Claim Missing Document
Check
Articles

PERANCANGAN DAN PEMBUATAN MODUL PEMBELAJARAN ELEKTRONIK BERBASIS PROJECT BASED LEARNING MATA PELAJARAN SIMULASI DIGITAL SMKN 8 PADANG Menrisal Menrisal; Yuliawati Yunus; Nurul Sari Rahmadini
JURNAL KOULUTUS Vol. 2 No. 1 (2019): Jurnal Koulutus
Publisher : LPPM Universitas Kahuripan Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (509.034 KB)

Abstract

Penelitian ini menggunakan metode penelitian pengembangan (Research & Development) yang mengacu pada 4D Model dengan tahapan yang dilalui dalam penlitian ini adalah tahap pendefinisian, tahap perancangan, tahap pengembangan, dan tahap penyebaran. Pengambilan data dilakukan kepada pengguna Modul Pembelajaran Elektronik. Sampel penelitian berjumlah 32 siswa kelas X SMK Negeri 8 Padang. Pengujian untuk penelitian ini adalah uji validitas, uji praktikalitas, dan efektifitas. Hasil uji validitas oleh para ahli secara keseluruhan penilaian uji validitas terhadap Modul Pembelajaran Elektronikberbasis Project BasedLearning pada mata pelajaran Simulasi Digital Kelas X SMK Negeri 8 Padang sebesar 86,86%, sehingga tingkat validitas dapat di interprestasikan valid digunakan. Hasil penilaian uji praktikalitas secara keseluruhan penilaian praktikalitas terhadap Modul Pembelajaran elektronikberbasis Project Based Learning pada mata pelajaran simulasi digital Kelas X SMK Negeri 8 Padang sebesar 91,08%, sehingga tingkat praktikalitasnya dapat di interprestasikan sangat praktis digunakan.Hasil penilaian uji efektifitas secara keseluruhan penilaian efektifitas terhadap Modul Pembelajaran elektronik berbasis Project Based Learning pada mata pelajaran simulasi digital Kelas X SMK Negeri 8 Padang sebesar 90,08% sehingga tingkat efektifitasnya dapat di interprestasikan sangat baik digunakan. Berdasarkan penelitian ini dapat disimpulkan bahwa semakin tinggi nilai validitas, praktikalitas, dan efektifitas suatu produk maka akan semakin layak untuk digunakan dalam proses pembelajaran. Kata Kunci: Modul, Project Based Learning, Simulasi Digital
PENGEMBANGAN MEDIA PEMBELAJARAN BAGI GURU SMKS TD KOSGORO 1 PADANG Faeza Rezi S; Andriyas Hariyandi; Menrisal Menrisal
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 3 No. 3 (2022): Volume 3 Nomor 3 Tahun 2022
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v3i3.10194

Abstract

Kemajuan Teknologi merupakan faktor dalam menunjang usaha pembaharuan dalam pembelajaran. Pengabdian ini bertujuan untuk mengembangkan media pembelajaran interaktif untuk guru mata pelajaran di SMK. Dengan adanya teknologi modern dalam bidang komunikasi telah mempengaruhi berbagai sektor termasuk pendidikan. Pendidikan adalah kebutuhan pokok setiap manusia dapat meningkatkan harkat dan martabat manusia. Pendidikan menghadapi tantangan globalisasi yang menuntut manusia menguasia ilmu pengetahuan dan teknologi. Dengan pamakaian media pembelajaran interaktif untuk Guru SMK diharapkan dapat membantu disaat guru tidak bisa hadir dalam menyampaikan materi di dalam kelas . Media pembelajaran interkatif ini dapat mengurai suasana statis dan dapat menciptakan proses pembelajaran yang efektif. Pemanfaatan komputer dalam media pembelajaran membutuhkan aplikasi pendukung yang sesuai dengan tujuan pembelajaran.
Validitas Perancangan Game Edukasi Berbasis Android pada Mata Pelajaran Informatika Popi Radyuli; Menrisal; Liling Nurul Mukziza
JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA "YPTK" PADANG Vol. 9 (2022) No. 2
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jpti.v9i2.135

Abstract

This study aims to describe the validity of Android-based educational game learning media in the Informatics subject at SMK Negeri 9 Padang. This research is a Research and Development study conducted in class X at SMK Negeri 9 Padang. The test subjects in this study were class X students majoring in Culinary and Hospitality. The instrument used is a media validation sheet which will be validated by material experts, media experts and linguists. The results of the assessment of the three validators obtained a validity test of 88.81%, so that the validity level can be interpreted as very valid to use. In conclusion, based on the assessment along with expert input as well as the results of field trials of Android-based educational games, the feasibility, excellence, and can be used in the learning process in Informatics class X SMK N 9 Padang
Virtual Reality for Future Education: Systematic Literature Review Iwan Purnama; Menrisal; Nuridin Widya Pranoto; Ruth Rize Paas Megahati S
Jurnal Penelitian Pendidikan IPA Vol 9 No 7 (2023): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i7.4485

