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Pengembangan Media Pembelajaran Berbasis Web pada Mata Pelajaran Komputer dan Jaringan Dasar di SMK Negeri 1 Lembah Melintang Figna, Harry Pratama; Rukun, Kasman; Irfan, Dedy
Journal Teknik Elektro Vol 2 No 3 (2019): Jurnal Pendidikan Teknologi Kejuruan
Publisher : Pascasarjana Fakultas Teknik Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (347.416 KB) | DOI: 10.24036/jptk.v2i3.5623

Abstract

This research aims to get web-based learning media with a valid, practical, and effective on subjects the basic computer and network. This web-based learning media designed to improve the understanding of students thus increasing the learning results. This research uses research methods Research and Development (R and D) with 4-D development procedures (Define, Design, Develop, Disseminate). Data analysis techniques using descriptive analysis techniques for describing validity, practicalities, and web-based learning media efetivitas. The results obtained from the research of development: (1) the validity of a web-based learning media declared valid on aspects of media and materials, (2) a web-based learning media practicalities based on the response of teachers and students expressed very practical, (3) the effectiveness of web-based learning media declared effective in improvinglearning outcomes. Based on the findings of this study it was concluded that a web-based learning media declared valid, practical, and effective way to used as learning materials on subjects the basic computer and network.
EXPERT SYSTEM OF QUAIL DISEASE DIAGNOSIS USING FORWARD CHAINING METHOD Hayadi, B. Herawan; Rukun, Kasman; Wulansari, Rizky Ema; Herawan, Tutut; Dahliyusmanto, Dahliyusmanto; Setaiwan, David; Safril, Safril
Indonesian Journal of Electrical Engineering and Computer Science Vol 5, No 1: January 2017
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v5.i1.pp206-213

Abstract

Expert system applications were in great demand in various circles since 1950, with a coverage area that was large. Expert System on the organization was aimed at adding value, increasing productivity as well as the area of managerial can make decisions quickly and accurately. Neither with organizations that did business quail, which was very promising, but needed to be alert for the presence of disease in quail healthy, as in the case in birds quail were highly vulnerable to various kinds of diseases caused by viruses or bacteria. the benefits of the expert system that was able to diagnose quickly and accurately to the symptoms of the disease caused was expected to helped the farmers in of anticipation the many losses caused by disease. Required accuracy and the accuracy of the counting in diagnosing the symptoms of the disease in order to summarized the results by using forward chaining method.
PENGEMBANGAN RANCANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY PERANGKAT JARINGAN KOMPUTER Murfi, Melsi Sari; Rukun, Kasman
invotek Vol 20 No 1 (2020): INVOTEK: Jurnal Inovasi Vokasional dan Teknologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (810.58 KB) | DOI: 10.24036/invotek.v20i1.702

Abstract

permasalahan dalam penelitian ini adalah belum tersedianya media pembelajaran pendukung dalam kegiatan pembelajaran jaringan komputer, dalam penguasaan konsep oleh siswa yang tidak optimal, dan bahan ajar abstrak yang perlu dibuat lebih konkret, serta penggunaan penggunaan smartphone dalam industri revolusi 4.0. Penelitian ini bertujuan untuk mengembangkan media pembelajaran augmented reality dan menghasilkan media yang valid, praktis, dan efektif pada mata pelajaran jaringan komputer sehingga menjadi alternatif sebagai media pembelajaran. Penelitian ini adalah penelitian dan pengembangan (R&D) menggunakan model IDI. Teknik analisis data untuk kepraktisan menggunakan persentase, dan efektivitas kelas kontrol dan kelas eksperimen. Kesimpulannya pengembangan media pembelajaran augmented reality dapat valid, praktis dan efektif untuk digunakan sebagai media pembelajaran pada mata pelajaran jaringan komputer.
PENGEMBANGAN MODUL BELAJAR BERBASIS COMPETENCY BASED TRAINING (CBT) PADA MATA PELAJARAN DESAIN GRAFIS PERCETAKAN JURUSAN MULTIMEDIA SEKOLAH MENENGAH KEJURUAN Trinanda, Jessica; Rukun, Kasman; Huda, Asrul
invotek Vol 20 No 1 (2020): INVOTEK: Jurnal Inovasi Vokasional dan Teknologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (679.012 KB) | DOI: 10.24036/invotek.v20i1.695

