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Peningkatan pemahaman guru tentang proyek Penguatan Profil Pelajar Pancasila (P5) dan deep learning di SDN 12 Cubadak Mentawai Kota Pariaman Radyuli, Popi; Sefriani, Rini; Sepriana, Rina
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 6 (2025): November (In Progress)
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i6.34310

Abstract

Abstrak Tujuan kegiatan pengabdian kepada masyarakat (PkM) ini adalah untuk meningkatkan pemahaman guru mengenai proyek penguatan profil pelajar pancasila dan deep learning guru di kota Pariaman. Kegiatan pengabdian ini dilaksanakan melalui beberapa tahapan, yang diawali dengan observasi dan wawancara dengan kepala sekolah serta guru. Setelah itu melakukan rembuk untuk penentuan jadwal pelaksanaan kegiatan, pemberian pelatihan dengan mendatangkan narasumber. Kegiatan dilakukan secara bertahap yaitu: persiapan dalam bentuk kerja sama dengan mitra, pendidikan atau pelatihan, penguatan dan evaluasi. Hasil dari kegiatan PKM yang sudah dilakukan menunjukkan terdapat peningkatan pemahaman guru SDN 12 Cubadak Mentawai Kota Pariaman terhadap Proyek Penguatan Profil Pelajar Pancasila (P5) dan Deep Learning.  Guru SDN 12 Cubadak Mentawai Kota Pariaman mengalami peningkatan tentang konsep  deep learning.  Kata kunci: pelatihan; P5; deep learning; guru SDN 12 Cubadak Mentawai. AbstractThe purpose of this community service (PkM) activity is to improve teachers' understanding of the Pancasila student profile strengthening project and teacher deep learning in Pariaman City. This community service activity is carried out through several stages, which began with observations and interviews with the principal and teachers. After that, discussions were held to determine the schedule for implementing training activities by inviting resource persons. The activities were carried out in stages, namely: preparation in the form of collaboration with partners, education or training, strengthening and evaluation. The results of the PKM activities that have been carried out show that there is an increase in the understanding of teachers at SDN 12 Cubadak Mentawai, Pariaman City regarding the Pancasila Student Profile Strengthening Project (P5) and Deep Learning. Teachers at SDN 12 Cubadak Mentawai, Pariaman City, experienced an increase in their understanding of the concept of deep learning Keywords: training; P5; deep learning; teachers of SDN 12 Cubadak Mentawai.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS GOOGLE SITES PADA MATA PELAJARAN INFORMATIKA DI SMA RLA IIBS SOLOK SEMESTER GENAP TAHUN AJARAN 2025/2026 Chintya Permata Vadira; Wijaya, Indra; Radyuli, Popi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42778

Abstract

This study aims to develop interactive learning media based on Google Sites for the Informatics subject of Grade X students at SMA RLA IIBS Solok and to examine the feasibility of the developed media in terms of validity, practicality, and effectiveness. The learning media was developed as an effort to enhance the use of digital technology in the learning process and to encourage students’ independent learning. The research method employed was Research and Development (R&D) using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The research subjects were 32 Grade X students of SMA RLA IIBS Solok. The results of the validity test based on expert judgments showed that the Google Sites–based interactive learning media obtained a percentage score of 94.67%, categorized as very valid, indicating that it is appropriate for use in Informatics learning. Furthermore, the practicality test conducted with students resulted in a percentage of 87.92%, categorized as very practical, indicating that the learning media is easy to use and understand. Meanwhile, the effectiveness test showed a percentage of 87.81%, categorized as very effective, indicating that the use of the learning media supports the achievement of learning objectives and improves students’ understanding of Informatics material. Based on these results, it can be concluded that the developed Google Sites–based interactive learning media meets the criteria of validity, practicality, and effectiveness and is therefore suitable to be used as an alternative learning media for Grade X Informatics at SMA RLA IIBS Solok.
Design and Development Based Learning Media Application Using Mobile App Inventor Rini Sefriani; Popi Radyuli; Nurhidayati Nurhidayati; Rina Sepriana
International Journal of Educational Development and Innovation Volume 1 Number 1 August 2021
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijedi.v1i1.22162