Abstract

The development of information and communication technology is very rapid at this time contributed greatly to the development process of various kinds of learning media based on the application of technology as one of the innovations in education, Virtual Reality (VR) technology itself is a way in a way perform the appearance of learning pictures in the form of media three-dimensional or what is usually better known as 3D. Where the purpose of research is to explain Virtual Reality for Future Education. A review is conducted on the state-of-the-art methods using the preferred reporting items for reviews and meta-analyses (PRISMA) guidelines. Virtual Reality (VR) has the potential to enhance education by enabling greater learning potential than ever before, in addition to luring us into new realms. Learning can reach students' emotional core in novel and fascinating ways thanks to virtual reality. This study also states that learning subjects that can benefit the most from implementing Virtual Reality as learning media are science, social studies, and history. However, the potential is much greater.  
Keterampilan Sosial Siswa Jurusan IPA dengan Siswa Jurusan IPS Riza Pati Purnama; Linda Fitria; Menrisal Menrisal
JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA "YPTK" PADANG Vol. 10 (2023) No. 1
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jpti.v10i1.151

Abstract

Sekolah merupakan sarana dalam rangka mencapai tujuan pendidikan. Selain pengajaran ilmu pengetahuan, sekolah juga membentuk keterampilan sosial siswa, keterampilan sosial adalah sikap yang dipelajari yang diterapkan dalam interaksi sosial untuk mempererat hubungan dengan lingkungannya. Penelitian ini bertujuan untuk mengetahui keterampilan sosial siswa jurusan IPA dan IPS di Madrasah Aliyah Sumatera Thawalib Parabek. Jenis penelitian ini adalah kuantitatif deskriptif. Populasi penelitian ini adalah siswa Madrasah Aliyah Sumatera Thawalib Parabek. Sampel dalam penelitian ini adalah 52 orang siswa Jurusan IPA siswa Jurusan IPA dan 36 orang siswa Jurusan IPS kelas XI Semester Genap. Teknik pengambilan sampel menggunakan teknik proposional sampling. Instrument dalam penelitian ini menggunakan angket skala likert. Analisis data dilakukan menggunakan program statistik Microsoft Excel and SPSS 23. Berdasarkan pengolahan data, maka diperoleh data bahwa dari 52 santri jurusan IPA  yang menjadi sampel penelitian terdapat sebanyak 36 santri 69% memiliki keterampilan sosial dengan kualifikasi tinggi, 11 santri 21% memiliki nilai keterampilan sosial dengan kualifikasi rendah, dan 5 santri 10% memiliki nilai keterampilan sosial dengan kualifikasi sangat rendah. Dari 36 santri jurusan IPS  yang menjadi sampel penelitian terdapat 25 santri 69,44% yang memiliki nilai keterampilan sosial dengan kualifikasi tinggi, 9 santri 25% memiliki nilai keterampilan sosial dengan kualifikasi rendah, dan 2 santri 6% memiliki nilai keterampilan sosial dengan kualifikasi sangat rendah.
Efektivitas Perancangan Media Pembelajaran Interaktif Pada Mata Pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) Risma Vriyanti; Indra Wijaya; Menrisal Menrisal
Epistema Vol 4, No 2 (2023)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ep.v4i2.65556

Abstract

Penggunaan media interaktif untuk mengetahui seberapa efektif di kelas X mata pelajaran Ilmu Pengetahuan Alam dan Ilmu Pengetahuan Sosial (IPAS) di SMK Negeri 1 Padang pada tahun akademik 2022/2023. Menggunakan Metode penelitian (RD). Jumlah subjek penelitian adalah 60 orang. Model pengembangan (ADDIE) digunakan dengan tahapan analisis, perancangan, pengembangan, implementasi, dan evaluasi. Uji hasil Media Pembelajaran Interaktif Ilmu Pengetahuan Alam dan Sosial (IPAS) Kelas X di SMK Negeri 1 Padang menunjukkan interpretasi yang baik untuk digunakan, dengan nilai 88,80%. Kesimpulannya, media pembelajaran interaktif telah terbukti kelayakan, dan kegunaannya untuk proses pembelajaran.
Design of E-Learning Media Modules Based on FlipBook Maker Pro in Basic Computer Networking Subjects at SMKN 1 Tanjung Raya Even Semester Academic Year 2021/2022 Radyuli, Popi; Menrisal; Diati, Lili Safitri
JOURNAL OF DIGITAL LEARNING AND DISTANCE EDUCATION Vol. 1 No. 3 (2022): Journal of Digital Learning and Distance Education (JDLDE)
Publisher : RADINKA JAYA UTAMA PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56778/jdlde.v1i3.19