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Artikel ini bertujuan untuk membuat Modul Competency Based Training (CBT) pada mata pelajaran Desain Grafis Percetakan. Penelitian ini menggunakan Research and Development dengan metode 4-D yaitu Difine), Design, Develop, dan Dessiminate. Tingkat Validitas, Pratikalitas dan Efektifitas dari hasil belajar dilihat dengan One Group Pre-Test dan Post-Test. Populasi penelitian adalah seluruh siswa kelas XI Jurusan Multimedia di SMK N 1 Ampek Angkek yang berjumlah 30 siswa. Pada penelitian ini dilihat seberapa besar pengaruh hasil belajar pada Modul CBT.
Analisis Pelatihan Penggunaan Media Pembelajaran CD Interaktif Berbasis Multimedia Dan Modul IPA SD Kelas III di Kecamatan Koto Tangah Kota Padang Azhar, Nelda; Rukun, Kasman; Huda, Asrul
Journal Teknik Elektro Vol 2 No 1 (2019): Jurnal Pendidikan Teknologi Kejuruan
Publisher : Pascasarjana Fakultas Teknik Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (377.323 KB) | DOI: 10.24036/jptk.v2i1.4723

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Teachers and the world of education are generally expected to be able to create quality human resources both scientifically and positively. For this reason, in the learning process, the methods, strategies or learning activities carried out by the teacher should be something that is truly appropriate and meaningful, to obtain maximum results according to the stage of development of the child, then the strategies that the teacher uses in conveying something, both in the form of planting attitudes, mentality, behavior, personality and intelligence must be on target, seven proportional intelligence. In our lives we cannot deny that the ones who determine the attitudes, mentality, behavior, personality and intelligence of children are education, experience and exercises given and experienced by students since they were small. The results of the preliminary survey showed that several schools belonging to the Teacher Working Group (KKG) of Cluster V for science learning in SD III had not shown optimal learning. The results of the initial survey showed that the teacher working group (KKG) incorporated in the IV cluster V region of Koto Tangah Subdistrict, amounting to 11 schools, often experienced problems in the school learning process that had not been carried out optimally due to lack of learning media and science learning aids. The lecture activities carried out by the teacher were not wrong at all, but when lecturing, the teacher's interaction with students was not very running, the teacher only tended to lecture and did not pay attention to the situation and condition of students in the class. The lecture method also cannot be separated from the learning process. The lecture method will make students get maximum learning outcomes if packaged better and interestingly.
PERANCANGAN SISTEM E-COMMERCE BERBASIS WEB PADA TOKO INDAH SURYA FURNITURE Saharna, Nana; Rukun, Kasman
VoteTEKNIKA : Jurnal Vocational Teknik Elektronika dan Informatika Vol 7, No 1 (2019): Vol. 7 No.1 Maret 2019
Publisher : Universitas Negeri Padang

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Abstract

Indah Surya Furniture Shop still uses simple media in carrying out its business activities. Product promotion still uses brochures, banners and radios. While the product ordering process still uses WhatsApp and telephone, and for the sales report it is still made manually so that simply the media used indicates that the sales results have not been optimized. In order to increase sales results the system should be able to promote products easily and can order products quickly. Therefor, a web-based e-commerce system is used to help owners promote and market their products. The presence of an e-commerce system is expected to help owners market their products, and can help consumers buy products according to their needs. The design of the e-commerce system uses UML modeling (Unified Modeling Language) by using object-oriented visualization diagrams. The programming language used is the PHP (PHP Hypertext Preprocessor) programming language based on CodeIgniter and Javascript, with MySQL as the Database Management System (DBMS) and Sublime Text 2 as editors. The resulting web-based e-commerce system can market products in a wider area and can provide information about products quickly, and with this e-commerce system consumers will be easier to order products. Keywords: E-commerce system, Web, Codeigniter.
PENGARUH METODE SURVEY, QUESTION, READ, RECITE AND REVIEW (SQ3R) TERHADAP HASIL BELAJAR SISWA Marat, Adiyaksa Fahmi; Rukun, Kasman
VoteTEKNIKA : Jurnal Vocational Teknik Elektronika dan Informatika Vol 7, No 2 (2019): Vol. 7 No. 2 Juni 2019
Publisher : Universitas Negeri Padang

