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Perancangan Media Pembelajaran Berbasis Game Edukasi Menggunakan Construct 2 Yuditihwa, Adesia; Okra, Riri; Musril, Hari Antoni; Derta, Sarwo
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 2 No. 1 (2023): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v2i1.279

Abstract

The aim of this research is to create a useful and efficient educational game-based learning media in informatics learning using Construct 2 software. This research is based on the discovery of the informatics learning process in class VII at SMP N 2 Ampek Angkek that the media used by teachers is limited to printed books. Teachers still predominantly use the lecture method and have not utilized other learning media so that students often feel bored and sleepy during the learning process. As a result, many students did not understand the learning material during the semester. This research uses the Research and Development (R&D) method with a development model using the Hannafin and Peck approach, there are 4 stages of needs analysis, design, development and implementation. The results of this research found that educational game-based learning media in informatics subjects using construct 2 in Android format can be easily used by students as learning media to help the process of understanding teaching material. The product test carried out by the researchers produced an average score based on the validity test. The practicality test obtained an average score of 0.91 in the very high category, the effectiveness test obtained an average score of 0.87 in the high effectiveness category, and the validity test obtained an average score of 0.95. The findings from the research are that the media designed is very valid, practical and effective so that it can help students understand informatics learning material and make it easier for students to study anywhere without having to carry books, just use a smartphone. Abstrak Tujuan penelitian ini untuk menciptakan sebuah media pembelajaran berbasis game edukasi bermanfaat dan efisien dalam pembelajaran informatika menggunakan software Construct 2. Penelitian ini didasari temukan pada proses pembelajaran informatika di kelas VII di SMP N 2 Ampek Angkek bahwa media yang digunakan guru hanya sebatas buku cetak saja. Guru masih dominan menggunakan metode ceramah dan belum memanfaatkan media pembelajaran lain sehingga siswa sering merasa bosan dan ngantuk ketika proses pembelajaran berlangsung. Akibatnya banyak diantar siswa tersebut tidak memahami materi pembelajaran selama semester berlangsung. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan menggunakan pendekatan Hannafin dan Peck, terdapat 4 tahapan analisis kebutuhan, desain, pengembangan, dan implementasi. Hasil penelitian ini ditemukan bahwa media pembelajaran berbasis game edukasi pada mata pelajaran informatika menggunakan construct 2 dalam format android dapat digunakan dengan mudah siswa sebagai media pembelajaran dalam membantu proses pemahaman materi ajar. Uji produk yang dilakukan peneliti menghasilkan skor rata-rata berdasarkan uji validitas. Uji praktikalitas memperoleh skor rata-rata 0,91 dengan kategori sangat tinggi, uji efektivitas memperoleh skor rata-rata 0,87 dengan kategori efektivitas tinggi, dan uji validitas memperoleh skor rata-rata 0,95.  Temuan dari penelitian bahwa media yang dirancang sangat valid, praktis dan efektif sehingga dapat membantu siswa dalam memahami materi pembelajaran informatika dan memudahkan siswa dalam belajar dimana saja tanpa harus membawa buku cukup memanfaatkan smartphone.
Perancangan Media Pembelajaran Sejarah Kebudayaan Islam berbasis Android Menggunakan Software Smart App Creator (SAC) Ansara, Ahmad Dori Pelita; Okra, Riri; Efriyanti, Liza; Musril, Hari Antoni
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 2 No. 1 (2023): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v2i1.289

