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PERANCANGAN SISTEM MONITORING JARINGAN MENGGUNAKAN BOT TELEGRAM SEBAGAI MEDIA NOTIFIKASI PADA SMK NEGERI 3 PARIAMAN Agusman, Boni; Mary, Thomson; Devegi, Mourend
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.v6i4.812-817

Abstract

SMK Negeri 3 Pariaman memanfaatkan teknologi internet sebagai pendukung utama dalam pelaksanaan proses pembelajaran. Terkadang, ketika administrator jaringan tidak berada di lokasi, memantau jaringan menjadi sulit dilakukan. Sebagai akibatnya, jika terjadi kendala pada jaringan seperti server mengalami gangguan, permasalahan login router, atau penggunaan bandwidth yang tidak terkelola dengan baik, memerlukan waktu yang cukup lama untuk mendeteksinya. Untuk memastikan kelancaran kegiatan yang dilakukan melalui jaringan internet, diperlukan penggunaan mekanisme pemantauan jaringan yang bertujuan untuk mengendalikan kinerja jaringan agar tetap optimal. Sistem pemantauan ini memungkinkan untuk mengintegrasikan kemampuan notifikasi langsung kepada administrator jaringan ketika ada gangguan pada perangkat melalui penggunaan fitur BOT pada platform Telegram. Melalui integrasi ini, server dapat berkomunikasi dengan administrator jaringan melalui aplikasi Telegram yang terpasang di smartphone administrator. Hasil dari penelitian ini adalah Pemantauan Jaringan akan secara teratur memeriksa kondisi jaringan, seperti status server, koneksi, dan penggunaan bandwidth. Ini akan memungkinkan deteksi dini terhadap masalah atau perubahan yang mungkin terjadi pada jaringan.
PENGEMBANAN MEDIA PEMBELAJARAN PADA MATERI BERFIKIR KOMPUTASIONAL KELAS X DI SMK DEK PADANG Putri, Niken Danel; Alfiriani, Adlia; Devegi, Mourend
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.v6i4.924-932

Abstract

The purpose of this study is to produce learning materials for computer science subjects at the DEK Padang (BK) School of Professional Computer Thought. This study uses research and development methods. The development model used in this study is the ADDIE model. The object of research used is the classroom. The search engine is a valuable tool because it uses a questionnaire that is validated by 6 validators. The authentication process includes 3 media authenticators and 3 hardware authenticators. The current instrument used a questionnaire administered to 24 students and 3 educators. The product created in this research is a learning tool. Based on the vehicle validation results, a vehicle validation score of 82.22 was achieved in the “Very valid” category. The result has a significant value of 90.97 with the category “Very valid”. We can therefore conclude that learning media is “very valuable”. Based on task results, educators received a score of 91.74 in the “Very Realistic” category. The student's practice level is 81.05 at the "Very Practical" level.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN DASAR-DASAR PROGRAM KEAHLIAN KELAS X DKV Anisa, Rahmatin; Mulyono, Heri; Devegi, Mourend
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.v6i4.737-750

