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Kontribusi Minat Belajar dan Media Interaktif terhadap Hasil Belajar Pada Mata Pelajaran Informatika Kelas X di SMKN 1 Sasak Ranah Pasisie Nurainah, Titik Aipah; Huda, Yasdinul; Wahyuni, Titi Sri; Asmara, Delvi
Jurnal Pendidikan Tambusai Vol. 9 No. 3 (2025): Desember
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Penelitian ini menggunakan metode kuantitatif jenis korelasional yang bersifat post facto. untuk mengkaji kontribusi minat belajar dan media interaktif terhadap hasil belajar pada mata pelajaran informatika kelas X di SMKN 1 Sasak Ranah Pasisie. Populasi penelitian terdiri atas 83 siswa, dengan sampel 46 siswa yang dipilih menggunakan teknik Stratified Random Sampling dengan alokasi proporsional berdasarkan rumus Taro Yamane. Variabel bebas adalah minat belajar dan media interaktif, sedangkan variabel terikat adalah hasil belajar. Data dikumpulkan melalui angket skala Likert untuk mengukur minat belajar dan media interaktif serta dokumentasi nilai Ujian Tengah Semester sebagai indikator hasil belajar. Uji validitas dan reliabilitas instrumen dilakukan menggunakan kolerasi product moment dan Cronbach’s Alpha dengan bantuan SPSS. Analisis data menggunakan statistik deskriptif dan regresi linier berganda, disertai uji asumsi klasik (homogenitas, normalitas, linieritas, multikolinearitas, dan heteroskedastisitas). Hasil penelitian menunjukkan bahwa minat belajar memberikan kontribusi signifikan sebesar 14,1%, media interaktif berkontribusi sebesar 15,3%, dan secara simultan keduanya berkontribusi sebesar 29,4% terhadap hasil belajar siswa. Temuan ini menegaskan bahwa minat belajar dan penggunaan media interaktif secara bersama sama berperan penting dalam meningkatkan hasil belajar informatika di SMKN 1 Sasak Ranah Pasisie.
Rancang Bangun Media Pembelajaran Augmented Reality Konsentrasi Keahlian Teknik Jaringan Komputer dan Telekomunikasi di SMKN 8 Padang Syafitra, Kurniawan; Dewi, Ika Parma; Marta, Rizkayeni; Asmara, Delvi
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 3 (2025): Agustus - October
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i3.3268

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan media pembelajaran interaktif berbasis Augmented Reality (AR) pada mata pelajaran Konsentrasi Keahlian Teknik Jaringan Komputer dan Telekomunikasi (KKTJKT) di SMKN 8 Padang. Latar belakang penelitian ini adalah rendahnya pemahaman konseptual siswa terhadap komponen jaringan yang bersifat abstrak, seperti kesulitan memvisualisasikan struktur fisik kabel dan konektor jaringan. Hal tersebut disebabkan oleh pembelajaran yang masih bersifat konvensional dan berpusat pada guru, serta terbatasnya alat peraga dan waktu praktik di laboratorium. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4-D (Define, Design, Develop, Disseminate). Pada tahap Define dilakukan analisis kebutuhan, sedangkan tahap Design mencakup perancangan flowchart dan storyboard. Tahap Develop melibatkan pembangunan aplikasi menggunakan Unity 3D, Vuforia SDK untuk deteksi marker, serta Blender 3D untuk pemodelan objek. Hasil pengembangan berupa aplikasi Android dengan fitur CP/ATP, modul ajar, materi pembelajaran, evaluasi (UTS dan UAS), serta fitur utama AR Scan yang memungkinkan visualisasi interaktif model 3D perangkat keras jaringan. Uji validasi dilakukan oleh dua ahli materi (guru KKTJKT) dan dua ahli media (dosen FT UNP) dengan hasil “Sangat Layak”, memperoleh skor rata-rata 84,67% dari ahli materi dan 83,75% dari ahli media. Selain itu, uji praktikalitas terhadap 10 peserta didik kelas X TJKT memperoleh skor rata-rata 84,95% dengan kategori “Sangat Praktis”. Hasil ini menunjukkan bahwa media pembelajaran berbasis AR yang dikembangkan bersifat valid, praktis, dan efisien dalam meningkatkan pemahaman visual, motivasi, serta keterlibatan aktif siswa dalam pembelajaran KKTJKT.
Rancang Bangun Aplikasi Kehadiran Dan Nilai Berbasis Website (Studi Kasus : SMK N 3 Padang) Jannah, Miftahul; Irma Delianti, Vera; Syukhri, Syukhri; Asmara, Delvi
Jurnal Pendidikan Tambusai Vol. 9 No. 2 (2025): Agustus
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i2.31137

