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Aplikasi Penyimpanan Bukti E-Kinerja Asn Berbasis Web di Fakultas Tarbiyah dan Ilmu Keguruan (FTIK) IAIN Bukittinggi
Ismaini, Putri Bulkis;
Zakir, Supratman;
Sesmiarni, Zulfani;
Aprison, Wedra
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v3i1.197
This study refers to the problems found after conducting initial observations at the Faculty of Tarbiyah and Teacher Training at IAIN Bukittinggi, namely, e-performance evidence is stored on google drive, which causes the vulnerability to loss of proof of performance data. Then the confidentiality of performance evidence does not exist, because Google Drive can be opened by anyone who has access rights. And lastly, there is often a change of the password by the user, resulting in other users being unable to access it. With these problems, the authors designed a web-based ASN e-performance evidence storage application at the Faculty of Tarbiyah and Teacher Training IAIN Bukittinggi. This research wasconducted using the type of research R&D (Research and Development) using the SDLC (System Development Life Cycle) namely the Pressman version of the waterfall which consists of communication, planning, modeling, construction, and deployment. After the completion of the application system design,a product test is carried out consisting of a validity test, practicality test, and effectiveness test. Theresults of the experiment conducted by the author of the validity test obtained an overall average value of 0.80 with a valid category. Then the practicality test obtained an overall average value of 0.89 which was declared practical in the very high category. And the last is the effectiveness test obtaining an overall average value of 0.97 which is declared effective in the high category.
Rancangan Media Pembelajaran Biologi Kelas XI Berbasis Augmented Reality di MAN 2 Agam
Annisa, Sherly;
Efriyanti, Liza;
Zakir, Supratman;
Supriadi, Supriadi
Indonesian Research Journal on Education Vol. 2 No. 3 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v2i3.198
This research was conducted from the problems found after observations at MAN 2 Agam found the problem that students and teachers only rely on manual learning and still use printed books without using learning media. So that teachers only use simple tools in teaching and learning activities that make students bored and less interested in repeating the material that has been explained about the "human motion system". Therefore, the authors design Augmented Reality-based learning media in order to increase student interest in learning, while the purpose of this is to produce a valid, practical and effective Augmented Reality-based learning support media design. The method used in this study is the Research and Development (R&D) method using the Luther-Sutopo version of the MultimediaDevelopment Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), material collection (material collection), assembly (manufacture), testing (testing) and distribution (distribution). And there are three product tests carried out in this study, namely the validity test given to lecturers of field experts or experts in the field of study, practicality tests carried out by biology subject study teachers and effectiveness tests given to students at MAN 2 Agam class XI. Based on the results of the product test that has been carried out by the author of the validity test, the average value is 0.94 which is declared valid, and for practicality obtained the average value is 0.76 which is declared practical and for the effectiveness test, the average value is - the average is 0.97 which is declared effective.
Perancangan Multimedia Pembelajaran Bimbingan TIK Kelas XII Menggunakan Autoplay Media Studio di SMAN1 Padang Sago
Furqan, Muhammad;
Efriyanti, Liza;
Sesmiarni, Zulfani;
Zakir, Supratman
Indonesian Research Journal on Education Vol. 2 No. 3 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v2i3.204
This research was conducted from the existence of problems that have been observed by the author at SMAN 1 Padang Sago where the problems were found. whenthe learning process takes place the media presented is still in the form of microsoft word which is displayed through an LCD projector, and has not used interesting media to be presented to students. This is to produce a multimedia design that supports ICT Guidance learning using Autoplay Media Studio that is valid, practical and effective.The method used in this research is the Luther-Sutopo version of the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), collecting material (material collection), assembly (making), testing (testing) and distribution (distribution). And there are three product tests carried out in this study, namely the validity test given to lecturers who are field experts or field experts, practicality tests carried out by teachers of the subject of ICT guidance and effectiveness tests given to two teachers in the field of study and ten students at SMAN. 1 Padang Sago class XII.Based on the product test results that have been carried out by the author of the validity test, the average value is 0.93 which is declared valid, and for the practicality test, the average value is 0.97 which is declared practical and for the effectiveness test, the average value is obtained.the average is 0.83 which is declared effective.
Perancangan E-Learning Menggunakan Framework Codeigniter di SMAN 1 Candung
Amini, Lisa;
Zakir, Supratman
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v3i1.206
This research is based on the need for online learning media (E-learning) at SMAN 1 Candung,where teachers have not used online learning media to assist teachers in delivering material tostudents if teachers cannot attend the lesson. The limited time learning in class also makes thematerial delivered is also limited. The research method used is the Research and Development(R&D) method, which is a research method to produce a product, the R&D model used is the 4Dversion, namely, define, design, develop, and deploy, with the system development model using the Develop Life Cycle System. (SDLC) by applying the Waterfall model which consists of Communication, Planning, Modeling, Construction and Deployment. Research Based on theresearch conducted, the researcher succeeded in making e-learning products at SMAN 1 Candung.The results of the validity test conducted by computer experts on this product are very valid with a value of 0.91. The results of the "practicality test" conducted by the school's IT staff stated that this product was very practical with a score of 1.0. And the results of the effectiveness test carried out with 1 subject teacher and 8 students, this product was declared very effective with a value of 0.84.
