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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.
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

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

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.
Rancang Bangun Aplikasi Reservasi Wisata Air Terjun Lubuk Hitam Bungus dengan Penerapan Algoritma Neural Networks dan Fitur Barcode Digital Mahendra, Jimmy; Hendriyani, Yeka; Asmara, Delvi; Fatmi, Yulia
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/2ap08p90

Abstract

Penelitian ini bertujuan untuk merancang dan membangun aplikasi reservasi wisata pada objek wisata Air Terjun Lubuk Hitam Bungus berbasis Android dengan memanfaatkan teknologi WebView sebagai solusi atas masih digunakannya sistem reservasi manual yang menyebabkan antrean panjang, kesalahan pencatatan data, dan keterbatasan pengelolaan informasi pengunjung. Aplikasi yang dikembangkan mengintegrasikan algoritma Neural Network sebagai modul analitik untuk memprediksi jumlah kunjungan wisatawan berdasarkan data historis serta fitur barcode digital sebagai media validasi tiket elektronik. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan Waterfall yang meliputi analisis kebutuhan, perancangan sistem, implementasi, pengujian, dan pemeliharaan. Data prediksi menggunakan 36 data historis kunjungan periode Januari 2022–Desember 2024 yang diproses melalui tahap pembersihan data, normalisasi, pelatihan model, dan pengujian. Hasil penelitian menunjukkan bahwa aplikasi berhasil menyediakan fitur registrasi pengguna, pemesanan tiket daring, pembayaran, penerbitan e-ticket berbasis QR Code, dashboard admin, serta modul prediksi kunjungan. Pengujian Black Box Testing pada 9 fitur utama menunjukkan seluruh fungsi berjalan sesuai skenario uji dengan tingkat keberhasilan 100%. Evaluasi model prediksi menghasilkan Mean Absolute Error (MAE) sebesar 12,4 pengunjung, Mean Squared Error (MSE) sebesar 245,6, dan akurasi prediksi sebesar 87,3%. Uji usability terhadap 10 responden memperoleh nilai rata-rata 4,4 dari skala 5 yang menunjukkan aplikasi mudah digunakan dan diterima dengan baik. Implementasi sistem ini mengindikasikan bahwa digitalisasi layanan wisata berpotensi meningkatkan efisiensi reservasi, mempercepat validasi tiket, serta mendukung pengelolaan data kunjungan secara lebih terstruktur. Dengan demikian, aplikasi yang dikembangkan dapat menjadi alternatif solusi dalam mendukung transformasi digital sektor pariwisata menuju konsep smart tourism yang lebih efektif, adaptif, dan berbasis data. This study aims to design and develop a tourism reservation application for the Lubuk Hitam Bungus Waterfall tourist attraction based on Android by utilizing WebView technology as a solution to the continued use of manual reservation systems that cause long queues, data recording errors, and limitations in managing visitor information. The developed application integrates a Neural Network algorithm as an analytical module to predict tourist visit numbers based on historical data, as well as a digital barcode feature as an electronic ticket validation medium. The research method used was Research and Development (R&D) with the Waterfall development model, which includes requirements analysis, system design, implementation, testing, and maintenance. Prediction data used 36 historical visitation records from January 2022 to December 2024, processed through data cleaning, normalization, model training, and testing stages. The results show that the application successfully provides user registration, online ticket booking, payment, QR Code-based e-ticket issuance, admin dashboard, and visit prediction modules. Black Box Testing on 9 main features showed that all functions operated according to test scenarios with a 100% success rate. Evaluation of the prediction model produced a Mean Absolute Error (MAE) of 12.4 visitors, a Mean Squared Error (MSE) of 245.6, and a prediction accuracy of 87.3%. Usability testing involving 10 respondents obtained an average score of 4.4 out of 5, indicating that the application is easy to use and well accepted by users. The implementation of this system indicates that the digitalization of tourism services has the potential to improve reservation efficiency, accelerate ticket validation, and support more structured visitor data management. Therefore, the developed application can serve as an alternative solution to support the digital transformation of the tourism sector toward a smarter, more adaptive, and data-driven smart tourism concept.
Perancangan Sistem Rekomendasi Pemilihan Mobil Bekas Kategori MPV dan City Car Menggunakan K-Nearest Neighbor (K-NN) dengan Hybrid Filtering Amin, Rudi Kurnia Al; Hendriyani, Yeka; Asmara, Delvi; Fatmi, Yulia
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/qrfc5h79