Abstract

This research aims to produce a learning media for the history of Islamic culture that can increase students' interest in learning. The problem at MAN 1 Bukittinggi was found to be a lack of teacher variation in presenting teaching materials/materials, this was due to the limited media used so that in presenting teaching materials teachers tended to use illustrations depicted in a story using the caramah method. This has an impact on aspects of student understanding, because not all students have the same level of understanding. Teachers should be able to develop a learning atmosphere by presenting material wrapped in attractive media packaging by utilizing contemporary technology such as Android-based media. The research method used is Research and Development (R&D), with a system development model using the Media Development Life Cycle (MDLC) by applying the Luther-Sutopo media development model which consists of six stages, namely concept, design, material collecting, assembly, testing, and distribution. This research produces a learning media that can be helpful and useful and suitable for use by students and teachers in the eyes of Islamic Cultural History. It was found from the results of validity tests from experts that this product was valid with a value of 0.90, the results of practicality tests carried out by subject teachers showed that this product was declared practical with a value of 0.95, and the results of effectiveness tests from several students showed that this product was very effective with a value of 0.94 . It was concluded that media designed for Android-based Islamic history and culture subjects with Smart App Creator Software can be used validly, practically and effectively in the learning process. Abstrak Penelitian ini bertujuan untuk menghasilkan sebuah media pembelajaran sejarah kebudayaan islam yang dapat meningkatkan minat belajar siswa dalam pembelajaran. Persoalan di MAN 1 Bukittinggi ditemukan bahwa kurangnya vasiasi guru dalam menyajikan bahan/materi ajar, ini disebabkan dengan media yang digunakan masih terbatas sehingga dalam penyempaiann materi ajar guru lebih cendrung menggunakan ilustrasi-ilistrasi yang digambarkan dalam sebuah cerita menggunakan metode caramah. Hal ini berdampak pada aspek pemahaman siswa, karena tidak semua siswa memiliki tingkat pemahamana yang sama. Seyogyanya, guru dapat mengembangkan suasanya belajara dengan menyajikan materi yang dibungkus dengan kemasan media yang menarik dengan memanfaatkan tekonologi kekinian seperti media berbasis android. Metode penelitian yang digunakan adalah Reserch and Develompent (R&D), dengan model pengembangan sistem menggunakan Media Development Life Cycle (MDLC) dengan menerapkan model pengembangan media Luther-Sutopo yang terdiri dari enam tahap yaitu concept, design, material collecting, assembly, testing, dan distribution. Penelitian ini menghasilkan sebuah media pembelajaran yang dapat membantu dan bermanfaat serta layak digunakan oleh siswa dan guru dalam mata Sejarah Kebudayaan Islam. Ditemukan dari hasil uji validitas dari expert menunjukan produk ini valid dengan nilai, 0.90, hasil uji praktikalitas yang dilakukan oleh guru mata pelajaran menunjukan bahwa produk ini dinyatakan praktis dengan nilai 0.95, dan hasil uji efektivitas dari beberapa siswa menunjukan prduk ini sangat efektif dengan nilai 0.94. Disimpulkan bahwa media yang dirancang untuk mata pelajaran sejarah dan kebudayaan islam berbasis android dengan Software Smart App Creator dapat digunakan dengan valid, praktis dan efekti dalam proses pembelajaran.
Perancangan Media Pembelajaran Informatika Berbasis Android Menggunakan Smart Apss Creator Qomaliah Harahap, Indah; Antoni Musril, Hari; Jasmienti, Jasmienti; Derta, Sarwo
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 3 No. 1 (2024): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v3i01.302

