang siswa sebagai sampel. Teknik pengumpulan data menggunakan angket dengan skala Likert. Pada tahap pengujian menggunakan pengujian Alpha yaitu uji validitas ahli media dan uji validitas ahli materi, serta pengujian Beta yaitu uji praktikalitas guru dan uji praktikalitas siswa. Hasil penelitian menunjukkan tingkat validitas media memperoleh nilai sebesar 85,45% dengan kategori valid, tingkat validitas materi memperoleh nilai sebesar 89,54% dengan kategori valid, tingkat praktikalitas guru memperoleh nilai sebesar 96.88% dengan kategori sangat praktis, dan praktikalitas siswa memperoleh nilai sebesar 85.32% dengan kategori sangat praktis. Berdasarkan data tersebut maka dapat disimpulkan bahwa media pembelajaran ini layak digunakan dalam proses pembelajaran. Hasil penelitian ini direkomendasikan untuk guru mata pelajaran media dan telekomunikasi sebagai media pembelajaran.
Indonesia IndonesiaPENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY PADA MATERI PERANGKAT KERAS KOMPUTER: Indonesia Dion, Muhammad; Mulyono, Heri; Kurniawan, Haris
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.v6i1.2863

Abstract

The purpose of this study was to produce Augmented Reality learning media there is a valid XI DKV class computer hardware material. To produce Augmented Reality learning media there is a practical XI DKV class computer hardware material. 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, 2 material validity people, 2 teacher practicality people and 17 student practicality people. The results of this study showed the average value of the media validation test by the validator was 85.25% with a very valid category while the material validation was 95.75% with a very valid category. The teacher's practicality test was 96.33% with a very practical category while the practicality of the XI DKV class students was obtained at 93.01%. Augmented Reality learning media there is computer hardware material worth using 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 increase student learning motivation.