Firdaus Firdaus
Universitas Negeri Makassar, Indonesia

Published : 7 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 7 Documents
Search

The Impact of Project-Based Learning Model on Students' Outcomes in Electrical Equipment Repair Subject at SMK Negeri 10 Luwu Firdaus Firdaus; Ilma Alya Rasta; Hilda Ashari; Dewi Triantini
Jurnal Pendidikan dan Profesi Keguruan Vol. 5 No. 1 (2025): Jurnal Pendidikan dan Profesi Keguruan
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/progresif.v5i1.9299

Abstract

​The efficacy of the Project-Based Learning (PjBL) model in enhancing student learning outcomes in the Electrical Equipment Repair subject at SMK Negeri 10 Luwu was evaluated in this study. A quasi-experimental, nonequivalent control group design was employed, with an experimental group (n=13) exposed to PjBL using heater repair projects and a control group (n=12) receiving conventional instructions. The independent variable was the application of the PjBL model, and student learning outcomes served as the dependent variable. Learning outcomes were assessed via pre- and post-tests supplemented by observations, questionnaires, and documentation. Data were analyzed using a paired sample t-test in SPSS version 26. The results indicated a significant positive influence of the PjBL model on student learning outcomes. The experimental group's average pre-test score of 28.77 significantly increased to 81.31 in the post-test, compared to the control group's increase from 26.33 to 51.00. The paired sample t-test yielded a significance value of (<0.05), confirming a statistically significant effect. Furthermore, students demonstrated a highly positive response to PjBL implementation, with 93% providing favorable feedback. These findings suggest that the PjBL model is an effective pedagogical approach for enhancing student achievement in vocational electrical equipment repairs.​
Project-Based Learning Implementation in Improving X Grade Student Colaborative Skills of Computer Network Enginering Murniati Murniati; Mustari Lamada; Firdaus Firdaus
Jurnal Pendidikan dan Profesi Keguruan Vol. 5 No. 1 (2025): Jurnal Pendidikan dan Profesi Keguruan
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/progresif.v5i1.9663

Abstract

This study aims to determine the results and effects of the implementation of project-based learning on the collaborative abilities of class X students majoring in Computer Network Engineering at SMK 3 Enrekang. This study is a classroom action research conducted in two cycles. Each cycle consists of four stages including the planning stage, implementation stage, observation stage, and reflection stage. The subjects in this study were 19 class X TKJ students. The data collection techniques used were observation, questionnaires, and documentation. Based on the results, it showed an increase in the implementation of learning from 74% in cycle I to 91.46% in cycle II, with a difference in increase of 17.46%. Collaborative abilities also increased, with an average observation from 54.04% to 72.81% with a difference in increase of 18.77%, and a questionnaire from 55.20% to 91.46% with a difference in increase of 36.26%. The results of this study indicate that the project-based learning model is effective in improving student collaboration
PENGARUH PENGGUNAAN GAME ONLINE MOBILE LEGENDS TERHADAP LAMA STUDI MAHASISWA FAKULTAS TEKNIK UNIVERSITAS NEGERI MAKASSAR Muhammad Yusuf Mappeasse; Firdaus Firdaus; Fikri Asis
Jurnal Pendidikan dan Profesi Keguruan Vol. 3 No. 1 (2023): Jurnal Pendidikan dan Profesi Keguruan
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/progresif.v3i1.10364