Abstract

This research and development aims to produce a product in the form of mobile application-based learning media for class X Vocational High School students. This type of research is research and development using a 4-D development model. The instrument used in this study was in the form of a questionnaire distributed to teachers and students as well as experts to test the validator. Based on the analysis, it was obtained that the validator test for this mobile application-based learning media was 90.33%, with a very valid interpretation of the validity level of use. The results of the overall practicality assessment from the practicality test were assessed at 86.77%, so that the level of practicality can be interpreted as very practical to use. The results of the overall assessment of the effectiveness test for the assessment of the effectiveness of 87.29% Reviews its effectiveness so that it can be interpreted very Effectively used. Thus, this learning media is very valid to be used, very practical to use and very effectively used in learning in vocational high schools
Pengembangan E-Modul Mata Pelajaran Administrasi Sistem Jaringan Berbasis Project Based Learning Syafrika, Oktavina; Radyuli, Popi; Sefriani, Rini
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3363

Abstract

Penelitian dan pengembangan ini dilatar belakangi oleh permasalahan belum adanya e-modul sebagai media pembelajaran yang diterapkan disekolah. Penelitian ini bertujuan untuk mengetahui tingkat Validitas, Praktikalitas, dan Efektifitas E-modul Mata Pelajaran Administrasi Sistem Jaringan berbasis Project Based Learning Kelas XI TKJ Di SMK N 2 Padang Tahun Ajaran 2022/2023. Penelitian ini menggunakan metode pengembangan penelitian (research & development). Model pengembangan (ADDIE), dengan langkah-langkah yang digunakan adalah sebagai berikut. (1) Analyze, (2) Design, (3) Development, (4) Implementation dan (5) Evaluate. Subjek penelitian berjumlah 36 orang. Uji validitas oleh para ahli secara keseluruhan penilaian uji validator terhadap E-modul Mata Pelajaran Administrasi Sistem Jaringan berbasis Project Based Learning Kelas XI TKJ Di SMK N 2 Padang diperoleh sebesar 87,13% dengan interprestasi valid digunakan. Uji praktikalitas secara keseluruhan diperoleh sebesar 91,00% dengan interprestasi sangat praktis digunakan oleh siswa. Uji efektivitas secara keseluruhan diperoleh sebesar 89,21% dengan inprestasikan sangat sangat efektif digunakan. Dapat disimpulkan bahwa Pengembangan E-modul Mata Pelajaran Administrasi Sistem Jaringan berbasis Project Based Learning Kelas XI TKJ Di SMK N 2 Padang Tahun Ajaran 2022/2023 Sangat Valid, Sangat Praktis dan Sangat Efektif digunakan pada proses pembelajaran.
Perancangan Dan Pembuatan Media Pembelajaran Berbasis Android Pada Mata Pelajaran Ilmu Pengetahuan Alamkelas Viii Di Smp Negeri 39 Padang Tahun Ajaran 2023/2024 Maya Netra Rosa; Rini Sefriani; Popi Radyuli
Culture education and technology research (Cetera) Vol. 1 No. 3 (2024): Vol.1 No.3 2024
Publisher : FKIP - Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/ctr.v1i3.54

Abstract

This research aims to determine the validity, practicality and effectiveness of making Android-based learning media applications in natural science subjects for class VIII at SMP Negeri 39 Padang for the 2023/2024 academic year. This research uses research development methods (research & development). The research subjects were 32 people. The research model used is the development research model (ADDIE), with the design of the development steps being as follows. (1) Analyze, (2) design, (3) development, (4) Implementation and (5) Evaluate. The results of the validity test by experts, the overall validator test assessment of Android-based Learning Media in Class VIII Natural Science Subjects at SMP Negeri 39 Padang was 84.64%, so the validity level can be interpreted as valid for use. The results of the overall practicality test assessment of the Android-based Learning Media in Class VIII Natural Science Subjects at SMP Negeri 39 Padang were 85.68%, so that the level of practicality can be interpreted as practical for use. The results of the overall effectiveness test assessment of the effectiveness of Android-Based Learning Media in Class VIII Natural Science Subjects at SMP Negeri 39 Padang were 87.77% so that the level of effectiveness can be interpreted as very effective in use. In conclusion, based on assessments along with expert input and the results of field trials, Android-based learning media as a learning medium has been tested for its suitability, superiority and can be used in the learning process in Class VIII Natural Science subjects at SMP Negeri 39 Padang.
Perancangan dam Pembuatan Media Pembelajaran Ilmu Pengetahuan Alam (IPA) Berbasis Augmented Reality Kelas IX SMP Negeri 2 Pancung Soal Ovan.S. Efendi; Indra Wijaya; Popi Radyuli
Culture education and technology research (Cetera) Vol. 1 No. 3 (2024): Vol.1 No.3 2024
Publisher : FKIP - Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/ctr.v1i3.59