Abstract

This research is motivated by the students' difficulties in understanding the informatics learning delivered by the teacher because informatics is quite difficult learning, whereas in the learning process teachers still use conventional learning media such as printed books, blackboards and internet sources, the delivery of which is too monotonous, making students feel bored and not enthusiastic about learning. Therefore, valid, practical and effective learning media is needed so that it can support and assist teachers in delivering the informatics learning process at SMPN 1 Bukittinggi. Researchers try to develop Android-based learning media using the smart apps creator application. Research and development (R&D) methods are used. Richey and Klein's development strategy, especially PPE (Planning, Production, and Evaluation). In this research, researchers conducted three product tests, namely a validity test from two expert lecturers and 3 teachers with an average validity value of 0.92 in the valid category, a practicality test from 2 teachers with a value of 0.844 in the high category and an effectiveness test by 1 teacher and 10 students, an average score of 0.89 was obtained in the effective category, so that Android-based informatics learning media using the Smart Apps Creator application is feasible and can be used. Abstrak Penelitian ini dilatarbelakangi tentang kesulitan siswa dalam memahami pembelajaran informatika yang disampaikan oleh guru dikarenakan informatika sebagai pembelajaran yang cukup sulit sedangkan dalam proses pembelajaran guru masih menggunakan media pembelajaran konvensional seperti penggunaan buku cetak, papan tulis dan sumber dari internet yang penyampaiannya terlalu monoton sehingga membuat siswa merasa bosan dan tidak bergairah untuk mengikuti pembelajaran. Oleh karena itu diperlukan media pembelajaran yang valid, praktis dan efektif agar dapat mendukung dan membantu guru dalam menyampaikan proses pembelajaran informatika di SMPN 1 Bukittinggi. Peneliti mencoba mengembangkan media pembelajaran berbasis android menggunakan aplikasi smart apps creator. Metode penelitian dan pengembangan (R&D) digunakan. Strategi pengembangan Richey dan Klein khususnya PPE (Planning, Production, and Evaluation). Produk media yang dirancang dilakukan proses pengujian yaitu uji validitas dari dua orang dosen ahli dan 3 orang guru  dengan nilai rata-rata validitas sebesar 0,92 dengan kategori valid, uji praktikalitas dari 2 orang guru dengan nilai 0,844 dengan kategori tinggi dan uji efektivitas oleh 1 orang guru dan 10 orang siswa diperoleh nilai rata-rata 0,89 dengan  kategori efektif, sehingga media pembelajaan informatika berbasis aindroid menggunakan aplikasi smart apps creator layak dan dapat digunakan.
Perancangan Media Pembelajaran Informatika Menggunakan Lumi di Kelas VII Pondok Pesantren Sumatera Thawalib Parabek Putri, Nadiatul; Musri, Hari Antoni; Derta, Sarwo; Okra, Riri
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 3 No. 1 (2024): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v3i1.352

Abstract

This article is based on the still dominant use of textbooks as the main media in learning in schools. In addition, the use of PowerPoint and short learning videos that are only done occasionally makes the teaching and learning process less than optimal. Therefore, innovation is needed in more effective and interesting learning media to improve the quality of learning. This study uses the Research and Development (R&D) method by adopting the Hannafin and Peck development model. This model involves three main stages: needs analysis, design, and development and implementation. Product testing in this study includes a validity test with Aiken's V statistics, a practicality test with kappa moments, and an effectiveness test using statistics (G-Score) from Richard R. Hake. The tests carried out on this product are validity tests, practicality tests and effectiveness tests. So that a valid product validation test is obtained with a value of 0.948, a high practicality test with a value of 0.98 and a high effectiveness test with a value of 0.93. The results of this study indicate that the product of learning media for class VII using lumi at the Sumatra Thawalib Parabek Islamic Boarding School has been proven to be valid, practical and effective. This research contributes to the development of Lumi-based learning media that is proven to be effective, valid, and practical for informatics learning in class VII of Pondok Pesantren Sumatera Thawalib Parabek. This media provides a more interactive alternative compared to textbooks and PowerPoint, and can be adapted for use in other educational institutions. Abstrak Artikel ini didasari oleh masih dominannya penggunaan buku teks sebagai media utama dalam pembelajaran di sekolah. Selain itu, penggunaan PowerPoint dan video pembelajaran singkat yang hanya dilakukan sesekali membuat proses belajar mengajar kurang optimal. Oleh karena itu, dibutuhkan inovasi dalam media pembelajaran yang lebih efektif dan menarik untuk meningkatkan kualitas pembelajaran. Penelitian ini menggunakan metode Research and Development (R&D) dengan mengadopsi model pengembangan Hannafin dan Peck. Model ini melibatkan tiga tahap utama: analisis kebutuhan, perancangan, serta pengembangan dan implementasi. Pengujian produk dalam penelitian ini meliputi uji validitas dengan statistik Aiken’s V, uji kepraktisan dengan moment kappa, serta uji efektivitas menggunakan statistik (G-Score) dari Richard R. Hake. Uji yang dilakukan pada produk ini adalah uji validitas, uji praktikalitas dan uji efektivitas. Sehingga didapatkan uji validasi produk valid dengan nilai 0,948, uji praktikalitas tinggi dengan nilai 0,98 dan uji efektivitas tinggi dengan nilai 0,93. Hasil penelitian tersebut menunjukkan bahwa produk media pembelajaran kelas VII menggunakan lumi di Pondok Pesantren Sumatera Thawalib Parabek sudah terbukti valid, praktis, dan efektif. Penelitian ini berkontribusi dalam pengembangan media pembelajaran berbasis Lumi yang terbukti efektif, valid, dan praktis untuk pembelajaran informatika di kelas VII Pondok Pesantren Sumatera Thawalib Parabek. Media ini memberikan alternatif lebih interaktif dibandingkan buku teks dan PowerPoint, serta dapat diadaptasi untuk digunakan di institusi pendidikan lain.
Perancangan Game Edukasi Menggunakan Contruct 2 untuk Pembelajaran Informatika di SMAN 01 Ranah Batahan Rosani, Junita; Musril, Hari Antoni; Derta, Sarwo; Okra, Riri
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 3 No. 1 (2024): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v3i1.354

