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Andes Fuady
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PeTeKa
ISSN : 25991914     EISSN : 25991132     DOI : -
Core Subject : Education,
PeTeka - Represents the Publication of Research Results from Lecturers, Teachers, Students and General in the field of Educational Science Special Class Action Research and Development Learning. Published by Lembaga Penelitian Pengabdian Masyarakat (LP2M) University of Muhammadiyah South Tapanuli.
Arjuna Subject : -
Articles 847 Documents
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS MOBILE PADA MATA PELAJARAN INFORMATIKA KELAS X TKJ DI SMK NEGERI 5 PADANG Oktarina, Nisa; Rini, Faiza; Mary, Thomson
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 3 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i3.992-1000

Abstract

This study aims to develop a valid and practical mobile-based interactive learning media. The research method used is Research and Development (RD) by implementing the ADDIE development model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The problem found in Informatics subject for class X TKJ at SMK Negeri 5 Padang indicates that practice-based learning has not been optimal, resulting in low student comprehension. Additionally, the use of information and communication technology in the learning process remains limited, and smartphones have not been fully utilized for learning purposes. The research results show that the validity level of the learning media assessed by media experts reached 91.05% with the category "Highly Valid" and is deemed feasible for use. Validation by subject matter experts obtained an average score of 89.44% with the "Highly Valid" category. Meanwhile, the practicality test by subject teachers obtained a percentage of 91.11% in the "Highly Practical" category. The practicality test by students resulted in a percentage of 86.99% in the "Highly Practical" category. Thus, this mobile-based interactive learning media can be used as an effective tool to enhance students' understanding in Informatics subjects.
IMPLEMENTASI PENGGUNAAN CYBER SECURITY DENGAN METODE PORT KNOKING TERHADAP KEAMANAN JARINGAN DI KAMPUS 1 SMK MUHAMMADIYAH 1 PADANG Pratama, Riski; Samudra, Ami Anggraini; Novita, Rini
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 1 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i1.293-300

Abstract

 Abstrak. Perkembangan teknologi membuat berbagai bidang kehidupan segala aspek kehidupan tidak terlepas dari sentuhan teknologi dengan segala kemudahannya. Namun, setiap hal baru yang tercipta selalu terdapat konsekuensi baru juga yang mengiringinya. Salah satu konseskuensi yang perlu dihadapi adalah kejahatan cyber. Tujuan penelitian ini adalah menegimplementasikan sistem keamanan jaringan dan memonitoring jaringan jika terjadi serangan dan request time out pada jaringan yang ada di Kampus 1 SMK  Muhammadiyah 1 Padang saat ini. Penelitian ini menggunakan metode port knoking dengan model pengembangan PPDIOO. Penelitian implementasi cyber security dengan menggunakan metode port knoking dengan model pengembangan PPDIOO yang terdiri dari 6 tahap,yaitu Persiapan(prepare), Perencanaan (Plan), Desain (Design), Implementasi (Implement), Operasi (Operate), Optimasi (Optimize). Hasil penelitian yang dilakukan pada saat pelaksanaan implementasi yang didapat dengan melakukan pengujian yaitu status port 22 dalam keadaan tertutup, dari 5 kali pengujian yang dilakukan status port 22 100% dalam keadaan tertutup. pengujian ini juga dapat membuktikan keberhasilan dalam implementasikan metode port knoking pada server. 
PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 3 PADANG Fitri, Fara Salsa Billah; Alfiriani, Adlia; Novita, Rini
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 2 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i2.674-684

Abstract

The problem in this study is that the teaching aids used are still in the form of computer applications such as PowerPoint and textbooks that can help students in carrying out learning activities. Furthermore, based on the results of the interviews conducted, some students have difficulty understanding computer devices. Students are allowed to bring smartphones to school, the initial purpose of which is for students to use them to search for additional learning materials. However, in reality, it can be observed that students tend to use smartphones only as entertainment media, such as playing social media and online games. The purpose of this study is to create valuable and practical augmented reality educational media for computer science subjects in grade 10. Based on the results of research and discussion on the development of augmented reality educational media in grade 10 science subjects, augmented reality educational media was developed through the stages of analysis, design, development, implementation, evaluation, and dissemination. The validity test of the augmented reality educational media developed obtained an average media validity value of 83.7% which can be classified as "Very valid". The material validity test obtained an average value of 97.2% with the category "Very valid". Practical testing of the developed augmented reality teaching media obtained a practical value of 97.2% for teachers with the category "Very practical". Student practicality achieved an average score of 89.4% which can be classified as "Very Practical".
PENDIDIKAN AGAMA UNTUK ANAK DENGAN ORANG TUA TUNGGAL Yuli Simatupang, Lenni; Sandra Ritonga, Ristra
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 3 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i3.604-609