Abstract

Perkembangan kebutuhan transportasi pribadi di Indonesia menunjukkan tren yang terus meningkat, terutama di wilayah perkotaan. Di Kota Padang, meningkatnya kebutuhan tersebut diikuti oleh semakin banyaknya pilihan mobil bekas kategori MPV dan City Car, namun banyaknya alternatif pilihan ini justru menimbulkan information overload bagi calon pembeli. Penelitian ini bertujuan merancang dan mengimplementasikan sistem rekomendasi berbasis website menggunakan metode K-Nearest Neighbor (K-NN) dengan pendekatan Hybrid Filtering. Metode pengembangan sistem yang diterapkan adalah model Waterfall. Pendekatan Hybrid Filtering menggabungkan Content-Based Filtering dan Collaborative Filtering, sementara algoritma K-NN digunakan untuk menghitung tingkat kemiripan antar data kendaraan berdasarkan atribut seperti harga, tahun produksi, dan spesifikasi teknis menggunakan Euclidean Distance. Sistem juga menerapkan mekanisme pre-filtering berdasarkan kategori kendaraan untuk mengurangi kompleksitas perhitungan KNN agar sistem tetap responsif. Hasil pengujian fungsional menggunakan Black Box Testing menunjukkan seluruh fitur sistem berjalan dengan baik. Pengujian akurasi menghasilkan nilai Precision rata-rata sebesar 0,78, Recall 0,83, dan Mean Absolute Error (MAE) sebesar 0,15. Simpulannya, sistem ini mampu memberikan rekomendasi yang akurat, relevan, serta membantu mempercepat proses pengambilan keputusan calon pembeli mobil bekas. The development of private transportation needs in Indonesia shows a continuously increasing trend, especially in urban areas. In Padang City, this growth is followed by various used car options in the MPV and City Car categories, yet these alternatives cause information overload for potential buyers. This research aims to design and implement a web-based recommendation system using the K-Nearest Neighbor (K-NN) method with a Hybrid Filtering approach. The system development method applied is the Waterfall model. The Hybrid Filtering approach combines Content-Based Filtering and Collaborative Filtering, while the K-NN algorithm calculates similarity levels between vehicle data based on attributes such as price, production year, and technical specifications using Euclidean Distance. The system also applies a pre-filtering mechanism based on vehicle categories to reduce K-NN computational complexity and maintain responsiveness. Functional testing results using Black Box Testing indicate that all system features operate correctly. Accuracy testing produced an average Precision value of 0.78, a Recall of 0.83, and a Mean Absolute Error (MAE) of 0.15. In conclusion, this system provides accurate and relevant recommendations, helping potential used car buyers accelerate their decision-making process.
Penerapan Game Based Learning berbantuan Wordwall pada Mata Pelajaran Informatika di SMAN 4 Padang Ramadhani, Wahyuni; Marta, Rizkayeni; Asmara, Delvi; Zaus, Mahesi Agni
TSAQOFAH Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i5.6841

Abstract

This study is motivated by the need for innovative learning strategies that can enhance student engagement and learning outcomes, particularly in Informatics subjects. The objective of this research is to analyze the effect of the Game Based Learning (GBL) model assisted by the interactive media Wordwall on the learning outcomes of Grade X students at SMA Negeri 4 Padang. A quantitative approach was employed using a quasi-experimental design with a nonequivalent control group design. The sample consisted of two classes selected through purposive sampling: the experimental class (X E 2), which implemented the GBL model with Wordwall, and the control class (X E 6), which used the Project Based Learning model. The research instruments included multiple-choice tests for both pre-test and post-test, which were tested for validity, reliability, item difficulty, and discrimination index. Data collection techniques included learning outcome tests and documentation, while data analysis involved normality tests, homogeneity tests, and independent sample t-tests using SPSS 27. The results revealed a significant difference between the learning outcomes of students in the experimental and control classes, with post-test average scores of 83.61 and 72.78, respectively. The study concludes that the GBL model assisted by Wordwall is effective in improving student learning outcomes and fostering an interactive and enjoyable learning environment. Therefore, this model is recommended as an alternative instructional strategy to enhance the quality of Informatics education at the secondary school level.
Pengaruh Media Pembelajaran Quizizz Paper Mode terhadap Hasil Belajar pada Mata Pelajaran Informatika Siswa Fase E di SMA N 1 Sarolangun Andini, Vina Fitri; 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.v5i6.7304

Abstract

This study is motivated by the low learning outcomes of students in Informatics subjects, partly due to the limited variety of learning media used. The purpose of this research is to determine the effect of using Quizizz learning media in Paper Mode on the learning outcomes of tenth-grade students at SMA N 1 Sarolangun. The method employed was quasi-experimental with a Nonequivalent Control Group Design. Data were collected through pretest and posttest assessments and analyzed using the Independent Samples t-Test. The analysis results show a tcount value of –4.529 with a significance value (Sig. 2-tailed) < 0.001, greater than the ttable value of 2.012 at the 5% significance level. Thus, H₀ is rejected and Hₐ is accepted, indicating a significant effect of using Quizizz Paper Mode on student learning outcomes. The study concludes that Quizizz Paper Mode is effective in improving student achievement in Informatics. The implications suggest that the use of interactive media adapted to classroom conditions can serve as an innovative alternative to enhance student engagement and learning outcomes.