Claim Missing Document
Check
Articles

Pengaruh Implementasi Kurikulum Outcome Based Education (OBE) terhadap Kemampuan Problem Solving Mahasiswa Yunus, Yuliawati; Maksum, Hasan; Waskito, Waskito
Al-TA'DIB: Jurnal Kajian Ilmu Kependidikan Volume 17 Nomor 1 2024
Publisher : Institut Agama Islam Negeri Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31332/atdbwv17i1.8807

Abstract

This study examines the effect of implementing the Outcome Based Education (OBE) curriculum on the problem-solving abilities of Management Study Program students at the Faculty of Economics and Business, a university in Padang, Indonesia, focusing on the Information and Computer Technology course. The subjects were 60 students, and a correlational quantitative approach was used. Data analysis included descriptive analysis, normality test, linearity test, and linear regression test. Results showed normally distributed and linear data. The F-test yielded a value of 15.918 with a significance level of 0.000<0.005, indicating a significant influence of the OBE curriculum (X) on problem-solving ability (Y). The R Squared value of 0.215 indicates that the OBE curriculum accounts for 21.5% of the variance in students' problem-solving abilities, excluding other factors.   Keywords: Ability; curriculum; information and computer technology; outcome based education; problem solving
PERANCANGAN DAN PEMBUATAN MODUL PEMBELAJARAN ELEKTRONIK BERBASIS PROJECT BASED LEARNING MATA PELAJARAN SIMULASI DIGITAL SMKN 8 PADANG Menrisal, Menrisal; Yunus, Yuliawati; Rahmadini, Nurul Sari
JURNAL KOULUTUS Vol. 2 No. 1 (2019): JURNAL KOULUTUS
Publisher : LPPM Universitas Kahuripan Kediri

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

Abstract

Penelitian ini menggunakan metode penelitian pengembangan (Research & Development) yang mengacu pada 4D Model dengan tahapan yang dilalui dalam penlitian ini adalah tahap pendefinisian, tahap perancangan, tahap pengembangan, dan tahap penyebaran. Pengambilan data dilakukan kepada pengguna Modul Pembelajaran Elektronik. Sampel penelitian berjumlah 32 siswa kelas X SMK Negeri 8 Padang. Pengujian untuk penelitian ini adalah uji validitas, uji praktikalitas, dan efektifitas. Hasil uji validitas oleh para ahli secara keseluruhan penilaian uji validitas terhadap Modul Pembelajaran Elektronikberbasis Project BasedLearning pada mata pelajaran Simulasi Digital Kelas X SMK Negeri 8 Padang sebesar 86,86%, sehingga tingkat validitas dapat di interprestasikan valid digunakan. Hasil penilaian uji praktikalitas secara keseluruhan penilaian praktikalitas terhadap Modul Pembelajaran elektronikberbasis Project Based Learning pada mata pelajaran simulasi digital Kelas X SMK Negeri 8 Padang sebesar 91,08%, sehingga tingkat praktikalitasnya dapat di interprestasikan sangat praktis digunakan.Hasil penilaian uji efektifitas secara keseluruhan penilaian efektifitas terhadap Modul Pembelajaran elektronik berbasis Project Based Learning pada mata pelajaran simulasi digital Kelas X SMK Negeri 8 Padang sebesar 90,08% sehingga tingkat efektifitasnya dapat di interprestasikan sangat baik digunakan. Berdasarkan penelitian ini dapat disimpulkan bahwa semakin tinggi nilai validitas, praktikalitas, dan efektifitas suatu produk maka akan semakin layak untuk digunakan dalam proses pembelajaran. Kata Kunci: Modul, Project Based Learning, Simulasi Digital
Implementasi Teknologi Digital Dalam Kegiatan Pembelajaran Di Tingkat Sekolah Dasar Fransisca, Monica; Saputri, Renny Permata; Yunus, Yuliawati
DEDIKASI SAINTEK Jurnal Pengabdian Masyarakat Vol. 2 No. 3 (2023): Desember 2023
Publisher : Al-Hijrah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58545/djpm.v2i3.218

