Aidil Fitra Hadi
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Pengembangan Media Pembelajaran Berbasis Problem Based Learning Menggunakan Canva di Kelas X TKJ pada Mata Pelajaran Orientasi Dasar Teknik Jaringan Komputer dan Telekomunikasi di SMK 3 Padang Megasyani Anaperta; Kurniasih Kurniasih; Topan Saputra; Aidil Fitra Hadi; Agra Wiratama
Jurnal Sains dan Teknologi Vol. 2 No. 2 (2023): Desember : Jurnal Sains dan Teknologi
Publisher : Fakultas Teknik Universitas Cenderawasih

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58169/saintek.v2i2.275

Abstract

This research was conducted due to the lack of optimal use of interesting media, as well as the lack of teacher skills in using digital-based media in the learning process. Because of this, students often become bored and lose interest in learning lessons. As a result, learning materials tailored to students' interests and preferences are needed.One way to achieve this is by creating the development of Problem Based Learning Media using Canva for class X TKJ in basic computer network and telecommunications orientation subjects at SMK N 3 Padang. The aim of implementing Canva as a learning medium can be a creative solution to increase student focus by visualizing material in an interesting and interactive way. This type of research uses Research and Development (R&D), and the development model used is 4D model design. This 4D development model consists of four stages, namely Define, Design,Develop (Development) and Disseminate (Dissemination). Research carried out at SMK N 3 Padang, research findings produced learning materials with material validity of 89.07% and media design validity of 93.7% and teacher response questionnaire answers of 96.6% and the student questionnaire response was 88.12 which can be categorized as very valid and practical.
PENGEMBANGAN GAME EDUKASI PADA MATA PELAJARAN KOMPUTER GRAFIS KELAS XI DKV DI SMK NEGERI 4 SUNGAI PENUH Aidil Fitra Hadi; Haris Kurniawan; Herisvan Hendra
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40204

Abstract

This research was motivated by the low learning outcomes of students in the Computer Graphics class XI DKV at SMK Negeri 4 Sungai Penuh. The lack of variety in learning media and low student motivation in understanding computer graphics theory were the main problems identified. The purpose of this study was to develop educational game learning media for the Computer Graphics class XI DKV at SMK Negeri 4 Sungai Penuh and to determine the level of validity and practicality of this educational game learning media for the Computer Graphics class XI DKV at SMK Negeri 4 Sungai Penuh. The method used was Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The product developed was the educational game "Ninja Adventure," which integrates game missions with a quiz on introductory computer graphics. The research instruments included validation by media experts, validation by material experts, and practicality tests by teachers and students to assess the product's validity and practicality as a learning medium. The results of the study indicate that the developed educational game meets the criteria for validity and practicality. Validity testing by media experts yielded an average score of 81.94% (highly valid), while material validation achieved 78.39% (highly valid). Practicality testing by teachers yielded an average score of 84.72% (highly practical), while student practicality was 77.98% (highly practical). Based on these results, this educational game is deemed suitable for use as an alternative learning medium capable of increasing student learning motivation and providing a more interactive and enjoyable learning experience.