Claim Missing Document
Check
Articles

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 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
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.
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.
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.
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.