Abstract

This research aims to produce and determine the level of validity, practicality and effectiveness of Natural science learning media (IPA) using augmented reality class IX SMP Negeri 2 Pancung Soal. This research uses the R&D (research & development) research development method. The research subjects were 55 people. The development model used is the ADDIE model, with the design of the development steps being as follows. (1) Analyze, (2) design, (3) development, (4) Implementation and (5) Evaluate. The results of the validity test by the experts as a whole the validator test assessment of Natural science learning media (IPA) using augmented reality class IX SMP Negeri 2 Pancung Soal was 90,72%, with a very valid interpretation used. The results of the practicality test assessment as a whole the practicality assessment of Natural science learning media (IPA) using augmented reality class IX SMP Negeri 2 Pancung Soal was 97,02%, with a very practical interpretation to use. The results of the evaluation test for the overall effectiveness Natural science learning media (IPA) using augmented reality class IX SMP Negeri 2 Pancung Soal were 94%, with very effective interpretations used. In conclusion, that the natural science (IPA) learning media using augmented reality as a learning media has been tested for its suitability, excellence, and can be used in the learning process in the natural science (IPA) subject in class IX of SMP Negeri 2 Pancung Soal.
Pemanfaatan Media Canva dan Kahoot Dengan Model Game Based Learning Untuk Meningkatkan Minat Belajar Siswa Pada Mata Pelajaran Informatika Fase E4 di SMA N 12 Padang Velianda Dewanti; Popi Radyuli
Culture education and technology research (Cetera) Vol. 2 No. 4 (2025): Vol.2 No.4 2025
Publisher : FKIP - Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/ctr.v2i3.168

Abstract

Penelitian ini bertujuan untuk meningkatkan minat dan hasil belajar siswa pada mata pelajaran Informatika melalui penerapan media Canva dan Kahoot dengan model Game Based Learning (GBL). Penelitian dilakukan pada siswa kelas Fase E4 SMAN 12 Padang semester ganjil tahun ajaran 2025/2026 dengan jumlah 39 siswa. Metode penelitian menggunakan dua siklus tindakan yang meliputi perencanaan, pelaksanaan, observasi, dan refleksi. Data dikumpulkan melalui observasi, tes, dan dokumentasi. Hasil penelitian menunjukkan peningkatan signifikan pada rata-rata nilai hasil belajar dari 78,38% pada kondisi awal menjadi 83,95% pada siklus II, serta peningkatan ketuntasan dari 46,15% menjadi 94,87%. Minat belajar siswa juga meningkat ditandai dengan partisipasi aktif, antusiasme tinggi, dan peningkatan motivasi belajar. Dengan demikian, penerapan media Canva dan Kahoot melalui model Game Based Learning efektif dalam meningkatkan minat dan hasil belajar siswa
Analisis Penerapan Aplikasi Perkantoran dalam Pembelajaran Siswa Kelas X di SMAN 4 Sumatera Barat Mifta Hunnisah Anggina; Popi Radyuli
Culture education and technology research (Cetera) Vol. 2 No. 4 (2025): Vol.2 No.4 2025
Publisher : FKIP - Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/ctr.v2i3.170