Abstract

Sebagian besar sektor bidang telah dipengaruhi oleh teknologi digital, termasuk juga bidang pendidikan. Melalui teknologi digital diharapkan bisa membantu proses pembelajaran, seperti memberi ragam media pembelajaran, meminimalisir keterbatasan ruang dan waktu, serta meningkatkan kemampuan digital. Mitra kegiatan pengabdian ini adalah siswa tingkat sekolah dasar di SDN 27 Lubuk Alung, dimana pada observasi awal ditemukan bahwa penggunaan teknologi digital masih sangat kurang di lokasi tersebut. Teknologi digital dapat menjadi salah satu solusi di bidang pendidikan yang memiliki keterbatasan ruang pembelajaran namun memiliki fasilitas untuk penerapan teknologi digital dalam pembelajaran. Diharapkan dengan adanya kegiatan PKM tersebut dapat meningkatkan pengetahuan siswa tentang teknologi digital, serta dapat membangkitkan motivasi anak dalam belajar, menghasilkan sikap positif, serta komitmen yang kuat terhadap pembelajaran dan sikap yang baik terhadap guru. Metode yang digunakan dalam pengabdian ini adalah metode analisis, pendidikan, dan edukasi yang akan dilaksanakan oleh tim pelaksana pengabdian. Pengabdian ini nantinya akan menggunakan presentasi serta simulasi pengenalan dan penerapan teknologi digital dalam pembelajaran. Hasil dari kegiatan pengabdian ini adalah meningkatnya kemampuan dan pengetahuan siswa mengenai teknologi digital dan penerapannya dalam pendidikan, untuk kemudian dilanjutkan dengan pemanfaatan teknologi digital dalam kegiatan belajar.
Perancangan Game Edukasi berbasis Android pada Mata Pelajaran Bahasa Inggris Kelas X di SMAS Pertiwi 2 Padang Tahun Ajaran 2025/2026 Pratama, Riki Denata; Wijaya, Indra; Yunus, Yuliawati
SENTRI: Jurnal Riset Ilmiah Vol. 4 No. 9 (2025): SENTRI : Jurnal Riset Ilmiah, September 2025
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/sentri.v4i9.4534

Abstract

Android-based educational games bring a new way to make English learning more engaging for tenth-grade students at SMA Swasta Pertiwi 2 Padang in the 2025/2026 academic year. The aim is to test the validity, practicality, and effectiveness of the developed game so it can be applied as a classroom medium. This study used a Research and Development (R&D) approach with the 4D model: Define, Design, Development, and Disseminate. Thirty students took part as participants, and data were collected through questionnaires from validators and learners, then analyzed with Microsoft Excel. Findings reveal that the game reached an average validity score of 87.41%, categorized as highly valid. Practicality scored 85.71%, showing the game is user-friendly and appropriate for students. Effectiveness reached 89.53%, proving the game improves learning activities and strengthens engagement. These results demonstrate that the application not only meets academic and technical standards but also supports an enjoyable and motivating learning process. In conclusion, the Android-based educational game is valid, practical, and effective, making it a promising tool to support English language learning in high school.
Edukasi Pengenalan Dasar-Dasar Komputer pada Siswa SD IT Buah Hati Kota Padang Permata Saputri, Renny; Fransisca, Monica; Yunus, Yuliawati
Jurnal Pengabdian kepada Masyarakat Bidang Ilmu Komputer Vol 1 No 2 (2023): Jurnal Pengabdian Kepada Masyarakat Bidang Ilmu Komputer (ABDIKOM)
Publisher : Fakultas Ilmu Komputer

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

Abstract

Pengabdian Kepada Masyarakat (PKM) merupakan salah satu kewajiban Tri Dharma Perguruan Tinggi dan wajib dilaksanakan oleh dosen. Kegiatan PKM yang dilaksanakan bertemakan pengenalan dan pembelajaran dasar-dasar komputer (hardware, software dan brainware) kepada Siswa SD IT Buah Hati. Mitra yang bekerjasama dalam kegiatan PKM ini adalah SD IT Buah Hati Kota Padang. Tujuan dari kegiatan PKM ini adalah untuk memperkenalkan kepada siswa  dasar-dasar pembelajaran komputer (hardware, software dan brainware). Pengabdian ini menggunakan presentasi serta simulasi pengenalan dan pembelajaran dasar-dasar komputer (hardware, software dan brainware). Metode yang digunakan dalam pengabdian ini adalah metode analisis, pendidikan, dan edukasi yang dilaksanakan tim pelaksana pengabdian. Kegiatan pengabdian menunjukkan bahwa melalui kegiatan ini dapat meningkatkan pengetahuan siswa dan membangkitkan motivasi siswa dalam belajar, menghasilkan sikap positif, serta komitmen belajar yang kuat terhadap pembelajaran dan sikap yang baik terhadap guru. Maka dapat disimpulkan bahwa kegiatan pengabdian ini memberikan tambahan ilmu kepada siswa dan membangkitkan motivasi belajar mereka.
TEORI PROSSER : PHILOSOPHY PENDIDIKAN KEJURUAN PADA ERA REVOLUSI INDUSTRI 4.0 Yunus, Yuliawati; Yulianti, Rosi; Oriza, Wike; Jalinus, Nizwardi; Abdullah, Rijal
AT-TAJDID Vol 7, No 2 (2023): JULI-DESEMBER 2023
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/att.v7i2.2976