Abstract

Pencatatan dan pengelolaan data kehadiran serta nilai di sekolah masih banyak dilakukan secara manual menggunakan kertas, yang sering menyebabkan menumpuknya kertas, kesalahan pencatatan, dan lambatnya proses pelaporan. Penelitian ini bertujuan merancang dan membangun aplikasi kehadiran dan nilai berbasis website menggunakan metode Waterfall. Sistem ini dilengkapi dengan fitur QR Code dan titik koordinat untuk verifikasi kehadiran guru, serta memfasilitasi guru dalam melakukan pencatatan kehadiran siswa dan penginputan nilai secara langsung melalui perangkat digital. Hasil pengujian menggunakan metode black-box menunjukkan bahwa seluruh fungsi utama berjalan sesuai kebutuhan pengguna, meliputi pencatatan kehadiran guru dengan QR Code dan pengecekan lokasi secara otomatis, pencatatan kehadiran siswa, pengelolaan nilai siswa, hingga penyimpanan data yang terorganisir. Dengan adanya sistem ini, proses pencatatan kehadiran dan nilai menjadi lebih cepat, akurat, dan efisien, sekaligus mengurangi penggunaan kertas.
Analisis Tipe Kepribadian dan Minat Karir Mahasiswa Berdasarkan Teori Holland (RIASEC) Saputra, Noris Dwi; Delianti, Vera Irma; Marta, Rizkayeni; Asmara, Delvi
TSAQOFAH Vol 5 No 6 (2025): NOVEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i6.7950

Abstract

Career selection is a strategic process for university students in determining a future path aligned with their potential, interests, and personality traits. Students of the Informatics Engineering Education Program at Universitas Negeri Padang face diverse career opportunities, necessitating accurate mapping of personality types and career interests to support more targeted career decision-making. This study aims to examine the construct validity and reliability of students' personality types and career interests based on Holland’s RIASEC theory, which classifies individuals into six personality types correlated with specific career tendencies. A quantitative approach was employed using Confirmatory Factor Analysis (CFA). The sample consisted of 51 active students from the 2021 cohort, selected using Slovin’s formula from a total population of 104. The research instrument was a closed-ended questionnaire adapted from the Self-Directed Search (SDS), utilizing a 5-point Likert scale and analyzed with SmartPLS 4 software. The analysis showed that all indicators had outer loading values > 0.70 and Average Variance Extracted (AVE) > 0.50. Additionally, Cronbach’s Alpha and Composite Reliability values exceeded 0.90, indicating excellent instrument reliability. The Standardized Root Mean Square Residual (SRMR) values were 0.074 for the personality model and 0.071 for the career interest model, demonstrating acceptable model fit. These findings confirm that the personality and career interest models based on Holland’s theory are valid and reliable, and may serve as a foundation for the development of structured, data-driven assessment instruments and career guidance services.
Pengaruh Penggunaan Media Ajar Berbasis Quizizz pada Mata Pelajaran Informatika terhadap Hasil Belajar Siswa Kelas X SMAN 1 Ranah Pesisir Gusra, Laura Febriani; Asmara, Delvi; Dewi, Ika Parma; Irfan, Dedy
TSAQOFAH Vol 5 No 6 (2025): NOVEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i6.7595