Abstract

Penelitian ini bertujuan untuk menganalisis penerapan aplikasi perkantoran dalam pembelajaran siswa kelas X di SMAN 4 Sumatera Barat. Fokus penelitian mencakup pola implementasi, efektivitas optimalisasi, serta tingkat kompetensi siswa dalam mengoperasikan aplikasi perkantoran seperti Microsoft Word, Microsoft Excel, Microsoft PowerPoint, dan Google Spreadsheet. Penelitian menggunakan metode kualitatif deskriptif melalui observasi langsung dan dokumentasi untuk memperoleh gambaran faktual mengenai penggunaan aplikasi dalam kegiatan belajar mengajar. Hasil penelitian menunjukkan bahwa Microsoft Word, Excel, dan PowerPoint merupakan aplikasi yang paling dominan digunakan, sedangkan Google Workspace mulai dimanfaatkan terutama untuk kolaborasi. Pemanfaatan aplikasi sebagian besar masih terbatas pada fitur dasar, sementara eksplorasi fitur lanjutan belum optimal. Penggunaan aplikasi perkantoran paling intensif terjadi pada mata pelajaran TIK, sedangkan pada mata pelajaran lain masih bersifat insidental dan kurang mendapat pendampingan teknis. Infrastruktur sekolah cukup mendukung, namun masih terdapat kendala seperti keterbatasan perangkat, masalah lisensi, serta dominasi penggunaan ponsel oleh sebagian siswa. Penerapan aplikasi perkantoran berdampak positif terhadap kerapian tugas, efisiensi penyelesaian pekerjaan, serta peningkatan literasi digital dasar. Namun kemampuan analitis dan penguasaan fitur lanjutan masih perlu ditingkatkan agar pembelajaran lebih selaras dengan tuntutan kompetensi digital abad ke-21. Penelitian ini memberikan gambaran nyata mengenai kondisi implementasi aplikasi perkantoran pada pendidikan SMA dan menjadi dasar rekomendasi bagi penguatan integrasi TIK dalam pembelajaran.
Perancangan Dan Pembuatan Media Pembelajaran Berbasis Android Pada Mata Pelajaran Ilmu Pengetahuan Alamkelas Viii Di Smp Negeri 39 Padang Tahun Ajaran 2023/2024 Maya Netra Rosa; Rini Sefriani; Popi Radyuli
Culture education and technology research (Cetera) Vol. 1 No. 3 (2024): Vol.1 No.3 2024
Publisher : FKIP - Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/ctr.v1i3.54

Abstract

This research aims to determine the validity, practicality and effectiveness of making Android-based learning media applications in natural science subjects for class VIII at SMP Negeri 39 Padang for the 2023/2024 academic year. This research uses research development methods (research & development). The research subjects were 32 people. The research model used is the development research model (ADDIE), with the design of the development steps being as follows. (1) Analyze, (2) design, (3) development, (4) Implementation and (5) Evaluate. The results of the validity test by experts, the overall validator test assessment of Android-based Learning Media in Class VIII Natural Science Subjects at SMP Negeri 39 Padang was 84.64%, so the validity level can be interpreted as valid for use. The results of the overall practicality test assessment of the Android-based Learning Media in Class VIII Natural Science Subjects at SMP Negeri 39 Padang were 85.68%, so that the level of practicality can be interpreted as practical for use. The results of the overall effectiveness test assessment of the effectiveness of Android-Based Learning Media in Class VIII Natural Science Subjects at SMP Negeri 39 Padang were 87.77% so that the level of effectiveness can be interpreted as very effective in use. In conclusion, based on assessments along with expert input and the results of field trials, Android-based learning media as a learning medium has been tested for its suitability, superiority and can be used in the learning process in Class VIII Natural Science subjects at SMP Negeri 39 Padang.
Perancangan dam Pembuatan Media Pembelajaran Ilmu Pengetahuan Alam (IPA) Berbasis Augmented Reality Kelas IX SMP Negeri 2 Pancung Soal Ovan.S. Efendi; Indra Wijaya; Popi Radyuli
Culture education and technology research (Cetera) Vol. 1 No. 3 (2024): Vol.1 No.3 2024
Publisher : FKIP - Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/ctr.v1i3.59

Abstract

This research aims to produce and determine the level of validity, practicality and effectiveness of Natural science learning media (IPA) using augmented reality class IX SMP Negeri 2 Pancung Soal. This research uses the R&D (research & development) research development method. The research subjects were 55 people. The development model used is the ADDIE model, with the design of the development steps being as follows. (1) Analyze, (2) design, (3) development, (4) Implementation and (5) Evaluate. The results of the validity test by the experts as a whole the validator test assessment of Natural science learning media (IPA) using augmented reality class IX SMP Negeri 2 Pancung Soal was 90,72%, with a very valid interpretation used. The results of the practicality test assessment as a whole the practicality assessment of Natural science learning media (IPA) using augmented reality class IX SMP Negeri 2 Pancung Soal was 97,02%, with a very practical interpretation to use. The results of the evaluation test for the overall effectiveness Natural science learning media (IPA) using augmented reality class IX SMP Negeri 2 Pancung Soal were 94%, with very effective interpretations used. In conclusion, that the natural science (IPA) learning media using augmented reality as a learning media has been tested for its suitability, excellence, and can be used in the learning process in the natural science (IPA) subject in class IX of SMP Negeri 2 Pancung Soal.