Abstract

One of the impacts of the implementation of the independent curriculum at SMAN 01 Ranah Batahan which requires all students to learn informatics at school, especially in class X students who have never studied informatics before. This makes students feel confused and unable to understand the learning taught by the teacher optimally. The use of monotonous learning media such as power point and printed books makes the learning atmosphere less interesting, this causes students to feel bored in following the learning process. The purpose of this research is to produce educational game learning media using the construct 2 application in informatics learning so that students are more interested in learning while playing. The research method used is the Research and Development (R&D) method with the Game Development Life Cycle (GDLC) development model. This development model consists of 6 stages, namely Initiation, PreProduction, Production, Testing, Beta and Release. The results of this study found that based on the results of product tests carried out, the validity test was obtained from three computer experts, including media, language, and material experts obtained an average validation value of 0.867, the practicality test conducted by three computer teachers obtained an average value of 0.82 and the effectiveness test was conducted on 26 students and one teacher obtained an average value of 0.91 with a high category. The impact of this research is that educational game learning media using the construc 2 application can be used by teachers and students who are able to increase the enthusiasm for learning and the level of students towards the material. Abstrak Salah satu dampak dari penerapan kurikulum merdeka di SMAN 01 Ranah Batahan yang mewajibkan seluruh siswa untuk belajar informatika di sekolah, terutama pada siswa kelas X yang sebelumnya siswa belum pernah mempelajari informatika. Hal ini membuat siswa merasa kebingunggan dan tidak mampu memahami pembelajaran yang diajarkan oleh guru secara maksimal. Penggunaan media pembelajaran yang masih monoton seperti power point dan buku cetak membuat suasana pembelajaran kurang menarik, hal ini menyebabkan siswa merasa bosan dalam mengikuti proses pembelajaran. Tujuan dari penelitian ini untuk menghasilkan media pembelajaran game edukasi menggunakan aplikasi construct 2 pada pembelajaran informatika agar siswa lebih teratrik untuk belajar sambil bermain. Metode penelitian yang digunakan yaitu metode Research and Development (R&D) dengan model pengembangan Game Development Life Cycle (GDLC). Model pengembangan ini terdiri dari 6 tahapan yaitu Inisiasi, PreProduction, Production, Testing, Beta dan Release. Hasil dari penelitian ini ditemukan bahwa berdasarkan hasil uji produk dilakukan diperoleh uji validitas dari tiga orang ahli komputer, antara lain ahli media, bahasa, dan materi diperoleh nilai rata-rata validasi sebesar 0,867, uji praktikalitas yang dilakukan oleh tiga orang guru computer diperoleh nilai rata-rata sebesar 0,82 dan uji efektivitas dilakukan terhadap 26 orang siswa dan satu orang guru diperoleh nilai rata-rata sebesar 0,91 dengan kategori tinggi. Dampak dari penelitian ini bahwa media pembelajaran game edukasi menggunakan aplikasi construc 2 dapat digunakan oleh guru dan siswa yang mampu meningkatkan semangat berlajar dan tingkat siswa terhadap materi.
Perancangan Game Edukasi Matematika Menggunakan Construct 2 Untuk Kelas VII di SMP N 1 Lareh Sago Halaban Sisca Wendi Harisa; Riri Okra; Hari Antoni Musril; Sarwo Derta
Jurnal Teknik Mesin, Industri, Elektro dan Informatika Vol. 2 No. 2 (2023): Juni : JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jtmei.v2i2.1637

