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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
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.
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."
Dinamika Pancasila sebagai Sistem Filsafat di Era Digital Kurniawan, Haris; Fadilla, Najwa Ailsa; Slam, Zaenul
CIVICS: Jurnal Pendidikan Pancasila dan Kewarganegaraan Vol. 10 No. 02 (2025): CIVICS
Publisher : Program Studi PPKn, Fakultas Keguruan dan Ilmu Pendidikan Universitas Buana Perjuangan Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36805/civics.v10i02.11287

Abstract

Penelitian ini mengkaji dinamika Pancasila sebagai sistem filsafat di era digital, dengan menyoroti bagaimana perkembangan teknologi memengaruhi pemahaman, penerapan, serta internalisasi nilai-nilai utamanya. Melalui kajian pustaka terhadap 40 sumber ilmiah terbitan 2021–2025, penelitian ini menemukan sejumlah tantangan seperti misinformasi, individualisme digital, degradasi etika komunikasi, serta ketimpangan yang muncul dalam ekosistem ekonomi digital. Analisis menunjukkan bahwa Pancasila tetap relevan sebagai kerangka etika bagi warga digital, penguatan karakter, serta tata kelola sosial ekonomi berbasis teknologi. Studi ini menegaskan pentingnya strategi adaptif dalam mengintegrasikan nilai-nilai Pancasila ke dalam literasi digital, pendidikan moral, dan pengembangan kebijakan publik, sehingga kemajuan teknologi tetap sejalan dengan martabat manusia, keadilan, dan persatuan bangsa. Secara keseluruhan, era digital menghadirkan peluang sekaligus risiko yang menuntut penguatan Pancasila sebagai fondasi filosofis yang hidup dalam masyarakat Indonesia modern.
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.
IMPLEMENTASI APLIKASI WEB BASED LEARNING DENGAN MEDIA VIDEO TUTORIAL PADA MATA KULIAH JARINGAN KOMPUTER Kurniawan, Haris; Darman, Regina Ade; Devegi, Mourend
Jurnal Tunas Pendidikan Vol. 5 No. 2 (2023): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v5i2.1119

Abstract

ABSTRACT Learning by utilizing Information and Communication Technology (ICT) is one of the e-learning models that is needed now and in the future. The lack of optimal class hours and facilities and infrastructure causes less effective learning which has an impact on low learning outcomes. By implementing web-based learning applications with video tutorial media, it is hoped that it can affect the learning outcomes of computer network and data communication courses for informatics education study program students at PGRI University of West Sumatra. This research is an experiment using a randomized posttest only control group design. The experimental class used web-based learning application treatment with video tutorial media while the control class without video tutorial media. The research population was students of the 2021 informatics education study program. The instrument used is a test question. The data analysis technique uses the t test which is obtained t count is 2.13 and t table is 1.68, thus t count > t table which means the hypothesis is accepted. In this study, it can be concluded that there is a significant effect of using web-based learning applications with video tutorial media on learning outcomes.