Claim Missing Document
Check
Articles

Found 3 Documents
Search

PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS 3D PADA MATERI SISTEM KOMPUTER DI KELAS X DKV DI SMKN 2 PADANG PANJANG Septa Della; Thomson Mary; Bernediv Nurdin
Informatika: Jurnal Teknik Informatika dan Multimedia Vol. 5 No. 2 (2025): Oktober : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v5i2.1197

Abstract

This study aims to develop a three-dimensional (3D)-based learning media for the Computer System material for grade X DKV students at SMKN 2 Padang Panjang. The background of this research is the low interest and understanding of students in the subject, caused by the limited variety of teaching methods and the lack of interactive media use. In today’s digital era, integrating technology into learning is essential to improve the effectiveness of the teaching and learning process. The method used is Research and Development (R&D) with the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The media was developed using Assemblr Edu and Canva applications, validated by two media experts and two subject matter experts, and tested for practicality by one teacher and 25 students. The validation results showed a validity score of 96.30% from media experts and 81.67% from material experts, both categorized as very valid. The practicality test obtained a score of 86.98% from the teacher and 85.63% from students, both classified as very practical. The developed media presents the learning content in a visual and interactive 3D format, enhancing student engagement and comprehension. In conclusion, the 3D learning media developed in this study is feasible and effective for use in classroom learning. It is expected to serve as an innovative solution in supporting technology-based learning, particularly in vocational education settings
Pelatihan dan Pemanfaatan Internet of Things (IoT) Berbasis ESP8266 di SMK Negeri 1 Tanjung Raya Mourend Devegi; Bernediv Nurdin
Journal Of Indonesian Social Society (JISS) Vol. 4 No. 1 (2026): JISS - Februari
Publisher : PT. Padang Tekno Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/jiss.v4i1.636

Abstract

Pelatihan ini bertujuan untuk meningkatkan pemahaman dan keterampilan guru serta siswa SMK dalam memanfaatkan teknologi Internet of Things (IoT) melalui proyek robot mobil Wi-Fi berbasis ESP8266. Metode yang digunakan terdiri dari empat tahap : pengenalan IoT, pelatihan pemrograman Arduino IDE, praktik perakitan robot, dan evaluasi. Hasil menunjukkan peningkatan signifikan dalam kemampuan peserta dalam memahami konsep IoT, memprogram mikrokontroler, serta merakit dan mengendalikan robot via Wi-Fi. Selain itu, dihasilkan modul pelatihan yang dapat diintegrasikan ke dalam kurikulum sekolah. Kegiatan ini berhasil menciptakan sinergi antara perguruan tinggi dan sekolah vokasi dalam menyiapkan sumber daya manusia yang kompeten di era digital.
INTEGRATING PRACTICE AND PLAY-SEQUENCE APPROACHES TO FOSTER MOTIVATION AND MOTOR SKILL MASTERY IN ELEMENTARY PHYSICAL EDUCATION Bernediv Nurdin
Curricula: Journal of Teaching and Learning Vol. 10 No. 1 (2025): Curricula : Journal of Teaching and Learning
Publisher : LLDIKTI Wilayah X

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

Abstract

The development of fundamental motor skills is a cornerstone of physical education in primary schooling and contributes directly to students’ long-term physical, cognitive, and emotional development. However, traditional instruction in motor learning often prioritizes repetitive technical exercises, which may hinder student motivation and engagement. This study explores how integrating the practice method and the play-sequence method can enhance both skill acquisition and learning motivation in elementary physical education classes, particularly in small-ball games. Using a qualitative descriptive design, this study synthesizes theoretical perspectives and empirical findings from prior pedagogical research to analyze how these methods shape motor learning outcomes and affective engagement. The findings indicate that the practice method supports precise technical mastery through structured repetition, while the play-sequence method fosters intrinsic motivation, creativity, and social interaction. When combined, these methods produce synergistic effects that strengthen psychomotor competence and student enthusiasm. The study argues that an integrated pedagogical approach grounded in experiential and motivational learning principles contributes to achieving Sustainable Development Goal 4 (Quality Education) by promoting inclusive, equitable, and effective learning practices.