Abstract

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.
Perancangan Media Pembelajaran IPA Berbasis AugmentedReality Menggunakan Assemblr Edu Kelas VIII Di SMP N 1 Sungai Pua Sari, Salsabila; Musril, Hari Antoni; Jasmienti; Derta, Sarwo
Antivirus : Jurnal Ilmiah Teknik Informatika Vol 18 No 1 (2024): Mei 2024
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/antivirus.v18i1.3512

Abstract

This research uses Research and Development (R&D) using Luther Sutopo's version of the Multimedia Development Life Cycle (MDCL). The research process was carried out at SMP Negeri 1 Sungai Pua in order to create augmented reality-based science learning media products for class VIII. Luther stated that there are six stages involved in multimedia development: concept, design, material gathering, assembly, testing, and distribution. The author succeeded in creating augmented reality-based learning materials based on research findings. The media produced in this research is not only intended for students, but teachers can also access and use it. Experts in the field of learning media design also verify the correctness of the development results. Four validators provided results and the average result was 0.84, which is included in the valid category. The practicality score for the three examiners was 0.93, which is classified as very practical, while the effectiveness result of 23 students and one teacher in science subjects was 0.92, which is classified as very effective. This product trial resulted in the conclusion that class VIII of SMP Negeri 1 Sungai Pua could benefit from the results of creating augmented reality-based science learning materials for class VIII using Assemblr Edu.
Penerapan Project Based Learning pada Mata Pelajaran Informatika di Pondok Pesantren Sematera Thawalib Parabek untuk Meningkatkan Keaktifan Belajar Peserta Didik Nadiatul Putri; Hari Antoni Musril; Yahdi Yahdi
Jurnal Ilmiah Teknik Informatika dan Komunikasi Vol. 4 No. 1 (2024): Maret : Jurnal Ilmiah Teknik Informatika dan Komunikasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juitik.v4i1.721

Abstract

The aim of this research is to apply the Project Based Learning (PjBL) learning model as an effort to increase student learning activity. Through the implementation of PjBL, this research aims to create a learning environment that stimulates active student participation. With a focus on Informatics subjects in class VII at the Sumatra Islamic Boarding School Thawalib Parabek. The main aim is to contribute to the development of learning methods that encourage students to be more involved and active in the learning process, while improving their understanding and practical skills. This research uses a qualitative approach by applying classroom action research methods. The data obtained from this research is explained descriptively. Data collection techniques involve several methods, including participant observation, interviews. Participatory observation is used to understand the dynamics of interaction between students and learning with the PjBL model. In-depth interviews were conducted with teachers and students to obtain their views regarding experiences and perceptions regarding the implementation of PjBL. Document analysis includes study of learning materials, project assignments, and notes related to PjBL implementation. It is hoped that the research results will provide a comprehensive picture of the impact of the PjBL learning model on student activity in learning Informatics. It is hoped that the data collected from various data collection techniques can provide in-depth and relevant insights regarding the role of PjBL in increasing student activity.
Pemanfaatan Media Pembelajaran Berbasis Blog untuk Meningkatkan Kompetensi Mengetik serta Menyampaikan Ide Segala Pemikiran dalam Bentuk Ketikan pada Siswa Kelas IX pada Mata Pelajaran Informatika di MTsN 7 Agam Junita Rosani; Hari Antoni Musril; Helmi Helmi
Jurnal Ilmiah Teknik Informatika dan Komunikasi Vol. 4 No. 1 (2024): Maret : Jurnal Ilmiah Teknik Informatika dan Komunikasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juitik.v4i1.729