Abstract

KOMPARASI E-LEARNING PADA PROBLEM BASED INSTRUCTION DAN PROJECT BASED LEARNING TERHADAP HASIL BELAJAR Ambiyar, Ambiyar; Yunus, Yuliawati; Wulansari, Rizky Ema
AT-TAJDID Vol 8, No 1 (2024): JANUARI-JUNI 2024
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/att.v8i1.3337

Abstract

Evaluation of Industrial Field Practice Program using the Tyler Model in the Informatics Engineering Education Department Yunus, Yuliawati; Ambiyar, Ambiyar; Rizal, Fahmi
Jurnal Paedagogy Vol. 11 No. 2 (2024): April
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v11i2.11056

Abstract

This research aims to describe the evaluation implementation of industrial field practices in the informatics engineering education study program, Faculty of Teacher Training and Education, Universitas Putra Indonesia "YPTK" Padang. This research used an evaluation method with the Tyler Evaluation Model (Goal Oriented Model). Based on this method, data was collected through the following steps: 1). Identify the objectives of industrial field practice; 2) formulate indicators for the achievement goals that have been set; 3) formulate the data obtained with indicators. The main objective is divided into sub-component objectives, namely: sub-component of program objectives, sub-component of attitudes, and sub-component of achieving program objectives. All indicators included in the sub-components were analyzed using the mixed method technique (quantitative and qualitative) and obtained an average score of 84.4 %. It means that the implementation of industrial field practice in the informatics engineering education study program, Faculty of Teacher Training and Education, Universitas Putra Indonesia "YPTK" Padang, is in a good category. The impact of the implementation of industrial field practices can run smoothly in accordance with the program objectives.
Pengaruh Implementasi Kurikulum Outcome Based Education (OBE) terhadap Kemampuan Problem Solving Mahasiswa Yunus, Yuliawati; Maksum, Hasan; Waskito, Waskito
Al-TA'DIB: Jurnal Kajian Ilmu Kependidikan Vol. 17 No. 1 (2024)
Publisher : Institut Agama Islam Negeri Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31332/atdbwv17i1.8807

Abstract

This study examines the effect of implementing the Outcome Based Education (OBE) curriculum on the problem-solving abilities of Management Study Program students at the Faculty of Economics and Business, a university in Padang, Indonesia, focusing on the Information and Computer Technology course. The subjects were 60 students, and a correlational quantitative approach was used. Data analysis included descriptive analysis, normality test, linearity test, and linear regression test. Results showed normally distributed and linear data. The F-test yielded a value of 15.918 with a significance level of 0.000<0.005, indicating a significant influence of the OBE curriculum (X) on problem-solving ability (Y). The R Squared value of 0.215 indicates that the OBE curriculum accounts for 21.5% of the variance in students' problem-solving abilities, excluding other factors.   Keywords: Ability; curriculum; information and computer technology; outcome based education; problem solving
CARE PRINCIPAL IMPLEMENTATION IN REDUCING STUDENTS’ SPEAKING ANXIETY Suparmi , Suparmi; Jafnihirda, Lika; Yunus, Yuliawati; Chang, Afnesha Noveriana
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 3 (2024): Vol. 7 No. 3 (2024): Volume 7 No 3 Tahun 2024 (Special Issue)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i3.30911

Abstract

The aim of this study was to identify how the implementation of Classroom Management concepts can reduce student’s speaking anxiety in vocational high school in Padang. The method used in this research is qualitative descriptive research that describe and explain a problem as it is. There are 9 English teachers as the subject of this study. This study used qualitative method by using questionnaire and observation as the instrument. The questionnaire of classroom management was developed based on the principle of classroom management such as Consistency, Awesomeness, Relationships, and Excellence (CARE). The result of this study where Consistency has 70% choose always, Awesomeness has 75% choose always, Relationship has 60% choose always score and Excellence has 50% choose always score. It means that almost all the English teachers always implementing the principle of classroom management during teaching and learning process. The data was support by the observation, the data showed that the teachers implemented the CARE principles and the students feel comfortable during learning process. By implementing the principle of classroom management, the students more confident to speak in front of the class.