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Perancangan dan Pembuatan Media Pembelajaran Google Sites Siswa SMA N 1 Pancung Soal Informatika Tahun Ganjil 2025/2026 Fachriansyah, Aziez; Radyuli, Popi; Yunus, Yuliawati
EDUTECH Vol 24, No 3 (2025)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v24i3.90768

Abstract

Penelitian ini bertujuan untuk melakukan merancang dan membuat media pembelajaran interaktif situs Google. Penelitian ini juga akan menganalisis uji validitas, praktikalitas, dan efektivitas produk yang dihasilkan untuk mendukung pembelajaran informatika pada siswa kelas X SMA N 1 Pancung soal. Kurangnya pemanfaatan media pembelajaran interaktif yang lebih menarik dan efektif, evaluasi pembelajaran masih bersifat satu arah menjadi dasar pengembangan media ini. Penelitian ini menggunakan metode penelitian dan pengembangan (RD) dengan model pengembangan ADDIE yaitu Analisis (Analisis), Desain (Perancangan), Pengembangan (Pengembangan), Implementasi (Implementasi), dan Evaluasi (Evaluasi). Media pembelajaran interaktif google sites memperoleh hasil validasi dari tiga validator menunjukkan bahwa media tergolong sangat valid (rata-rata 89,33%). Hasil ini secara jelas menunjukkan bahwa media pembelajaran ini Sangat Valid digunakan dalam proses pembelajaran. Hasil praktikalitas oleh siswa menunjukkan persentase (85,71%), hasil ini secara jelas menunjukkan bahwa media pembelajaran ini Praktis dan efektivitas penggunaan dalam pembelajaran menunjukkan persentase (87,07%). Hasil ini secara jelas menunjukkan bahwa media pembelajaran ini Sangat Efektif Media pembelajaran interaktif ini dirancang untuk menyajikan pembelajaran yang lebih interaktif dan menyenangkan melalui materi dan kuis yang selaras dengan materi Informatika.
Implementasi Teknologi Artifical Intelligence (AI) sebagai Penunjang Pembelajaran Siswa di SMK Nusatama Kota Padang Yuliawati Yunus; Renny Permata Saputri; Monica Fransisca
KREATIF: Jurnal Pengabdian Masyarakat Nusantara Vol. 4 No. 2 (2024): Juni : Jurnal Pengabdian Masyarakat Nusantara
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/kreatif.v4i2.3562

Abstract

Community Service (PKM) is one of the tasks of the Tri Dharma of Higher Education which must be fulfilled by lecturers. The PKM activities carried out had the theme Implications of Artificial Intelligence (AI) Technology as a Support for Student Learning. The partner collaborating on this PKM activity is Nusatama Vocational School, Padang City. Initial observations found that the use of Artificial Intelligence (AI) technology was still very lacking. The aim of PKM activities is to introduce Artificial Intelligence (AI) technology to vocational high school students. It is hoped that this PKM activity can increase students' knowledge about Artificial Intelligence (AI) technology, and can raise children's motivation in learning, produce positive attitudes, as well as a strong commitment to learning and a good attitude towards teachers. This service uses presentations and simulations of the introduction and implications of learning Artificial Intelligence (AI) technology for students. Analysis, education and education methods are used in this service by the service implementation team. This PKM activity resulted in an increase in students' knowledge about Artificial Intelligence (AI) technology and its application as a support for student learning.
Implementation of the Project Based Learning (PjBL) Learning Model to Improve Student Learning Outcomes on Design Material at Canva in Informatics Subjects Sartika, Deni; Yunus, Yuliawati
Journal of Research and Investigation in Education Volume 3, No. 3, December 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i3.206

Abstract

This study aims to improve student learning outcomes using the Project Based Learning learning model on Design Material in Canva in Informatics Subjects at SMA Negeri 6 Padang class XII MIPA academic year 2024-2025. This study uses a classroom action research method which is a type of qualitative research that emphasizes the process, designed to achieve improvements in practice and real situations in the classroom. The research subjects were class XII MIPA 1 as many as 36 students. The results of the study can be concluded that student activity in each cycle is increasing. This can be seen from the student learning outcomes that have improved. The average initial value is 61.75 with a percentage of completeness of 33.33% (category is not good) so that cycle I is carried out. In cycle I, student learning outcomes with an average value of 79.58 with a percentage of completeness of 72.22% (Enough) increased from the initial value, but there are still shortcomings so that improvements are needed in cycle II. In cycle II, there was an increase in student learning outcomes with an average score of 84.44 and a completion percentage of 91.67% (very good). The implementation of the Project-Based Learning (PjBL) model is very effective in improving and encouraging student learning outcomes to a better level. With this model, Informatics learning becomes more interesting, interactive, and meaningful, thus helping students achieve optimal results.
Needs analysis of mobile game-based learning media for visual communication design in padang vocational schools Yunus, Yuliawati; Radyuli, Popi
Jurnal Pendidikan Vokasi Vol. 15 No. 1 (2025): February
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v15i1.89162