Perancangan Media Pembelajaran Berbasis Android pada Mata Pelajaran Geografi di SMAN 1 Ampek Angkek Kabupaten Agam
Maulana, Khalid;
Sesmiarni, Zulfani;
Zakir, Supratman;
M, Iswantir
Indonesian Research Journal on Education Vol. 2 No. 3 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v2i3.214
The purpose of this study was to design learning media for geography subjects at SMAN 1 AmpekAngkek. The results of interviews with teachers of geography subjects that so far the learning process for students is still using conventional methods, namely the teacher explains with lectures followed by using blackboard media and students listen to textbooks during learning. Because this method causes learning to be ineffective, uninteresting, and slow to understand, it has an impact on students' understanding and learning abilities. Meanwhile, some students stated that geography is one of the most difficult lessons at SMAN 1 Ampek Angkek, especially in the social studies department. This study uses the ADDIE version of the Research and Development (R&D) method, as well as the Luther-Sutopo version of the Multimedia Development Life Cicle development model. The product test used in this research is the product validity test using the Aiken's V statistic formula, the product practicality test using the Moment Kappa formula and the product effectiveness test using the Richard R. Hake statistic formula (G-Score). The results of the product test that the author conducted obtained the validity test of 3 appraisers, obtained a value of 0.78 with valid criteria, the practicality test of 2 appraisers obtained a value of 1.00 with very high criteria, and the effectiveness test of 10 appraisers obtained a value of 0.92 with effective criteria.
Pengaruh Project Based Learning Berbasis Blended Learning Menggunakan Edmodo Terhadap Hasil Belajar Peserta Didik pada Mata Pelajaran Biologi di SMAN 1 Lareh Sago Halaban.
Jazuli, Dini Aulia Rahmi;
Zakir, Supratman
Indonesian Research Journal on Education Vol. 2 No. 1 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v2i1.232
This research is motivated by the lack of enthusiasm and student response to the material presented by the teacher in class which is a form of discomfort and the lack of feedback from students to the teacher will greatly affect student learning outcomes, especially during the current pandemic. Learning methods are needed that can involve students more in learning so that students become interested and not easily bored in participating in Biology lessons and one solution is to apply the Project Based Learning learning model based on Blended Learning using Emodo which will be integrated with 20th century abilities. 21 (critical thinking skills, creative thinking, communication and collaboration). The type of research used is quantitative with a correlational approach. The population of this study were all students of class X IPA SMA N 1 Lareh Sago Halaban. Sampling using Simple Random Sampling. Determination of the number of samples using the Slovin formula. The sample in this study was 88 students with the chosen sampling method was cluster sampling. The sample was selected using a lottery technique, namely taking a small roll of paper with the student's name on it. The type of questionnaireused in this study is a direct questionnaire, which is in the form of a Likert scale. Based on the results of research data analysis, it can be concluded that Project-Based Learning based on Blended Learning using Edmodo contributes 99.7% to learning outcomes while the remaining 0.3% is explained by other variables not included in the regression model. The correlation test analysis shows that Project Based Learning Based on Blended Learnin Using Edmodo has an effect on student learning outcomes in Biology Subjects at SMA N 1 Lareh Sago Halaban with a correlation value of 0.999 with p<α (0.000).
Hubungan Penggunaan Google Classroom dengan Hasil Belajar Siswa pada Mata Pelajaran Simulasi Digital Kelas X di SMKN 1 Ampek Angkek
Warrahmah, Annisa Mawaddah;
Zakir, Supratman
Indonesian Research Journal on Education Vol. 2 No. 1 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v2i1.271
The research was conducted because currently the implementation of learning is carried out using an online system. The purpose of this study was to determine the relationship between the use of Google Classroom and student learning outcomes at SMKN 1 Ampek Angkek. In addition, to find out the obstacles faced by teachers and students in the use of online learning. The subjects or respondents in this study were class X students of the Department of Fashion Design (TB) and Office Administration Automation (OTDP) with a total of 128 students and taking a sample of 56 students from a population of students who were randomly selected without regard to the strata in the population. The method used in this research is the Quantitative Method. The instrument used was a questionnaire filled out bystudents in the form of implementing learning using Google Classroom (Variable X) and LearningOutcomes (Variable Y). The data analysis technique was carried out with Validity, Reliability,Normality Test, Linearity Test, Hypothesis Testing, and R Square Test to find out how big the relationship between the use of Google Classroom and student learning outcomes. Judging from thevalue of sig.(2-teiled) each Variable X and Variable Y is <0.005. Judging from the values of rcount andrtable, the result is that the value of rcount > rtable. rtable value 0.254. Variable X has a value ofCronbach's alpha > 0.006, that is, Variable X has a value of 0.869. Thus, the design of the questionnaire statement on the variable using Google Classroom is reliable. The value of R is 0.703, which means that the independent variable (Use of Google Classroom) is able to explain the dependent variable (Learning Outcomes) of 49.42%. The results of this study indicate that there is a significant positive relationship between the use of Google Classroom and learning outcomes.