Abstract

Pembelajaran berbasis media digital pada anak usia dini tentu akan melibatkan pendidik (Guru) dan orang tua dalam proses pelaksanaannya untuk membantu perkembangan anak usia dini.Penelitian ini menggunakan pendekatan kualitatif deskriptif. Pengumpulan data menggunakan teknik observasi dna wawancara yang dilakukan pada beberapa guru PAUD. Dari beberapa manfaat yang sudah dikemukakan di atas, maka secara tidak langsung Pendidik dituntut untuk meningkatkan dan memahami teknologi yang dapat digunakan dalam pembuatan media pembelajaran. Selanjutnya berdasarkan hasil observasi dibeberapa satuan Pendidikan Anak Usia Dini, peneliti dapat menjabarkan urgensi dari penggunaan media pembelajaran berbasis digital pada proses pembelajaran anak usia dini yaitu sebagai berikut: (1) Menarik perhatian anak usia dini yang memiliki karakteristik unik dengan rasa ingin tahunya; (2) Membantu Guru untuk lebih praktis dalam pembuatan media pembelajaran (3) Dapat dikerjakan dimana saja.
PENGARUH MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN MODEL TUTORIAL PADA MATA PELAJARAN TJKT TERHADAP HASIL BELAJAR SISWA DI SMK NEGERI 6 PADANG Novryanli, Abdul Hanif; Pratama, Ade; Kurniawan, Haris
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 3 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i3.909-915

Abstract

This study was motivated by the low learning achievement of students and the minimal use of interactive learning media with tutorial models, as well as the lack of variation in the. The purpose of  study was  evaluate the effect of the use of interactive learning media with tutorial models achievement . The method used in this study was quantitative with an experimental type that applied .The samples in this study was determined through random sampling. Learnings outcomesi in the experimentail clasas showeid thatt moere studentis achieved hihg scorse compared to the contrle classe. The average pretest score for the experimental class was 41.14, while for the control class it was 36.57. The posttest score in the experimental class reached 85.77, while in the  only 52.68. Based on these results, the Ha hypothesis is accepted and the Ho rejected. From the analysis carried out, it can be concluded that there is an effect of the use of interactive learning media achievement of class X students in TJKT lessons at SMK Negeri 6 Padang.
PENGEMBANGAN GAME EDUKASI BRAIN SHARPENING ADVENTURE PADA MATA PELAJARAN INFORMATIKA KELAS X SMK NEGERI 8 BUNGO Romita, Romita; Alfiriani, Adlia; Samudra, Ami Anggraini
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 1 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i1.231-239

Abstract

Media pembelajaran merupakan suatu wadah atau alat untuk menyampaikan pesan atau informasi dari guru kepada siswa dalam proses pembelajaran, Game edukasi merupakan salah satu jenis media dalam pembelajaran untuk memberikan pengajaran, menambah pengetahuan siswa melalui suatu media yang menarik dan unik. Jenis penelitian ini menggunakan metode penelitian RD, RD merupakan suatu metode untuk menghasilkan produk tertentu dan menguji keefektifan produk tersebut. Pada penelitian ini menggunakan Model pengembangan ADDIE . Berdasarkan hasil dari analisis data tingkat validasi game edukasi yang dinilai oleh validator dengan nilai rata-rata 86.34 % dengan kategori “Sangat praktis”, dari analisis data persentase tingkat kepraktisana game edukasi yang dinilai oleh guru mata pelajaran informatika mendapatkan persentase sebesar 94,27% dengan kategori “Sangat praktis”, Dan game edukasi yang dinilai oleh siswa mendapatkan persentase sebesar 82,91% dengan kategori “Sangat praktis”.
PENERAPAN MODEL KOOPERATIF TIPE STAD DISERTAI KAHOOT GAME DALAM PEMBELAJARAN MATEMATIKA PESERTA DIDIK KELAS XI SMAN 1 SIBERUT SELATAN Rosalinda, Rosalinda; Rahmi, Rahmi; Anggraini, Villia
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 2 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i2.536-545