Abstract

This research and design aims to produce an E-Module based on FlipBook Maker Pro for class X TKJ students at SMK Negeri 1 Tanjung Raya. This study uses research and development methods (Research & Development). The design of this study used the model (ADDIE). By design the development steps are as follows (1) Analyze, (2) Design, (3) Development, (4) Implementation (5) Evaluate. The results of the validity test by the experts as a whole amounted to 86.85%, so that the level of validity can be interpreted as valid to use. The result of the overall practicality test assessment is 82.83%, so that the practicality level can be interpreted as practical to use. The results of the assessment of the overall effectiveness of the test items are 85.57%, so that the level of effectiveness can be interpreted as being effectively used. In conclusion, based on the assessment along with expert input and the results of the field trial, the E-Module based on FlipBook Maker Pro has been tested to be valid, practical and also effective in being used in the learning process on Basic Network Computer subjects for class X TKJ at SMKN 1 Tanjung Raya.
Digital Learning Media: Review Menrisal
JOURNAL OF DIGITAL LEARNING AND DISTANCE EDUCATION Vol. 1 No. 4 (2022): Journal of Digital Learning and Distance Education (JDLDE)
Publisher : RADINKA JAYA UTAMA PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56778/jdlde.v1i4.32

Abstract

Digital learning media is the use of technology in the form of software to distribute information (transfer of knowledge) to students. The purpose of using digital learning media is so that students can receive knowledge, skills, more easily, without being constrained by space and time. Digital learning systems require infrastructure and technology support, such as computers, internet access, servers, television, interactive video, CD/DVD ROM, and so on. Digital learning can be done in two ways, namely fully digital or in combination with face to face (face to face). Face to face can also be done by involving technology, such as video conferencing or tele conferencing. The success of developing a digital learning requires a gradual design. Digital design is known as storyboarding and visual mapping (visual map). This design is specifically focused on the use of advanced methods in digital learning, especially on the aspects of design and its principles.
Analyze Variable TPACK (Technological, Pedagogical, and Content Knowledge) in Digital Learning: A Review Menrisal
JOURNAL OF DIGITAL LEARNING AND DISTANCE EDUCATION Vol. 2 No. 5 (2023): Journal of Digital Learning and Distance Education (JDLDE)
Publisher : RADINKA JAYA UTAMA PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56778/jdlde.v2i5.267

Abstract

In particular, the Technological Knowledge (TK), Pedagogical Knowledge (PK), Content Knowledge (CK), Pedagogical Content Knowledge (PCK), Technological Pedagogical Knowledge (TPK), and Technological Content Knowledge (TCK) variables are the focus of this study, which attempts to ascertain the relationship between them. and Knowledge of Technological Pedagogical Content (TPACK). The Preferred Reporting Items for A review method used in this study. The study's findings that the TK on TCK, TK on TPK, TK on TPACK, and TPK on TPACK have a positive influence on each other. However, two relationships—the CK on TPACK and the PK variable on TPACK—do not have a positive or significant effect. Ten of the twelve hypothesized variables have a positive influence, while the other two have no discernible effect. It is intended that the research would improve teachers' TPACK skills, particularly in pedagogical and subject knowledge. Tags: Guru skills, TPACK, SmartPls
Efektivitas Aplikasi Media Pembelajaran Berbasis Augmented Reality pada Mata Pelajaran Geografi : (Studi Kasus Kelas X IPS SMA Negeri 2 Bungo) Prayitno, Hari; Menrisal; Astri Indah Juwita
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1528

Abstract

This study aims to determine the effectiveness of making Android Learning Media Applications Based on Augmented Reality in Geography Subjects for Class X IPS at SMA Negeri 2 Bungo in the Academic Year 2022/2023. This study uses research development methods (research & development). The research subjects were 72 people. The research model used is the development research model (ADDIE), with the design development steps as follows. (1) Analyze, (2) design, (3) development, (4) Implementation and (5) Evaluate. The results of the overall effectiveness test assessment of the effectiveness of Augmented Reality-Based Android Learning Media in Geography Class X IPS at SMA Negeri 2 Bungo amounted to 88.06% so that the level of effectiveness can be interpreted to be very effective in use. In conclusion, based on the assessment along with expert input as well as the results of field trials of Augmented Reality-Based Android Learning Media as a learning medium, it has been tested for feasibility, superiority, and can be used in the learning process in Geography class X IPS at SMA Negeri 2 Bungo.