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Design and Development of a Transparency Information Website on the Use of Village Funds in Durian IV Mbelang Village Crisna Imanuel Tarigan; Hadi Kurnia Saputra; Lativa Mursyida; Delvi Asmara; sinaga, lotar mateus
Bahasa Indonesia Vol 16 No 04 (2024): Instal : jurnal Komputer
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jurnalinstall.v16i04.285

Abstract

This study focuses on developing a website for transparency in the use of Village Funds in Durian IV Mbelang Village, so that the community can more easily monitor the allocation and utilization of village funds. The main problem was the limited access to information related to village funds which hinders community participation in supervision. The proposed solution included developing a website using the Waterfall method and the Laravel framework, equipped with PHP technology for coding and MySQL for data management, with the aim of providing easy access and transparency of information for village communities. The development process started from analyzing user needs to implementing features for information accessibility. Testing using the Black Box method and User Acceptance Testing (UAT) showed that this website is effective in providing real-time information and can be easily accessed. Overall, this website is expected to be able to increase community involvement in monitoring the use of Village Funds and strengthen the accountability of its management.
Pembelajaran Interaktif Instalasi Kabel LAN Berbasis Augmented Reality pada Dasar-Dasar Jaringan Komputer dan Telekomunikasi Maurah Tria Rahmayami; Dedy Irfan; Ika Parma Dewi; Delvi Asmara
Cermat : Jurnal Cendekiawan dan Riset Multidisiplin Akademik Terintegrasi Vol. 1 No. 2 (2025): Mei-Agustus ("Spesial Issue")
Publisher : SMA Negeri 1 Bangkinang Kota

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cermat.v1i2.63

Abstract

Pembelajaran pada mata pelajaran Dasar–Dasar Teknik Jaringan Komputer dan Telekomunikasi di SMK Negeri 1 Padangsidimpuan masih didominasi oleh penggunaan e-modul berbasis PDF dan presentasi PowerPoint yang penyampaiannya bersifat satu arah. Hal ini berdampak pada rendahnya partisipasi aktif dan pemahaman peserta didik, terutama dalam memahami materi teknis seperti instalasi kabel jaringan. Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis Augmented Reality (AR) yang dapat meningkatkan visualisasi, keterlibatan, dan pemahaman siswa terhadap materi. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan Multimedia Development Life Cycle (MDLC), yang terdiri dari enam tahap: konsep, perancangan, pengumpulan materi, pembuatan, pengujian, dan distribusi. Media yang dikembangkan menggabungkan teknologi AR dengan elemen multimedia interaktif seperti teks, objek 3D, audio, dan simulasi perangkat jaringan yang dapat diakses melalui perangkat seluler. Hasil validasi dari ahli materi dan media menunjukkan tingkat kelayakan sebesar 93% dan 97%, yang tergolong dalam kategori sangat layak digunakan. Uji kepraktisan terhadap 35 peserta didik menunjukkan persentase 88,83%, yang termasuk kategori sangat praktis dalam mencerminkan tingkat kemudahan penggunaan. Hasil ini menunjukkan bahwa media yang dikembangkan dapat digunakan sebagai alternatif pendukung dalam proses pembelajaran.
Penerapan Game Based Learning berbantuan Wordwall pada Mata Pelajaran Informatika di SMAN 4 Padang Wahyuni Ramadhani; Rizkayeni Marta; Delvi Asmara; Mahesi Agni Zaus
TSAQOFAH Vol 5 No 5 (2025): TSAQOFAH: Jurnal Penelitian Guru Indonesia
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 Vina Fitri Andini; Delvi Asmara
TSAQOFAH Vol 5 No 6 (2025): TSAQOFAH: Jurnal Penelitian Guru Indonesia
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.
Pengaruh Penggunaan Media Ajar Berbasis Quizizz pada Mata Pelajaran Informatika terhadap Hasil Belajar Siswa Kelas X SMAN 1 Ranah Pesisir Laura Febriani Gusra; Delvi Asmara; Ika Parma Dewi; Dedy Irfan
TSAQOFAH Vol 5 No 6 (2025): TSAQOFAH: Jurnal Penelitian Guru Indonesia
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.
Analisis Tipe Kepribadian dan Minat Karir Mahasiswa Berdasarkan Teori Holland (RIASEC) Noris Dwi Saputra; Vera Irma Delianti; Rizkayeni Marta; Delvi Asmara
TSAQOFAH Vol 5 No 6 (2025): TSAQOFAH: Jurnal Penelitian Guru Indonesia
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.
Pengembangan e-Jobsheet Berbantu Tinkercad Kelas XI pada Mata Pelajaran Sistem Kendali Elektronik di SMK Negeri 4 Pariaman Tifani Putri Arizqa; Delvi Asmara
TSAQOFAH Vol 6 No 2 (2026): TSAQOFAH: Jurnal Penelitian Guru Indonesia
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.