Abstract

The primary objective of this study is to develop interactive learning media for the subject of Basic Expertise in Class X DKV, utilizing the Adobe Animate application. This approach aims to ensure the validity and practicality of its implementation. The research methodology employed is Research and Development (RD), which follows the ADDIE model encompassing five essential phases: analysis, design, development, implementation, and evaluation.The validation results provided by media experts indicate a percentage of 86.57%, falling within the category of "highly valid." Similarly, the material's validity stands at 93.75%, also classified as "highly valid." The practicality testing for the educational game media, as evaluated by teachers, demonstrates a practicality rate of 97.5%—characterized as "highly practical." In a parallel fashion, student responses reflect a 83.14% score in the "highly practical" category. Derived from the research findings, it can be concluded that the interactive learning media designed for the Basic Expertise Class X DKV exhibit high levels of validity and practicality.
Pengembangan Sistem Informasi Perpustakaan Berbasis Website dengan Fitur QR Code di SMK Negeri 1 Linggo Sari Baganti Tasya Chayrina; Haris Kurniawan; Mourend Devegi
Tarbiyah bil Qalam : Jurnal Pendidikan Agama dan Sains Vol. 9 No. 2 (2025): Vol IX Edisi II 2025
Publisher : Sekolah Tinggi Ilmu Tarbiyah Al-Bukhary Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini dilatarbelakangi oleh inefisiensi pengelolaan perpustakaan manual di SMK Negeri 1 Linggo Sari Baganti, yang mendorong urgensi pengembangan sistem digital. Tujuannya adalah merancang dan mengimplementasikan sistem informasi berbasis website dengan fitur QR Code guna meningkatkan efisiensi dan akurasi layanan. Penelitian kuantitatif deskriptif ini mengadopsi metode Software Development Life Cycle (SDLC) model Waterfall. Populasi penelitian adalah seluruh civitas akademika, dengan sampel purposif yang mencakup dua dosen ahli dan perwakilan pengguna. Data dikumpulkan melalui observasi, wawancara, dan kuesioner, kemudian dianalisis dengan teknik kuantitatif deskriptif. Hasil pengujian alpha dan beta menunjukkan bahwa sistem ini berfungsi secara optimal dan sangat layak untuk diimplementasikan, dibuktikan dengan persentase kelayakan rata-rata di atas 93%. Kesimpulannya, sistem ini berhasil mengatasi permasalahan utama dengan mengotomatisasi proses dan meningkatkan kualitas layanan perpustakaan secara signifikan.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATERI SKETSA DAN ILUSTRASI Iswani, Yuni; Mulyono, Heri; Devegi, Mourend
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.v6i1.2825

Abstract

The purpose of this study is to produce valid android-based learning media on sketch and illustration material for class X DKV. To produce practical android-based learning media on sketch and illustration material for class X DKV. 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, 3 material validity people, 1 teacher practicality person and 32 student practicality people. The results of this study show the average value of the media validation test by the validator is 88.03% with a very valid category while the material validation is 97.69% with a very valid category. The teacher practicality test is 98.33% with a very practical category While the student practicality is obtained at 93.23% with a very practical category. Android-based learning media is suitable for use as a learning medium. improving the quality of learning, with the use of more interactive and efficient media for teachers and students, and is able to reach more students in areas that are difficult to access.
Student Identification Based on Patterns of Association For Student Misbehaviour Using Frequent Pattern Growth Algorithms Erlinda Erlinda; Dwipa Junika Putra; Mourend Devegi
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 6 No. 1 (2023): Jurnal Teknologi dan Open Source, June 2023
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v6i1.3071

Abstract

Student infractions are incidents often committed by students who break the rules at school. This naturally worries school authorities and overwhelms them with student misbehavior. Student rule-breaking is a common problem that can interfere with a safe and orderly learning environment. The more students break the rules, the greater the impact on several aspects, including student achievement, discipline, suboptimal teaching and learning activities, and students' social lives outside of school. Identifying students who are prone to rule violations can help school officials implement more effective prevention programs. Data mining is a process of extracting information from large data sets to discover patterns and relationships hidden within them. This study aims to identify frequent student infractions using the Frequent Pattern Growth algorithm. The Frequent Pattern Growth (FP -growth) algorithm is used to generate frequent itemsets that are then used in the association rules process. The association rules process aims to find rules or relationships between violations based on the discovered Frequent Itemsets. This process is influenced by predefined minimum support and minimum confidence values. A Minimum Support value of 30% and a Minimum Confidence value of 50% are used to obtain rules with a sufficiently high confidence level. It is expected that the identification results from this study will provide a better understanding of the types of violations commonly committed by students in school. This information can be used by school officials to develop more effective prevention strategies and focus on.
IMPLEMENTASI APLIKASI WEB BASED LEARNING DENGAN MEDIA VIDEO TUTORIAL PADA MATA KULIAH JARINGAN KOMPUTER Haris Kurniawan; Regina Ade Darman; Mourend Devegi
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.
Investigation of AR and VR Technologies in Plant Physiology Education: Assessment of Student Motivation and Preliminary Comprehension Aulia Afza; Diana Susanti; Nursyahra Nursyahra; Mourend Devegi; Bambang Supriatno; Riandi Riandi; Lince Meriko
AMPLITUDO : Journal of Science and Technology Innovation Vol. 5 No. 1 (2026): February
Publisher : Balai Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56566/amplitudo.v5i1.508

