Claim Missing Document
Check
Articles

Found 5 Documents
Search

PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA PELAJARAN DASAR-DASAR DESAIN KOMUNIKASI VISUAL KELAS X DKV DI SMK NEGERI 1 PASAMAN Silwi Uswatun Hasanah; Irsyadunas; Rini Novita
JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI Vol. 2 No. 2 (2024): April
Publisher : CV. ALIM'SPUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/jiti.v2i2.704

Abstract

The aim of this research is to develop valid and practical learning media for the basics of visual communication design. The process of learning the basics of visual communication design at SMKN 1 Pasaman is not optimal, this is caused by several problems, namely the availability of learning media only in the form of printed books that students borrow from the school library. This causes students to not understand the learning material and be less motivated to study and cause low student grades. Based on the data obtained, the students' KKM completion score was only 53%. This research uses the Research and Development (R&D) research and development method with the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation at each stage. This research involved 36 class X DKV students who took part in learning the basics of visual communication design. The results of this research are Android-based learning software that can be used as a complement to the learning process, especially in the basics of visual communication design subjects. Data collection techniques are in the form of observations and questionnaires, while data collection instruments are in the form of validity questionnaires and practicality questionnaires. The data analysis technique uses a Likert scale with the Aiken formula. The results of this research show that the validity value of the media is an average of 81.53% in the "Very Valid" category, while the validity of the material is an average of 93.85% in the "Very Practical" category and the teacher's practicality assessment is an average of 81.77% in the "Practical" category. " while students' practicality assessment averaged 83.3% in the "Practical" category.
Pengembangan Media Pembelajaran Berbasis Virtual Lab Pada Mata Pelajaran Resistor Arrahman, Ravy Arif; Irsyadunas; Samudra, Ami Anggraini
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 2 No. 1 (2023): Jurnal Pengabdian Masyarakata dan Riset Pendidikan Volume 2 Nomor 1 Tahun 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v2i1.180

Abstract

The obstacles found in the basic subjects of computer network engineering and telecommunications, more specifically in the practicum on the use of network measuring instruments, the practicum is only carried out once a month due to the lack of facilities and infrastructure to carry out the practicum. So that students find it difficult to understand practicum material when studying. This study aims to produce valid and practical virtual lab learning media. This study used the Research and Development (R&D) method with the MDLC (Multimedia Development Life Cycle) development model. The number of subjects in this study amounted to 10 students as a sample. Data collection techniques using a questionnaire with a Likert scale. Data analysis techniques in the development of virtual lab learning media using Adobe Animate CC are quantitative data.The results of this research show that the average value of the validity test carried out by media experts is 0.85 in the valid category, while the value of the validity test by material experts is 0.84 in the valid category too. Meanwhile, in the practicality test on responses from teachers, results were obtained at 88.19% in the very practical category, and for responses from students, results were obtained at 82.88% in the very practical category. Based on assessments and input from media experts and material experts, as well as the results of field trials, it can be concluded that this interactive multimedia-based learning media has gone through good feasibility tests and is suitable for use as a basic learning tool for computer network and telecommunications techniques
Pengembangan Game Edukasi Pada Mata Pelajaran Administrasi Sistem Jaringan Kelas XII TKJ di SMK Muhammadiyah 1 Padang Hermawan, Firdaus; Irsyadunas; Novita, Rini
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 2 No. 1 (2023): Jurnal Pengabdian Masyarakata dan Riset Pendidikan Volume 2 Nomor 1 Tahun 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v2i1.183

Abstract

This research is based on the problem, namely that students find it difficult to understand the material presented by the teacher in class because the media used by the teacher in delivering the material seems boring and makes students sleepy during the learning process. Many students' learning outcomes have not yet reached the KKM and the level of student activity is still categorized as low. The aim of this research is to develop educational game media on the subject of Network Systems Administration. The subjects of this research were 15 students as samples. Data collection techniques using a questionnaire with a Likert scale. At the testing stage, Alpha testing is used, namely media expert validity testing and material expert validity testing, as well as Beta testing, namely teacher practicality testing and student practicality testing. The research results show that the level of validity of educational game media obtained a value of 0.82 in the valid category, while the validity of the material obtained a value of 0.87 in the valid category. The teacher's practicality level scored 85.83% in the very practical category and students' practicality scored 87.85% in the very practical category. Based on this data, it can be concluded that this educational game media is suitable for use in the learning process at SMK Muhammadiyah 1 Padang. The results of this research are recommended for teachers of Network Systems Administration subjects as a learning medium.
PROBLEM BASE LEARNING MENGGUNAKAN FLATFORM MOODLE BERBASIS MOBILE UNTUK MENINGKATKAN MODEL PEMBELAJARAN DI PENDIDIKAN TINGGI Rini, Faiza; Rohayani, Hetty; Purnama, Fery; Irsyadunas; Anugrah, Septriyan; Pratama, Ade
JURNAL AKADEMIKA 89-95
Publisher : LP2M Universitas Nurdin Hamzah

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

Abstract

This study aims to improve and enhance the learning model in higher education by using a problem-based learning (PBL) model approach with a mobile-based Moodle platform. The data tested in this study consisted of 46 respondents, 20 lecturers and 26 students. The method used in this research is research and development in the Information Systems Audot Subject. The results showed that 80% of lecturers and 82.83% of students stated that this approach was practical to be used in the learning process. Therefore, this study can be a reference in the implementation of learning using the PBL approach with the Mobile-based Moodle platform at universities in Indonesia.
Sistem Pendukung Keputusan Pemilihan Karyawan Terbaik pada PT.KAO Indonesia menggunakan Metode SAW (Simple Additive Wighting) Irsyadunas; Anggraini, Anggun; Chairani, Nabila; Yomi, Nurrahma; Fakhri Archani , Muhammad Rifal; Fikri, Muhammad
Jurnal Ilmiah Teknik Mesin, Elektro dan Komputer Vol. 3 No. 2 (2023): Juli: Jurnal Ilmiah Teknik Mesin, Elektro dan Komputer
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/juritek.v3i2.1783

Abstract

Pemilihan karyawan terbaik merupakan aspek manajemen kinerja yang sangat penting karena memberikan informasi yang berguna dalam pengambilan keputusan manajemen personalia seperti promosi, pelatihan, kompensasi, dan keputusan lainnya. Tujuan dari penelitian ini adalah untuk menghasilkan sistem pendukung keputusan dan mempermudah dalam pemilihan karyawan terbaik menggunakan metode Simple Additive Weighting (SAW) pada PT. KAO Indonesia cabang Padang. Menyeleksi karyawan terbaik tidak hanya sekedar menyeleksi dan menugaskan karyawan yang tepat, tetapi penting bagi manajemen untuk menyusun kebijakan yang matang agar dapat memotivasi dan mengembangkan karyawan. Dalam memilih karyawan terbaik PT KAO Indonesia, permasalahannya adalah sulitnya pengambilan keputusan oleh bagian HRD dikarenakan proses pembukuan dilakukan secara manual dan banyaknya jumlah karyawan, yang menyebabkan waktu proses yang lama dalam pengambilan keputusan. Pemilihan karyawan terbaik pada PT KAO Indonesia berdasarkan kriteria yang diberikan yaitu : absensi, tes online, pencapaian insentive, dan space share. Penelitian ini menggunakan pengujian black box yang menggunakan beberapa perancangan uml seperti :use diagram, activity diagram, sequence diagram, dan calss diagram. Adapun metode pengembangan yang digunakan adalah SDLC menggunakan model waterfall. Hasil penelitian ini berupa sebuah sistem berbasis desktop.