Pemanfaatan Media Pembelajaran Augmented Reality Bangun Ruang pada Mata Pelajaran Matematika di SMAN 01 Sungai Aur Pasaman Barat
Hasni, Ihdal;
Zakir, Supratman
Indonesian Research Journal on Education Vol. 2 No. 2 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v2i2.289
The results of learning geometry for students, especially in the sub-material of building space, can be said to have very low learning outcomes, one of the factors is that they still use simple media as learning media in the classroom. For class XII learning media used are printed books / worksheets, and simple teaching aids such as cube and block frames as media used in learning. This makes a lot of students feel bored and havelittle interest in learning about the material of building space in mathematics because they only listen to the teacher speaking in front (lecture), but to understand the explanation of the material, build space, concentration and imagination of students as well as a conducive learning atmosphere. So we need a learning media that can help learning in order to create a conducive and active environment. The purpose ofthis study was to determine how much augmented reality development in mathematics subjects at SMAN 01 Sungai Aur Pasaman Barat. This study has two samples, namely class XII IPS 1 as an experimental class and class, XII IPS 2, as a control class. Simple random sampling is a method of taking samples from members ofthe population by using randomly regardless of the strata in the population. The research method used is a quasi-experimental design with a nonequivalent control group. The instrument used is a test instrument in the form of multiple choice questions. Results Based on the hypothesis by using the t-test on the test questions, thevalue of Sig. (2 tailed) is 0.018 and a significance development level of 0.05, it can be seen that the value of Sig. (2 tailed) > 0.05, so the hypothesis is H0 (there is no learning media). augmented reality building space at SMA N 01 Sungai Aur Pasaman Barat) was rejected, then H1 was accepted. With the acceptance of the H1hypothesis in testing the hypothesis, it can be said that there is a development of the effect of augmented reality in mathematics lessons.
Pengaruh Penerapan Model Pembelajaran Quantum Learning Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di MTsN 6 Agam
Sari, Intan Permata;
Supriadi, Supriadi;
Zakir, Supratman;
Okra, Riri
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v3i1.322
This research is motivated by several problems that the authors found in class VII MTsN 6 Agam, especially in the Informatics subject. Where in learning there are still some student scores that are under the Minimum Completeness Criteria (KKM) that have been determined. Various problems arise from students who are less interested, tend to be bored, and lack interest and motivation of students in participating in learning. The type of research used in this research is quantitative research, namely Quasy experimental design. The population in this study were class VII students of MTsN 6 Religion for the 2022/2023 Academic Year. Sampling was carried out by purposive sampling technique, namely sampling with certain considerations. The population of class VII is 157 students. Based on the results of the daily (initial) test, the average class VII 7 was used as the Experimental class, while students from class VII 5 were used as the control class. The research data was obtained by the final test in the form of multiple questions of 20 items that have been tested. The results of the study show that student learning outcomes in Informatics subjects using the Quantum Learning learning model are included in the good category, there is a significant influence in applying the Quantum Learning learning model, the learning outcomes of students using the Quantum Learning learning model are higher compared to students using Quantum Learning learning. conventional.Based on the results of the final test of the two sample classes, the experimental class had an average score of 90.00 compared to the control class, which was 77.03. The posttest hypothesis test with the t-test shows that at level α = 0.05 is tcount = 144.91 > ttable = 0.358, so it can be concluded that the effect of applying the Quantum Learning learning model affects student learning outcomes in class VII informatics subject MTsN 6 Agam. Then H1 is accepted, meaning that there is a significant difference between the two learning models, namely the Quantum Learning model and the Conventional learning model. Thus H0 is rejected.
Perancangan Media Pembelajaran Berbasis Aplikasi Kahoot pada Meta Pelajaran Administrasi Sistem Jaringan di SMKN 1 Rao Selatan
Yanti, Syafrina;
Zakir, Supratman;
Sesmiarni, Zulfani;
Iswantir , Iswantir
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v3i1.323
This research is motivated by several problems that the authors found in class XII SMKN 1 Rao Selatan, especially in the Subject of Network Systems Administration. the obstacle experienced by the teacher during the learning evaluation process is that it is known that the evaluation process is prone to cheating such as students who imitate their friends' answers while doing daily exercises, besides that students are not punctual when submitting daily exercises such as students who are late when collecting daily exercises from the previous day. that has been determined, and practice corrections are still done manually by correcting the answers to the exercises one by one. Therefore, the authors designed learningmedia based on the Kahoot application in the Network Systems Administration Subject so that it can be used as an alternative learning media. The purpose of this research is to produce a valid, practical, and effective Kahoot application-based supporting media design for Network System Administration Learning. The type of research used in this study is the development method or Research and Development (R&D). The development model used is DDD-E consisting of four stages, namely the decide, design, develop, and evaluate stages. The product tests used in this study were validity.