Abstract

Plant Physiology Education often faces challenges in visualizing complex internal and conceptual processes, such as photosynthesis, transpiration, and mineral nutrition. Traditional teaching methods often fail to motivate students and facilitate in-depth understanding. Investigation of AR and VR Technologies in Plant Physiology Education. This study employed a quantitative methodology with a descriptive design and correlational analysis, involving 50 students who completed a questionnaire regarding their motivation and comprehension of interactive digital books utilizing Augmented Reality (AR) and Virtual Reality (VR). The findings indicated a substantial enhancement in students' motivation and comprehension following the utilization of this technology. The Pearson correlation test indicated a positive link between students' motivation and comprehension, with a significance level of p-value <0.01. The t-test further validated a significant disparity in students' motivation and comprehension when utilizing AR and VR. This technology facilitates a more dynamic and immersive learning experience, aiding students in comprehending complex principles of plant physiology that are challenging to grasp through traditional techniques. This study advocates for the utilization of augmented reality (AR) and virtual reality (VR) technologies to enhance the quality of education in biology, particularly in the area of plant physiology
Pelatihan dan Pemanfaatan Internet of Things (IoT) Berbasis ESP8266 di SMK Negeri 1 Tanjung Raya Mourend Devegi; Bernediv Nurdin
Journal Of Indonesian Social Society (JISS) Vol. 4 No. 1 (2026): JISS - Februari
Publisher : PT. Padang Tekno Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/jiss.v4i1.636

Abstract

Pelatihan ini bertujuan untuk meningkatkan pemahaman dan keterampilan guru serta siswa SMK dalam memanfaatkan teknologi Internet of Things (IoT) melalui proyek robot mobil Wi-Fi berbasis ESP8266. Metode yang digunakan terdiri dari empat tahap : pengenalan IoT, pelatihan pemrograman Arduino IDE, praktik perakitan robot, dan evaluasi. Hasil menunjukkan peningkatan signifikan dalam kemampuan peserta dalam memahami konsep IoT, memprogram mikrokontroler, serta merakit dan mengendalikan robot via Wi-Fi. Selain itu, dihasilkan modul pelatihan yang dapat diintegrasikan ke dalam kurikulum sekolah. Kegiatan ini berhasil menciptakan sinergi antara perguruan tinggi dan sekolah vokasi dalam menyiapkan sumber daya manusia yang kompeten di era digital.
PENGEMBANGAN SISTEM PEMANTAUAN TEGANGAN LISTRIK BERBASIS INTERNET OF THINGS TERINTEGRASI TELEGRAM DAN DASHBOARD Rosi Ratna Sari; Faiza Rini; Mourend Devegi
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 2 (2026): April 2026
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/x97aea16

Abstract

Abstract: This research aims to design and develop an Internet of Things (IoT)-based electrical voltage monitoring system integrated with Telegram notifications and a web dashboard. The system uses an ESP32 microcontroller and a PZEM-004T sensor to read voltage in real time. The research and development (R&D) method was used with a prototype model. Testing was conducted through alpha and beta testing. Expert validation results showed a Content Validity Index (CVI) of 0.88, categorized as high validity, while user response rates were 88.89%, categorized as very good. These results indicate that the system is feasible and effective for monitoring electrical voltage on wall mounts at PT KAI Divre II West Sumatra.   Keywords: IoT, Monitoring, ESP32, Telegram, Dashboard   Abstrak: Penelitian ini bertujuan untuk merancang dan mengembangkan sistem pemantauan tegangan listrik berbasis Internet of Things (IoT) yang terintegrasi dengan notifikasi Telegram dan dashboard web. Sistem menggunakan ESP32 sebagai mikrokontroler dan sensor PZEM-004T untuk membaca tegangan secara real-time. Metode yang digunakan adalah Research and Development (R&D) dengan model prototipe. Pengujian dilakukan melalui uji alpha dan beta. Hasil validasi ahli menunjukkan nilai Content Validity Index (CVI) sebesar 0,88 dengan kategori validitas tinggi, sedangkan hasil respon pengguna memperoleh persentase sebesar 88,89% dengan kategori sangat baik. Hasil tersebut menunjukkan bahwa sistem layak dan efektif digunakan untuk monitoring tegangan listrik pada wall mount PT KAI Divre II Sumatera Barat.   Kata kunci: IoT, Monitoring, ESP32, Telegram, Dashboard