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Abstract

The problem in this study is that there are still many TKJ class X students at Padangsidimpuan Vocational High School 3 who receive a learning value below the minimum criteria standard in Computer Systems subjects. This study discusses the effect of the Survey, Question, Read, Recite and Review (SQ3R) method on the learning outcomes of TKJ students in class X on Computer Systems lessons at SMK 3 Padangsidimpuan. This research was conducted with the aim to determine the differences in learning outcomes of class X students in Computer Systems subjects after learning using the SQ3R method in learning. The research was an experimental study, with sampling using Purposive Sampling techniques so that the experimental group was class X TKJ 1 by applying the SQ3R method and the control group was class X TKJ 2 using the Problem Based Learning (PBL) method. Where testing of instruments is done in class XI TKJ who have studied Computer System subjects. Based on the results of the study, the average price obtained by the experimental class is 78.94 while the average price obtained by the control class is 75.97. The results of hypothesis calculations with a significant degree of 0.05 obtained by tcount (2.285)> t table (1,669). Then it was concluded that zero (H0) was rejected, while the alternative guess (Ha) was accepted. Judging from the percentage calculation of the learning outcomes of the experimental class and the control class, there is an effect of using the SQ3R method with a percentage of 3.91%, which means the value of student learning with the application of the SQ3R method is better in this study.Keywords: Survey Method, Question, Read, Recite and Review (SQ3R), learning outcomes
PENGEMBANGAN MODUL PEMBELAJARAN INTERAKTIF APLIKASI ADOBE FLASH BAHASA JAVA PADA MATA PELAJARAN OBJECT ORIENTED PROGRAMMING (OOP) Jasman, Muhammad Ikram; Rukun, Kasman; Sukardi, Sukardi
Journal Teknik Elektro Vol 1 No 3 (2018): Jurnal Pendidikan Teknologi Kejuruan
Publisher : Pascasarjana Fakultas Teknik Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (703.778 KB) | DOI: 10.24036/jptk.v1i3.1923

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Tujuan dari penelitian ini adalah untuk mengembangkan modul pembelajaran interaktif yang bias membantu siswa dalam belajar mandiri serta valid, praktis, dan efektif. Sehingga diharapkan dengan adanya modul ini siswa dapat belajar mandiri dimana dan kapan saja. Penelitian ini dilaksanakan menggunakan metode penelitian pengembangan Research and Development (R&D) dengan model pengembangan 4D (four-D). Tahap penelitian meliputi define (tahap pendefinisian), design (tahap perancangan), develop (tahap pengembangan), dan disseminate (tahap penyebaran). Instrumen yang digunakan pada penelitian ini berupa angket yang digunakan untuk mengukur validitas dan praktikalitas. Sedangkan untuk mengukur efektifitas menggunakan instrumen tes berupa soal pilihan ganda. Modul pembelajaran interaktif ini dibuat dengan menggunakan Adobe Flash CS6. Hasil penelitian menunjukan bahwa modul pembelajaran interaktif dinyatakan valid dengan nilai kevalidan 0,89 berdasarkan validasi dari tiga orang validator media dan dari segi kevalidan materi dinyatakan valid dengan nilai 0,88 dari dua orang guru yang mengajar OOP. Modul pembelajaran interaktif dinyatakan sangat praktis berdasarkan respon guru dan siswa. Hal ini menunjukan bahwa, modul pembelajaran interaktif dinyatakan efektif digunakan sebagai salah satu bahan ajar dalam pembelajaran dalam meningkatkan hasil belajar siswa. Berdasarkan temuan penelitian dapat direkomendasikan bahwa modul pembelajaran interaktif merupakan salah satu alternatif bahan ajar dalam pembelajaran yang dapat di gunakan pada pembelajaran pada mata pelajaran Object Oriented Programming (OOP).
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS TUTORIAL PADA MATA PELAJARAN KELISTRIKAN OTOMOTIF DI KELAS XI JURUSAN TEKNIK KENDARAAN RINGAN SMK N 1 LAHAT Widikda, Aris Puja; Rukun, Kasman; Wakhinuddin, Wakhinuddin
Journal Teknik Elektro Vol 1 No 3 (2018): Jurnal Pendidikan Teknologi Kejuruan
Publisher : Pascasarjana Fakultas Teknik Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (986.783 KB) | DOI: 10.24036/jptk.v1i3.1823