Abstract

This study aims to analyze the need for mobile game-based learning media (MGBLM) in visual communication design (VCD) subject in vocational high schools. This study employs a quantitative descriptive approach using a survey technique involving two groups of respondents: 12 VCD teachers and 255 students from 12 public and private vocational high schools in Padang city during the odd semester of the 2024/2025 academic year. Data were collected through a likert-scale questionnaire and analyzed descriptively using percentages. The results of the study indicate a high level of need, with 96% of teachers and 94% of students indicating very needed for the integration of MGBLM in the VCD learning process. The study also found that teachers fully agree that mobile-based learning media should align with curriculum objectives and support student engagement through interactive visual learning. Similarly, more than 90% of students agreed or strongly agreed that they needed mobile game-based learning media that suited their learning styles and supported independent and enjoyable VCD learning. These findings emphasize the importance of developing mobile game-based learning media tailored to the needs of vocational high school students, especially in creative subject such as visual communication design. These results serve as a foundation for further development of educational media using structured models such as Hanafin and Peck. This study is unique because it specifically maps the needs for mobile game-based learning in VCD subject, an area rarely explored in Indonesian vocational schools.
PERANCANGAN DAN PEMBUATAN GAME EDUKASI MENGGUNAKAN ADOBE ANIMATE PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMAN 4 SUMBAR TAHUN AJARAN 2025/2026 Anggina, Mifta Hunnisah; Wijaya, Indra; Yunus, Yuliawati
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.v11i01.42774

Abstract

This study aims to analyze the validity, practicality, and effectiveness of educational game-based learning media developed using Adobe Animate for the Informatics subject in Grade X at SMAN 4 SUMBAR. This study uses a research and development (R&D) method, using the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaliation. The subjects of the study were 35 students of class X.The result showed that the overall validity assessment conducted by experts on the educational game using Adobe Animate for class X at SMAN 4 SUMBAR was 95.97%, so the level of validity can be interpreted as very valid to use. The overall practicality test assessment of educational game using Adobe Animate for class X at SMAN 4 SUMBAR was 97.04%, so the level of practicality can be interpreted as very practical to use. The overall effectiveness test assessment of educational game using Adobe Animate for class X at SMAN 4 SUMBAR was 89.57%, so the level of effectiveness can be interpreted as very effective to use. The conclusion of this study is to produce an interesting and useful educational game learning media for teachers and students.
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
Publisher : AI Society & STMIK Indonesia

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

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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
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
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.
The Relationship Between Artificial Intelligence Dependency Behavior and Critical Thinking Skills of Grade XII Students at State Vocational High School 9 Padang Melanie Putria Syahcorina; Linda Fitria; Yuliawati Yunus
Jurnal Counseling Care Vol 9, No 2 (2025): Jurnal Counseling Care, [Terakreditasi Sinta 3] No: 156/C/C3/KPT/2026
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.
Analysis of the Discovery Learning Model in Improving Student Learning Outcomes at State Senior High School 12 Padang L, Hisnil Khotimah; Septiarama, Clara; Yunus, Yuliawati
Global Education Journal Vol. 3 No. 3 (2025): Global Education Journal (GEJ)
Publisher : Civiliza Publishing, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59525/gej.v3i3.1154

Abstract

This study aims to determine the effectiveness of the Discovery Learning learning model in improving student learning outcomes at SMA Negeri 12 Padang. The Discovery Learning learning method, which begins with students' independent discovery of concepts, can improve motivation, understanding, and critical thinking skills. This study uses a quantitative approach with a quasi-experimental design involving Phase F students at SMA Negeri 12 Padang. Student learning outcome data were collected through pre-tests and post-tests, then analyzed using an independent t-test to determine significant differences between the group implementing the Discovery Learning model and the control group using conventional methods. A questionnaire was also used to measure students' perceptions of the learning experience. The results showed that there was a significant increase in student learning outcomes using the Discover Learning model compared to the control group. This increase was seen in students' abilities to understand complex concepts, problem-solving abilities, and critical thinking abilities. The implication of this finding is that Discovery Learning can be an effective alternative to improve the quality of more effective learning, as well as providing insight for teachers in designing more interesting and relevant learning for students.