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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 SISTEM E-LEARNING BERBASIS MOODLE DI SMK N 3 PARIAMAN Sartika, Santi; Samudra, Ami Anggraini; Kurniawan, Haris
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 7 No. 1 (2023): Volume 7, Nomor 1, Januari 2023
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v7i1.30

Abstract

The purpose of this study is the development of an E-Learning system as a learning medium at SMK N 3 Pariaman. The research on developing a moodle-based e-learning system at SMK N 3 Pariaman is based on the moodle method of R&D (Research and Development). This research uses research and development (R&D) methods. Research and development Research and development (R&D) is a research method used to produce certain products, and test the effectiveness of these products. The research and development procedure basically consists of two main objectives, namely: developing the product, and testing the effectiveness of the product in achieving the goal. The first objective is referred to as the bearer function while the second objective is referred to as validation. The results of this research development of a Moodle-based Learning Management System (LMS) which has been conducted a Moodle-based Learning Management System (LMS) Validity Test at SMK N 3 Pariaman, states that a Moodle-based Learning Management System (LMS) with a material validation test value of 0.709% and a value of 0.709%. media validation test 0.780% declared valid.
The Role of Machine Learning in Modern Football Analytics: A Systematic Review of Approaches and Their Implications Waskita, Ghozi Indra; Kurniawan, Haris; Yudhistira, Dewangga; Mohamad, Nur Ikhwan Bin; Anam, M. Khairul
JSES : Journal of Sport and Exercise Science Vol. 8 No. 2 (2025): September
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jses.v8n2.p178-186

Abstract

Purpose: Football has increasingly become a multidisciplinary field that integrates not only physical and tactical elements but also technological advancements to enhance decision-making. One of the prominent developments in this domain is the application of machine learning (ML) techniques to analyze match-related data, assess player performance, and optimize team strategies. This study aims to conduct a systematic literature review of contemporary research that employs machine learning algorithms within the context of football. Materials and Methods: A total of 50 scientific articles were initially retrieved from various reputable databases. Following a rigorous screening and eligibility assessment, 30 articles were selected for detailed analysis. Result: These studies employ diverse machine learning approaches, including Support Vector Machines (SVMs), Random Forests, XGBoost, Deep Learning, and clustering methods, for a wide range of purposes, such as match outcome prediction, player performance evaluation, injury detection, and playing position classification. The findings of this review underscore the potential of machine learning to contribute significantly to data-driven decision-making in football, providing valuable insights for coaches, performance analysts, and club management. Conclusion: Furthermore, this study identifies key challenges that remain, including data quality, data availability, and the interpretability of complex models. This review will serve as a critical reference for researchers and practitioners advancing intelligent technologies in sports, with particular emphasis on football.
PENYUSUNAN MEDIA PEMBELAJARAN AUDIO VISUAL GURU PENDIDIKAN JASMANI KESEHATAN OLAHRAGA DI KECAMATAN BABALAN KABUPATEN LANGKAT Heri, Zulfan; Amansyah; Kurniawan, Haris; Ratno, Puji
JURNAL ILMU KEOLAHRAGAAN Vol 23 No 2 (2024): JURNAL ILMU KEOLAHRAGAAN
Publisher : Fakultas Ilmu Keolahragaan Unimed

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jik.v23i2.71997

Abstract

Penelitian ini bertujuan untuk menyusun dan menghasilkan media pembelajaran audio visual bagi guru Pendidikan Jasmani, Kesehatan, dan Olahraga (PJOK) di Kecamatan Babalan Kabupaten Langkat yang layak, praktis, dan bermanfaat dalam mendukung proses pembelajaran. Metode penelitian menggunakan pendekatan Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah guru PJOK di Kecamatan Babalan. Teknik pengumpulan data dilakukan melalui observasi, wawancara, angket, dan dokumentasi. Validasi produk dilakukan oleh ahli materi dan ahli media, sedangkan uji coba terbatas dilakukan kepada guru PJOK sebagai pengguna. Data dianalisis secara deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa media pembelajaran audio visual yang dikembangkan memperoleh tingkat kelayakan sebesar 88% dari ahli materi dengan kategori sangat layak dan 85% dari ahli media dengan kategori layak. Hasil uji coba pengguna menunjukkan tingkat kepraktisan sebesar 90% dengan kategori sangat praktis. Media ini dinilai mampu membantu guru dalam memperjelas penyampaian materi, meningkatkan efisiensi waktu pembelajaran, serta meningkatkan motivasi dan keterlibatan siswa. Dengan demikian, media pembelajaran audio visual yang dikembangkan layak digunakan sebagai alternatif media pembelajaran PJOK di Kecamatan Babalan Kabupaten Langkat
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.
Pendampingan Pelatihan Sekolah Sepak Bola Kecamatan Hamparan Perak Kabupaten Deli Serdang Kurniawan, Haris; Heri, Zulfan; Fahmi, Mhd; Edward Daulay, Dicky; Silwan, Argubi; Reza Destya, Muihammad
Jurnal Pengabdian kepada Masyarakat Bina Darma Vol. 6 No. 1 (2026): Jurnal Pengabdian kepada Masyarakat Universitas Bina Darma
Publisher : DRPM-UBD

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/x5yycy65

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kualitas pembinaan Sekolah Sepak Bola (SSB) di Kecamatan Hamparan Perak, Kabupaten Deli Serdang melalui program pendampingan pelatihan bagi pelatih dan atlet usia dini hingga remaja. Metode pelaksanaan meliputi asesmen kebutuhan awal, perancangan program latihan terstruktur, pendampingan langsung dalam sesi latihan, serta evaluasi menggunakan desain pretest–posttest terhadap keterampilan teknik dasar dan motivasi latihan atlet. Hasil kegiatan menunjukkan adanya peningkatan keterampilan teknik dasar meliputi passing, dribbling, shooting, dan kontrol bola dengan rata-rata peningkatan sebesar 27,6%. Selain itu, motivasi latihan atlet juga mengalami peningkatan rata-rata sebesar 24,5% yang ditunjukkan oleh meningkatnya minat, disiplin, kepercayaan diri, dan kerja sama tim. Program pendampingan juga berdampak pada peningkatan kompetensi pelatih dalam menyusun program latihan yang lebih terstruktur dan variatif serta perbaikan tata kelola pembinaan SSB. Disimpulkan bahwa pendampingan pelatihan efektif dalam meningkatkan aspek teknis dan psikologis atlet serta memperkuat sistem pembinaan sepak bola usia dini di tingkat komunitas, sehingga berpotensi mendukung pembinaan berkelanjutan yang sejalan dengan arah pembinaan yang dikembangkan oleh Persatuan Sepakbola Seluruh Indonesia.