Abstract

Penelitian ini bertujuan untuk mengetahui: (1) Intensitas penggunaan game online Mobile Legends pada mahasiswa angkatan 2017 Fakultas Teknik Universitas Negeri Makassar, (2) Lama studi mahasiswa angkatan 2017 Fakultas Teknik Universitas Negeri Makassar yang bermain game online Mobile Legends, dan (3) Pengaruh penggunaan game online Mobile Legends terhadap lama studi mahasiswa Fakultas Teknik Universitas Negeri Makassar. Penelitian ini merupakan penelitian kuantitatif. Sampel penelitian sebanyak 95 mahasiswa dari angkatan 2017 Fakultas Teknik Universitas Negeri Makassar yang bermain game online Mobile Legends. Data penelitian diperoleh dari kuisioner dan dokumentasi adapun teknik analisis data yang digunakan adalah analisis statistik deskriptif, uji normalitas, uji linearitas dan uji hipotesis menggunakan analisis regresi linier sederhana. Berdasarkan pembahasan dan hasil penelitian yang telah dilakukan dapat disimpulkan bahwa: (1) intensitas penggunaan game online Mobile Legends mahasiswa Fakultas Teknik Universitas Negeri Makassar masuk dalam kategori Tinggi, (2) lama studi mahasiswa Fakultas Teknik Universitas Negeri Makassar yang menggunakan game online Mobile Legends masuk dalam kategori sangat lama, (3) Terdapat pengaruh positif dan signifikan intensitas penggunaan game online Mobile Legends (X) terhadap lama studi (Y) mahasiswa Fakultas Teknik Universitas Negeri Makassar. Dengan demikian dapat disimpulkan bahwa, semakin tinggi intensitas bermain game online Mobile Legend maka akan semakin lama studi mahasiswa angkatan 2017 Fakultas Teknik Universitas Negeri Makassar.
HUBUNGAN MOTIVASI BELAJAR DENGAN HASIL BELAJAR TEKNOLOGI INFORMASI DAN KOMUNIKASI SISWA SMP NEGERI 3 MAJAULENG KABUPATEN WAJO Firdaus Firdaus; Sugeng A. Karim; Hilda Ashari; Risdayanti Risdayanti
Jurnal Pendidikan dan Profesi Keguruan Vol. 4 No. 1 (2024): Jurnal Pendidikan dan Profesi Keguruan
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/progresif.v4i1.10378

Abstract

Penelitian ini bertujuan untuk mengetahui hubungan antara motivasi dengan hasil belajar Teknologi Informasi dan Komunikasi SMP Negeri 3 Majauleng. Jenis penelitian yang digunakan adalah penelitian deskriptif kuantitatif. Teknik pengumpulan data pada penelitian ini ada tiga yaitu, angket/kuisioner, observasi dan dokumentasi. Penelitian ini dilaksanakan di Kecamatan Majauleng, Kabupaten Wajo, Provinsi Sulawesi Selatan tepatnya di SMP Negeri 3 Majauleng pada tanggal 25 September sampai 25 Oktober 2023. Sampel penelitian ini adalah siswa SMP Negeri 3 Majauleng sebanyak 60 siswa. Data yang diperoleh kemudian di analisa menggunakan korelasi PearsonProduct Moment untuk mengetahui derajat hubungan antara motivasi belajar dengan hasil belajar TIK. Berdasarkan hasil analisa data diperoleh nilai rhitung 0,406 dan rtabel sebanyak 0,258 memiliki tingkat interpretasi yang sedang atau cukupan. Maka dari itu rhitung lebih besar dari rtabel maka hipotesis alternatif (Ha) diterima dan (Ho) ditolak. Hasil penelitian ini menunjukkan adanya hubungan positif dan signifikan antara motivasi belajar dengan hasil belajar TIK siswa SMP Negeri 3 Majauleng. Maka dapat ditarik kesimpulan bahwa motivasi belajar merupakan suatu kecenderungan untuk mengembangkan prestasi atau hasil belajar pada diri seorang pelajar untuk melakukan kegiatan aktif dalam pembelajaran, sehingga dapat mencapai hasil yang diinginkan dan intensitas motivasi belajar seseorang akan sangat menentukan prestasi belajarnya
PENERAPAN MEDIA PEMBELAJARAN MICROSOFT TEAMS DALAM MENINGKATKAN HASIL BELAJAR SISWA KELAS VII PADA MATA PELAJARAN TIK DI SMP NEGERI 1 SINJAI Firdaus Firdaus; Firda Ayu Firanti; Mustamin Mustamin; Dewi Triantini
Jurnal Pendidikan dan Profesi Keguruan Vol. 4 No. 2 (2025): Jurnal Pendidikan dan Profesi Keguruan
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/progresif.v4i2.10408