Abstract

This research was motivated by the low mathematics learning outcomes of students. The aim of this research is to find out whether the mathematics learning outcomes of students using the STAD type cooperative model accompanied by the Kahoot game are better than the learning outcomes of students using the conventional learning model in class XI MIA SMAN 1 Siberian Selatan. The type of research used is experimental research with a Control-Group Post-Only design. The population in this study were students of class The sampling technique was carried out randomly. The classes selected were class XI MIA 1 as the experimental class and class XI MIA 2 as the control class. The research instrument was a final learning test in the form of an essay. The data analysis technique used is the one-sided t test, namely the right side. Based on data analysis, the hypothesis results obtained=1.714 and=1.669 with a level of ? = 0.05, thenso it can be concluded that the results of students' mathematics learning by applying the cooperative model The STAD type accompanied by the Kahoot game is better than the mathematics learning outcomes of students who apply conventional learning.
PENERAPAN MEDIA WORDWALL UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR PADA PELAJARAN PENDIDIKAN PANCASILA MATERI PRINSIP GOTONG ROYONG DALAM KEBERAGAMAN DI KELAS X-3 SMA NEGERI 1 RANTAU SELATAN Andriani, Dedek
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 3 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i3.916-922

Abstract

This research is motivated by the low motivation and learning outcomes of students in Pancasila education subjects in class X-3 at SMA Negeri 1 Rantau Selatan. One solution that can be done is to use the Wordwall Platform media as a source of learning, media, teaching aids, and interesting assessment tools in the world of education. From the results of the analysis of class research data (PTK) using Wordwall media to increase motivation and learning outcomes in Pancasila Education Lessons on the Principles of Mutual Cooperation in Diversity in class X-3 SMA Negeri 1 Rantau Selatan, it can be concluded that there is an increase in student motivation and learning outcomes by 33% between cycles I and II with the realized completion criteria increasing from 50% to 83%. Thus, students successfully achieved the criteria of completion applied in schools, namely 75 and the success indicators made by researchers of ?80% can achieve better results indicating that by implementing Wordwall media, it can improve the motivation and learning outcomes of class X-3 students of SMA Negeri 1 Rantau Selatan.
AL-QUR’AN SEBAGAI SUMBER KONSEP PENDIDIKAN DALAM UPAYA MENGEMBANGKAN KEMAMPUAN INTI MANUSIA (DITINJAU DARI PERSPEKTIF FAZLUR RAHMAN) Ritonga, Rahmy Febriani; Damayanti, Asmila; Harahap, Luthfi Azima
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 1 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i1.144-153

Abstract

This article discusses the role of the Qur'an as a primary source in developing educational concepts aimed at enhancing the core abilities of humans, with a focus on Fazlur Rahman's thought. Using a literature review method, this research analyzes how the Qur'an provides normative foundations and inspiration for Islamic education, as well as how Rahman offers a systematic approach to interpreting the verses of the Qur'an. By exploring the moral and social values embedded in the Qur'an, this article highlights the importance of integrating religious knowledge and general knowledge in education. The findings indicate that a comprehensive understanding of the Qur'an can shape individuals who are not only intellectually capable but also possess strong character and ethics. This article aims to contribute to the reform of Islamic education to create a generation that is prepared to face the challenges of the times and positively contribute to society.
THE EFFECT OF USING EGRA TECHNIQUE IN READING DESCRIPTIVE TEXT AT THE GRADE XI OF SMA NEGERI 1 ANGKOLA BARAT Siagian, Abdul Rahman
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 1 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i1.412-426

Abstract

The study was conducted in SMA Negeri 1 Angkola Barat. The aims of this research was to find out if there a significant Effect of Using EGRA technique on Students’ descriptive text. The writer carried out in quantitative approach by applying experimental method. The population of this research was the grade XI. They were 178 students, the writer used cluster sampling technique to get the sample. The samples were 32 students. The reading descriptive text was applied as the instrument, the writer used “t” test formula. Based on the data analyzed, it can be found that (1 data description showed that the mean scores of students in reading Descriptive text without using EGRA technique was in enough criteria, (2) the data description showed that the mean scores of students in reading descriptive text by using EGRA technique was in good criteria, and (3) There was a significant effect of using EGRA technique in reading descriptive text at the Grade XI of SMA Negeri 1 Angkola Barat or t0  was greater than the score of tt. It meant that the hypothesis was accepted.

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