Abstract

This study aims to examine the effect of using Quizizz-based instructional media on student learning outcomes in Informatics for Grade X at SMAN 1 Ranah Pesisir. The study is grounded in the need for interactive and engaging learning media to enhance student participation and achievement. A quantitative approach with an experimental design was employed, involving two groups: an experimental group using Quizizz and a control group receiving conventional instruction. Data were collected through a posttest written examination and analyzed using statistical tests to determine significant differences between the two groups. The results show that the experimental class achieved an average score of 87 with a standard deviation of 9.107, while the control class obtained an average score of 77 with a standard deviation of 12.148. Hypothesis testing indicates a positive and significant effect of Quizizz-based media on student learning outcomes. The study concludes that Quizizz-based instructional media are effective in improving learning outcomes and student motivation in Informatics. The findings imply that Quizizz can be utilized as an alternative digital learning medium to support more active, competitive, and enjoyable classroom learning processes.
The Effect of Using Quizizz as an Evaluation Medium on the Learning Progress of Informatics Students in Class X Sovia, Sovia; Delianti, Vera Irma; Tasrif, Elfi; Asmara, Delvi
AMK : Abdi Masyarakat UIKA Vol. 4 No. 4 (2025): DESEMBER
Publisher : Universitas Ibn Khaldun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/amk.v4i4.3068

Abstract

This study aims to analyze the effect of using Quizizz as an evaluation medium on the learning progress of tenth-grade Informatics students at SMAN 1 Gunuang Omeh. The research employed a quantitative approach with a quasi-experimental design using two classes: one experimental class utilizing Quizizz for formative assessment and one control class using conventional paper-based tests. Data were collected through pretests and posttests to measure students’ progress before and after treatment. Statistical analyses included normality, homogeneity, and independent samples t-tests. The results showed that the average posttest score of the experimental class (86.81) was higher than that of the control class (79.74). The t-test value of -2.841 with a significance level of 0.006 (<0.05) indicated a significant difference between the two groups. These findings demonstrate that the use of Quizizz as an evaluation medium significantly improves students’ learning progress by fostering engagement, motivation, and immediate feedback. The integration of technology-based evaluation enhances interactivity and helps students better understand learning materials. Thus, Quizizz proves to be an effective alternative evaluation tool for supporting meaningful and enjoyable learning experiences in Informatics education.
Rancang Bangun E-Konseling Berbasis Web Untuk Penjadwalan Dan Pengelolaan Bimbingan Konseling Di Smkn3 Padang Syukri, Raihan; Marta, Rizkayeni; Farell, Geovanne; Asmara, Delvi
Jurnal Pendidikan Tambusai Vol. 9 No. 3 (2025): Desember
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Abstract

Proses administrasi bimbingan dan konseling (BK) di SMKN 3 Padang masih dilakukan secara manual, bergantung pada agenda fisik dan arsip. Sistem ini rawan terhadap inefisiensi, kehilangan data, kesalahan penjadwalan, serta menciptakan hambatan psikologis yang signifikan (stigma, malu) bagi siswa yang ingin mengakses layanan. Penelitian ini bertujuan untuk merancang dan membangun portal e-konseling berbasis web guna mendigitalisasi keseluruhan proses konseling, mulai dari penjadwalan hingga manajemen data, dan mengurangi hambatan akses siswa. Metode yang digunakan adalah rekayasa perangkat lunak dengan metodologi Rapid Application Development (RAD), diimplementasikan menggunakan bahasa pemrograman PHP dan framework Laravel. Portal yang dikembangkan mencakup fitur untuk lima peran pengguna (Admin, Siswa, Guru BK, Wali Kelas, Guru Mapel), seperti registrasi akun, verifikasi penjadwalan online, manajemen biodata siswa, pelaporan berjenjang (guru ke konselor), konseling via chat online, serta chatbot AI (FlowiseAI) untuk layanan informasi garda depan. Evaluasi teknis dilakukan untuk menilai performa menggunakan GTmetrix. Hasil penelitian menunjukkan bahwa sistem ini mampu mengatasi berbagai permasalahan administratif, meningkatkan efisiensi waktu, dan memastikan akses layanan yang tepat dengan menurunkan hambatan psikologis. Pengujian performa menghasilkan "Grade A", dengan Performa 91%, Struktur 98%, LCP rata-rata 1.37s, TBT 8.67ms, dan CLS 0, yang mencerminkan bahwa portal memenuhi bahkan melampaui standar Core Web Vitals dari Google.
Revitalizing the cultural values of Pencak Silat Kumango through the digitalization of local arts and culture Irfan, Dedy; Asmara, Delvi; Tasrif, Elfi; Erdisna, Erdisna; Syukhri, Syukhri; Putra, Rido; Edidas, Edidas; Hidayat, Nuzul
Community Empowerment Vol 10 No 12 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/ce.15125