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas hasil belajar siswa dengan memanfaatkan media pembelajaran Microsoft Teams terhadap hasil belajar TIK materi berpikir komputasional. Penelitian ini merupakan penelitian tindakan kelas (classroom action research) dengan sampel penelitian adalah 19 siswa kelas VII 4 di SMP Negeri 1 Sinjai Tahun Ajaran 2022/2023. Berdasarkan hasil penelitian dan analisis data mengenai perbandingan nilai statistik, perbandingan kategori hasil belajar, dan perbandingan tingkat ketuntasan telah membuktikan terjadinya peningkatan hasil belajar siswa yang dapat dilihat melalui analisis statistik deskriptif. Rata-rata nilai siswa masih di bawah nilai Kriteria Ketuntusan Minimal sebelum menggunakan media Microsoft Teams yaitu 61.1, sedangkan setelah menggunakan media Microsoft Teams terjadinya peningkatan menjadi 83.64. Berdasarkan hasil tersebut dapat disimpulkan bahwa terdapat peningkatan hasil belajar siswa yang signifikan setelah diterapkannya media pembelajaran Microsoft Teams, sehingga penggunaan media pembelajaran microsoft teams dalam pembelajaran pada mata pelajaran TIK VII 4 SMP Negeri 1 Sinjai dinilai berhasil atau efektif.
USABILITY ANALYSIS OF INDUSTRIAL PRACTICE INFORMATION SYSTEM (SIPI) USING SYSTEM USABILITY SCALE (SUS) IN INFORMATICS AND COMPUTER ENGINEERING DEPARTMENT UNM Andini Wulandari; Muhammad Yusuf Mappeasse; Shabrina Syntha Dewi; Firdaus Firdaus
Jurnal Media Elektrik Vol. 22 No. 3 (2025): MEDIA ELEKTRIK
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/metrik.v22i3.8277

Abstract

This study aims to analyze the level of usability in the Industrial Practice Information System (SIPI) using the System Usability Scale (SUS) method in the Informatics and Computer Engineering Department, UNM. This research is a type of quantitative descriptive research, the data collection techniques used are questionnaires, interviews and documentation. The subjects of this study were students of the Informatics and Computer Engineering Department, class of 2021, who were taken using nonprobability sampling using the saturated sampling method totaling 60 people. The difference between this study and several previous studies is in the method used and the determination of the SUS score, which is not only from 3 aspects, namely acceptability, grade scale, adjective rating, but also with percentile rank and analysis of respondent responses. From the results of the analysis, it was found that the level of usability in the Industrial Practice Information System (SIPI) using the System Usability Scale (SUS) method, namely the SUS score of 60 with a percentile rank value of 29%, with a grade scale that falls into the category "D", for the adjective rating is in the category "Ok" which means that the usability of SIPI is quite decent. Furthermore, the acceptability ranges aspect is in the category "Marginal" which means that SIPI can be marginally accepted/can be accepted with conditions by users. From the results of the analysis of user responses to the SUS questionnaire, it is known that the usability aspects that still have a low percentage value are the memorability and learnability aspects. Thus, SIPI can be accepted by users however, improvements or developments are still needed to optimize the use of the system, especially in the usability aspect which has a low percentage value, namely memorability and learnability.
Development of Prototype of Arduino-Based Automatic Ablution Faucet to Save Water Usage Al Imran; Firdaus Firdaus; Haripuddin Haripuddin; Abdillah Jamil
Jurnal Media Elektrik Vol. 23 No. 1 (2025): MEDIA ELEKTRIK
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/metrik.v23i1.9790

Abstract

This study aims to develop and evaluate an Arduino-based automatic ablution faucet designed to reduce water consumption through proximity sensing and real-time water-flow monitoring. Using an engineering research approach with a prototype development model, the system was constructed using an Arduino Uno microcontroller, a proximity sensor, and a water-flow sensor, followed by direct testing and usability evaluation involving 30 respondents. Functionality assessment was conducted by experts using the ISO 25010 framework, while usability testing employed a Likert-scale questionnaire. The results show that the automatic faucet successfully regulated water flow based on user presence and displayed real-time water usage on an LCD. Comparative testing between manual and automatic faucets demonstrated a 44.03% reduction in water consumption, with the prototype achieving 100% functionality and an 87.8% usability score, indicating that the system is operationally reliable, accurate, and user-friendly. Sensor calibration produced an average error rate of 1.2%, which falls within acceptable tolerance limits. The novelty of this research lies in its integration of dual-sensor technology, quantitative water-efficiency measurement, and ISO 25010-based quality evaluation within a single prototype framework an approach not commonly adopted in previous studies on ablution automation. The incorporation of real-time water monitoring also enhances the system’s practicality and contributes to technological advancements in water conservation and electrical engineering applications.