Abstract

The use of web logs as a learning medium to increase interest in typing on mobile phones or computers and can issue all thoughts in the form of typing which is directly taught by UIN Sjech M. Djamil Djambek BUKITTINGGI students with the Department of Informatics and Computer Engineering Education, who are conducting Field Practice Implementation (PPL) at MTs N 7 AGAM on August 22 – November 10, 2023. manuskrip. Kemudian dilanjutkan dengan teks utama manuskrip. The use of blogs as a learning medium has not been carried out by educators with optimal informatics teachings. This is because many educators do not understand how and what steps must be taken in utilizing blogs as a learning medium. The use of blogs as a learning medium can be done at all levels both elementary, junior high, MTs, high school and vocational schools because students in general are accustomed to accessing information through the web. But in this paper, the use of blogs is more focused on junior high school / MTs and high school / vocational / MA education units because the planning of creating a blog is accompanied by steps to prepare online quizzes that will be embedded into the blog. This is done as an effort to prepare students to face UNBK. This study was conducted In this paper, described the steps in the use of blogs as a learning medium. This study begins by studying various literature and the results of similar studies to get an overview of the use of blogs as learning media. After this study, information was obtained that various problems in schools related to learning media can be overcome by utilizing blogs as learning media. In the future, it is hoped that educators can use blogs as a learning medium so that they can attract more interest and attention from students.
Analisis Peran Animasi Menggunakan Aplikasi Macromedia Flash dalam Media Pembelajaran TIK di Kelas 11 SMA 1 Sungai Pua Nur Syabillahtul Jannah; Hari Antoni Musri; Edgusnaldi Edgusnaldi
Jurnal Ilmiah Teknik Informatika dan Komunikasi Vol. 4 No. 1 (2024): Maret : Jurnal Ilmiah Teknik Informatika dan Komunikasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juitik.v4i1.749