Abstract

The wave of modernization threatens the survival of local cultural heritage, including Kumango Pencak Silat in Nagari Kumango, Tanah Datar. This community service program aims to revitalize traditional martial arts values through a digital learning media strategy. The implementation followed a participatory approach, involving the local community in video documentation workshops, interactive e-module development, and culture-based social media management. Results indicated a significant improvement in participants' digital competence, with an average score increase of 35 points. This initiative successfully transformed traditional techniques and philosophies into digital formats accessible to the younger generation. The program's success demonstrates that the integration of digital technology and local wisdom effectively strengthens cultural resilience and serves as a replicable model for preserving intangible cultural heritage in other indigenous communities.
Pengembangan e-Jobsheet Berbantu Tinkercad Kelas XI pada Mata Pelajaran Sistem Kendali Elektronik di SMK Negeri 4 Pariaman Arizqa, Tifani Putri; Asmara, Delvi
TSAQOFAH Vol 6 No 2 (2026): MARET
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v6i2.8795

Abstract

This study was motivated by the limited availability of practical learning media and the low level of student engagement in learning Electronic Control Systems at vocational high schools, where the use of conventional media makes it difficult for students to understand application-oriented concepts that require concrete visualization of circuits. The study aimed to develop an E-Jobsheet learning media assisted by Tinkercad for the Electronic Control Systems subject in eleventh-grade classes at SMK Negeri 4 Pariaman to support more interactive and flexible practicum activities. A Research and Development (R&D) method was employed using the 4D model, which comprises the define, design, development, and disseminate stages. The trial subjects consisted of 20 students from class XI Industrial Electronics Engineering. The research instruments included material expert validation sheets, media expert validation sheets, and student practicality questionnaires, while the data were analyzed using quantitative descriptive techniques to determine the feasibility level of the developed learning media. The results showed that the media developed fell into the very valid category, with material expert validation of 83.60% and media expert validation of 83%, as well as a practicality test result of 89.15% in the very practical category. The study concludes that the Tinkercad-assisted E-Jobsheet is suitable for use as practicum learning media and has the potential to enhance students’ interest, engagement, and understanding in learning Electronic Control Systems at vocational high schools.
Pengaruh Project Based Learning Menggunakan  Peer Teaching Terhadap Hasil Belajar Siswa di SMKNegeri 8 Padang Sefitra, Arif Bahy; Asmara, Delvi
Educational Journal Vol. 1 No. 2 (2026): JANUARI
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/vq3c2y13

Abstract

This research is motivated by the need for innovative learning strategies that can improve student engagement and learning outcomes, especially in the Network Infrastructure Administration subject. The purpose of this study is to analyze the effect of the Project Based Learning model using Peer Teaching on the learning outcomes of class XI students at SMK Negeri 8 Padang. This study uses a quantitative approach with a quasi-experimental method and a Pretest-Posttest Control Group Design design. The sample consists of two classes selected using saturated sampling techniques, namely the experimental class (XI TJKT 1) which uses the PjBL model using Peer Teaching and the control class (XI TJKT 2) which uses the Project Based Learning model. The research instrument is in the form of multiple-choice questions (pre-test and post-test) which have been tested for validity, reliability, level of difficulty, and discrimination. Data collection techniques are carried out through learning outcome tests and documentation. Data analysis involved normality, homogeneity, and independent sample t-tests using SPSS 25. The results showed a significant difference between the experimental and control classes, with average posttest scores of 83.2 and 70.2, respectively. The PjBL model using peer teaching has proven effective in significantly improving student learning outcomes while creating an interactive and collaborative learning environment. Therefore, the implementation of this model is recommended as an alternative learning strategy that can improve the quality of classroom learning.