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PERANCANGAN DAN PEMBUATAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN ADOBE ANIMATE CC BERBASIS ANDROID PADA MATA PELAJARAN DASAR-DASAR TEKNIK KONSTRUKSI DAN PERUMAHAN KELAS X DI SMKN 1 PADANG Jusirwan, Stifanni; Wijaya, Indra; Yunus, Yuliawati
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 8 No. 2 (2024): JATI Vol. 8 No. 2
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v8i2.9542

Abstract

Pengunaan Media Pembelajaran interaktif berbasis android menarik dan memberikan kemudahan kepada pengguna. Media Pembelajaran berbasis android dapat meningkatkan efektifitas siswa. Penelitian ini bertujuan untuk mengetahui validitas, praktikalitas, dan efektifitas media pembelajaran interaktif berbasis android. Penelitian ini menggunakan metode pengembangan penelitian (research & development). Subjek penelitian berjumlah 31 orang. Model penelitian yang digunakan adalah model penelitian pengembangan (IDI), dengan langkah-langkah pengembangannya adalah sebagai berikut. ((1) Define, (2) development, dan (3) Evaluate. Hasil uji validitas oleh para ahli secara keseluruhan penilaian uji validator terhadap media pembelajaran interaktif berbasis android pada mata pelajaran dasar-dasar TKP sebesar 88,00%, sehingga tingkat validitas dapat diinterprestasikan sangat valid digunakan. Hasil penilaian uji praktikalitas secara keseluruhan penilaian praktikalitas terhadap Media Pembelajaran Interaktif berbasis android Pada mata pelajaran dasar-dasar TKP sebesar 86,06%, sehingga tingkat praktikalitasnya dapat di interprestasikan sangat praktis digunakan.Hasil penilaian uji efektivitas secara keseluruhan penilaian efektivitas Media Pembelajaran Interaktif Berbasis Android Pada mata pelajaran dasar-dasar TKP sebesar 81,61% sehingga tingkat efektifitasnya dapat di interprestasikan efektif digunakan. Kesimpulannya, berdasarkan penilaian beserta masukan ahli serta hasil dari uji coba lapangan Media Pembelajaran Berbasis Android sebagai media pembelajaran sudah teruji kelayakan, keunggulan, dan dapat digunakan pada proses pembelajaran pada mata pelajaran Dasar-dasar TKP di kelas X TKP SMKN 1 Padang.
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
Positive Influence of Entrepreneurship Mobile Media Implementation on Entrepreneurial Interest & Learning Outcomes Yunus, Yuliawati; Ganefri; Yulastri, Asmar
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i5.3410

Abstract

Blended learning is very important today, and various platforms are used to achieve reasonable learning goals in education, ranging from low to high levels. Different learning platforms are implemented in e-learning systems, mobile applications, and other interactive media. The venue is only sometimes able to help students in learning thoroughly. So that there is a need for learning style adjustments to the learning process. This study uses an Android-based entrepreneurship learning media application to determine the results of entrepreneurial education and students' entrepreneurial interests. The type of research used was a quasi-experiment with a population of 406 students. Samples were taken using purposive sampling techniques. The instruments used in this study are objective tests and questionnaires of entrepreneurial interest. The analysis technique used was Anova with test F. The results revealed a positive influence between implementing entrepreneurial mobile media on increasing entrepreneurial interest and student learning outcomes
Correlation of Social Media Addiction to Academic Achievement in E-Learning Sefriani, Rini; Yunus, Yuliawati; Ambiyar; Syah, Nurhasan; Fadhilah
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3581

Abstract

This study examines the relationship between students' social media addiction and student academic achievement in online lectures that use e-learning platforms. The number of study participants was 79 psychology students, who were selected using purposive sampling. The findings show that there is a positive but not significant relationship between social media addiction and academic achievement. This condition indicates that student academic achievement will increase if students reduce their addiction to using social media. Online lectures provide space for students to access social media, so direction and guidance from lecturers is needed for students not to use social media during online lectures
Self-Efficacy: Meningkatkan Jiwa Kewirausahaan Di Era Digital Marta, Rizkayeni; Ganefri; Yulastri, Asmar; Riyanda, Afif Rahman; Hasan, Hanapi; Yunus, Yuliawati
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3641

Abstract

In the digital era which is full of rapid changes and complex challenges, success in the world of entrepreneurship is not only determined by technical knowledge and skills, but also by psychological factors. The entrepreneurial spirit is very important economically and socially so that entrepreneurship is very important both economically and socially. One of the factors driving the entrepreneurial spirit in the digital era is self-efficacy. Self-efficacy is essential for the willingness to act entrepreneurially, to identify and seize opportunities. Self-efficacy plays an important role in building an entrepreneurial spirit. The method for writing this article adopts the literature review method, articles sourced from the Google Scholar, elsevier, tanfonline platforms. In an effort to improve the entrepreneurial spirit in the digital era, contributions from the world of education are needed, so that educational programs can influence individuals' self-efficacy and self-confidence, supporting them to try, learn, and persist in pursuing an entrepreneurial future. Thus, individuals who have high self-efficacy regarding entrepreneurship will have high self-confidence, thereby triggering enthusiasm to become someone who has an entrepreneurial spirit.
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.
Artificial Intelligence Dependency and Critical Thinking: A Correlational Study of Vocational High School Students in Padang Syahcorina, Melanie Putria; Fitria, Linda; Yunus, Yuliawati
Jurnal Counseling Care Vol 9, No 2 (2025): Jurnal Counseling Care, [Terakreditasi Sinta 4] No: 225/E/KPT/2022
Publisher : Universitas PGRI SUMATERA BARAT

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/jcc.2025.v9i2.10131

Abstract

The integration of artificial intelligence (AI) into education has transformed learning processes by providing efficiency, personalization, and instant access to knowledge. However, excessive reliance on AI may weaken students’ intellectual autonomy and hinder the development of higher-order cognitive skills. While global studies highlight AI’s potential to foster critical thinking when embedded in reflective tasks, little is known about its impact on vocational high school students in developing contexts. This study examines the relationship between AI dependency and critical thinking among 190 twelfth-grade students at Vocational High School 9 Padang, Indonesia. Using a quantitative correlational design with purposive sampling, data were collected through a validated and reliable Likert-scale questionnaire and analyzed using parametric statistics (Kolmogorov–Smirnov test, linearity test, and Pearson’s correlation). Results indicate that both AI dependency (M = 43.46; SD = 9.89) and critical thinking (M = 51.09; SD = 7.30) were at moderate levels. However, correlation analysis revealed no significant relationship between AI dependency and critical thinking (r = 0.066, p = 0.365). These findings suggest that AI dependency does not inherently contribute to critical thinking development in vocational education. Theoretically, this study extends global discourse by emphasizing contextual differences in AI usage across educational levels. Practically, it underscores the need for balanced pedagogical strategies that leverage AI as a scaffold for reasoning, reflection, and problem-solving rather than as a shortcut for task completion.