Abstract

In the midst of the rapid development of information and communication technology, education requires innovative transformations in learning methods. Animation has been recognized as an effective tool in enriching students' learning experiences through clear and interactive visual representations. The aim of this research is to analyze literature related to the use of animation as a learning medium, explore the advantages and challenges of its use, and convey the contribution of this research in the development of innovative learning practices. The method used in this research is a literature study, where data is obtained through analysis of theoretical sources and related research. The results of the literature study analysis show that animation has great potential to increase student learning motivation, involvement, creativity and personalized learning. However, it is important for educators and researchers to pay attention to good animation design and the role of educators in facilitating the effective use of animation. This research contributes to the development of innovative learning practices and enriches understanding of the use of animation as an effective learning medium in increasing student learning motivation
Co-Authors AA Sudharmawan, AA Abda Abda Adam, Edwar Adrian Putra Ade Marta Indra, Ian Afnila, Yolni Gusnanda Afrelia, Yutika Ahmad, Engla Sedugo Putri Alamsyah, Yudi Alif Maulidhani Aman Saputra Amanda, Ryan Anang Wijaya Andika Permana, Surya Anggi Fradila Annas, Firdaus Ansara, Ahmad Dori Pelita Ardiyah, Ismi Arianda, M. Teguh Arif Rahman Priyono Ashary, Mirfa Reza Asra, Feby Mutiara Aulia Rahim, Dini Avrilia, Layla Azani, Hikmatul Candra Surya Cindiana Putri, Windy Citra Purnama, Wawan Dachi, Djulfikri Darsal Darmawati, Gusnita Darul Ilmi Darul Ilmi Defrian, Fauzi Risna Desi Syafitri Dewi, Sinta Maria Dian Ririn Hasibuan Dita Amelia, Dita Diyan Rianti Dwi Alda, Restika Dwi Putra, Roynerfa Edgusnaldi Edgusnaldi Efandari, Ariati Efrianti, Liza Efriyanti , Liza Efriyanti, Liza Efryanti, Liza Elga Lia Putri Elmi Wanti Eti Safitri Eti Safitri Fadila, Riri Ratna Fajriah, Fenni Fakhira, Indah Naurah Fakhri, Muhammad Aulia Fameska, Elga Fani Hamelia Fauzi, Rival Febri Yanti Sihotang Ferdian, Muhammad Arif Fikhri, Miftahul Fikri, Miftahul Fradila, Anggi Gebby Nanta Batubara Habibi, Muhammad Taufiq Habil Hermawan Haddad, Najib Al Harahap, Afrina Marito Hardiana Putri, Tiara Hargiani, Fransisca Xaveria Harni Haryati, Lina Hasannah, Nonny Nuriswatun Hasibuan, Indra Efendi Saputra Humala, Indra Hurrahman, Mifta Husna, Rabbiatul Fadhilah Igo Prasetio Ike Sugiarti Ike Sugiarti Indra, Novia Irma, Widia Isnaniah Isnaniah Jannah, Nur Syabillahtul Jasmienti Jasmienti Jasmienti Jasmienti Jasmienti, Jasmienti Jumaida, Jumaida Junita Rosani Khairuddin Khairuddin Khairuddin - Khairuddin Khairuddin Khairuddin Khairuddin Khairuddin Khairuddin Khairuddin Khairuddin Kirany, Kiki Krismayana, Krismayana Kubro, Khodijatul Liza Efrianti Liza Efriyanti Liza Efriyanti Liza Efriyanti Liza Efriyanti, liza Luh Putu Ratna Sundari Luthfi, Rahmat M Ikhbal M. Dede Nanda Pratama M. Imamuddin M. Irfan M.T, Edryan Sulthan Maharani, Rathih Yulia Mai Randa, Viska Megawati Megawati - Melani Silvia Mifta Hurrahman Miftahul Fikhri Muhammad Iqbal Haikal bin Samia’an Muhammad Zakir MUSLIM, ELSA PUTRI Nadiatul Putri Naldo, Mhd Nofendri Nanda Pratama Alfyandri Nasution, Ahmad Zulkarnain Nawani Harahap, Siska Niska, Reza Nur Syabillahtul Jannah Nurafni NurAfni NurAfni Nurhalifah, Alif Okra , Riri Okra Pasaribu, Rizky Handayani Prasuci Nanda Minova Pratama, Ridho Purnama Sari Putra, Muhammad Ade Putra, Yudhi Permana Putri Adinda, Elza Putri, Alya Zulda Putri, Elsi Kumala Putri, Hennysya Putri, Muthmainnah Putri, Nadiatul Qomaliah Harahap, Indah Raffiedi, Rahmattia Rafi Thahir Rahayu, Eka Sri Rahma Sari, Artika Rahmadani, Rahmi Rahmadi, Teddy Rahmah, Rhadiatur Rahmah, Zakia Rahmi, kurnia Rahmiyati, Husni Ramli, Nelson Rahmad Ratna Anggraini Revy Abdullah Syauki Rhadiatur Rahmah Ridwan Saidhi Rifal, Abdul Riri Okra Rizaldi, Septian Cahya Rizky Handayani Pasaribu Robiyatul Adawiyah Rosa Amelia Rosani, Junita Ryan amanda Saidhi, Ridwan Salfina, Rani Salsabila, Ayunda Salsabila, Hanifa Saputri, Nefri Sari, Rayen Duwita Sari, Salsabila Sarwo Derta Sarwo Derta Sarwo Derta Sarwo Derta Sarwo Derta Sarwo Derta Sarwo Derta, Sarwo Derta Sarwoderta Sarwoderta Sasti, Tiara ‎ Sauki Alfajri Selvia, Dina Serlika, Sutri Siagian, Sri Wahyuni Sihotang, Febri Yanti Silvia Afrianti Silviani Dwi Putri Silviani Dwi Putri Sinta Marito Sinta Marito Siregar, Annisa Fitri Siregar, Riski Ana Putri Sisca Wendi Harisa Siti Rahma Anggraini Sri Ningsih Suhaila, Mia Amanda Sundari, Redha Ayu Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Syahputra, Yulanda Syahri, Anitia Tanjung, Imam Dwi Jaya Tanjung, Rahmatin Nihmah Tasnim Rahmat, Tasnim Umul Aiman Utami, Zulfida Vernanda, Lousia Wahid Nur Isa Wanti, Elmi Wedra Aprison Wenty Zahrati Wibowo, Alfaruq Ersat Yahdi Yahdi Yolanda, Novia Yuditihwa, Adesia Yuli Yulia Mutiara Insani Yulifda Elin Yuspita Yulpida Sari Yuningsih, Siska Yurmanalis Yurmanalis Zakir, Supratman Zeki Marzuki Zulfani Sesmiarni Zulfani Sesmiarni Zulhidayati Zulhidayati