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif pada mata pelajaran Kelistrikan Otomotif di jurusan Teknik Kendaraan Ringan SMK N 1 Lahat. Penelitian ini menggunakan metode Research and Development (R&D) dan penelitian ini juga menggunakan model pengembangan 4D (four-D), yang terdiri dari empat tahapan, yaitu define (pendefinisian), design (perencanaan), develop (pengembangan), dessiminate (penyebaran). Teknik analisa data yang digunakan adalah teknik analisis data deskriptif untuk menentukan kevalidan, kepraktisan dan keefektifan media pembelajaran interaktif pada mata pelajaran Kelistrikan Otomotif. Media pembelajaran ini dirancang dengan menggunakan Lectora Inspire. Hasil yang diperoleh dari penelitian ini adalah sebagai berikut: (1) Validitas media pembelajaran interaktif dinyatakan valid pada validasi ahli materi dengan nilai 0,95 dan pada validasi ahli media dinyatakan valid dengan nilai 0,93, (2) Praktikalitas media pembelajaran interaktif berdasarkan respon guru dinyatakan sangat praktis dengan nilai 96,11 dan berdasarkan respon siswa dinyatakan sangat praktis dengan nilai 90,54, (3) Efektivitas media pembelajaran interaktif dinyatakan efektif dalam meningkatkan hasil belajar siswa dimana rata-rata pretest 61,46% menjadi rata-rata postest 81,37%. Berdasarkan temuan penelitian ini disimpulkan bahwa media pembelajaran interaktif pada mata pelajaran Kelistrikan Otomotif ini valid, praktis, dan efektif untuk dimanfaatkan sebagai sebuah media pembelajaran.
VALIDATION OF MEDIA INTERACTIVE LEARNING IN VOCATIONAL HIGH SCHOOL Apriyus, Devri Ramdhan; Rukun, Kasman; Huda, Asrul; Marta, Satria Ami
Journal Teknik Elektro Vol 3 No 1 (2020): SPECIAL ISSUE ICTVET 2019
Publisher : Pascasarjana Fakultas Teknik Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (354.795 KB) | DOI: 10.24036/jptk.v3i1.4423

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This research is motivated by the need for the media to learn that promote interaction and understanding of learning. The purpose of this research was: 1) to produce interactive learning media on Basic Graphic Design subjects at vocational high school. 2) Determining the validity of interactive learning media on Basic Graphic Design subjects at vocational high school. The method used is a Research and Development (R & D). The development Model used is 4-D (Four-D). The 4-D consists of four stages, namely discovering, designing, developing and disseminating. The subjects of research conducted were material experts and media experts. The instrument used to measure the form of validity is the questionnaire responses. The validity of interactive learning media is assessed from two aspects namely media feasibility and feasibility aspects of the matter. The results of this research indicate that interactive learning media on Basic Graphic Design subjects is considered valid as seen from the average value of media validation by 0.87 and the average result of 0.85 material validation. Based on the results of the validation of the interactive learning media on Basic Graphic Design subjects are feasible for use in assisting the learning process.