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PENGARUH METODE PEMBELAJARAN EXPLICIT INSTRUCTION TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN PEMROGRAMAN WEB DINAMIS KELAS XI JURUSAN REKAYASA PERANGKAT LUNAK (RPL) DI SMK NEGERI 1 SINTUK TOBOH GADANG Dewi Sismira Yumiarti; Efrizon Efrizon; Asrul Huda
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 1 (2018): Januari - Juni 2018
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i1.10414

Abstract

The purpose of this research is to reveal the magnitude of the percentage of the influence of the application of explicit instruction learning method with direct learning model on the subjects of Dynamic Web Programming class X1 Software Engineering semester odd SMK Negeri 1 Sintuk TobohGadang Year Teaching 2016/2017. This type of research is quantitative using experimental type quasi experimental design research method. This research was conducted at SMK Negeri 1 SintukTobohGadang on 17 july until 17 august 2017. Population in this research that is student of class X1 RPL SMK Negeri 1 SintukTobohGadang. Sampling technique used is probability sampling with simple random sampling technique. The selected to be samples in this study are students of class X1 RPL2 experimental class and X1 RPL1 as control class. Based on the result of the research, the average of learning result of the experimental class is 82,48, while the control class get the average value 77,75. The result of hypothesis calculation at significant level α = 0,05 got tcount>ttable that is (2,278> 1, 677), because big tcount of ttable, null hypothesis (H0) rejected and alternative hypothesis (Ha) accepted. This means that explicit instruction learning method has a positive effect on the learning outcomes Dynamic Web Programming students of class X1 SMK Negeri 1 SintukTobohGadang. Keywords:Learning outcomes, explicit instruction learning methods, direct learning models
ANALISIS PERSEPSI KARYAWAN RRI PADANG TERHADAP PENGGUNAAN APLIKASI SIM-INTEGRATED SOFTWARE SYSTEM (Studi Kasus Menggunakan TAM diperluas) Yully Eka Fitri; Zulhendra Zulhendra; Asrul Huda
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 1 (2018): Januari - Juni 2018
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i1.10431

Abstract

This study aims to determine (1) perceived easy of use, perceived usefulness, attitude towards using, behavioral intention to use, real use of a system ( actual system use) as well as variables to be developed that is perceived compatibility (perceived compatibility) to the level of user acceptance Management Information System Integrated Software System (ISS). (2) To know the influence of five variables contained in Technology Acceptance Model and one variable that will be developed model together to the level of user acceptance Management Information System in RRI Padang. This type of research is descriptive and correlational. The population of this research is employees of RRI Padang. Sampling technique using proportional stratified random sampling with the number of samples of 50 people. Data analysis techniques are: descriptive analysis and inductive analysis, ie normality test, homogeneity test, and linearity test. The result of data analysis shows: perceived easy of use variable, perceived usefulness, attitude toward using, behavioral intention to use, actual system use, perceived compatibility together significantly influence 66,4% toward acceptance level of Integrated Software System Management Information System ISS) at RRI Padang. So it can be concluded that perceived easy of use factors, perceived usefulness, attitude toward using, behavioral intention to use, actual system use, and perceived compatibility have contributed to the acceptance level of the system. If each variable has a higher correlation it will increase the acceptance of Management Information Systems Integrated Software System (ISS) in RRI Padang. Keywords : Technology Acceptance Model (TAM), perceived ease of use, perceived usefulness, attitude toward using, behavioral intention to use, perceived compatibility, actual system use,  Management Information System Integrated Software System (ISS)
PENGEMBANGAN SISTEM INFORMASI KEPEGAWAIAN BERBASIS WEB PADA MAN 1 PADANG Rendy Harisca; Asrul Huda; Legiman Slamet
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 5, No 2 (2017): Juli - Desember 2017
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v5i2.8505

Abstract

Information Systems serve as a tool for managing palayanan in the organization to be more accurate, effective and efficient. In MAN 1 Padang TU Head is still difficult to manage employee data because there is no database management that can store, process, and maintain the integrity of personnel data. To improve the service in MAN 1 Padang is in need Civil Service Information System-based web that is able to manage personnel services, from employee data input process, employee leave process, employee mutation process and employee retirement process are mutually integrated as a whole.          This design is implemented with PHP programming language with MySQL database and CodeIgniter framework. In the system design involved Use Case diagrams, Activity diagrams, Context Diagrams, flowmap, Normalization and Entitiy Relationship Diagram. This system involves 3 users ie Employee, Admin, and Principal. The three levels of registered users have a private account to enter into the system ie username and password for the admin and principal while the employee enters by using NIP and Password with MD5 encryption.          This personnel information system produces web-based applications that can help Administrative Officers in improving the effectiveness and efficiency in the implementation of personnel management activities as well as displaying actual information in the form of employee data reports, employee pension information, history of employee mutation and employee leave history. Keywords: Human Resources Information System, PHP, MySQL database,                    CodeIgniter framework.
RANCANG BANGUN ANIMASI 3 DIMENSI SEBAGAI MEDIA PEMBELAJARAN PADA MATA PELAJARAN MENGINSTALASI PC Febri Yuningsih; Ahmaddul Hadi; Asrul Huda
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 2, No 2 (2014): Juli - Desember 2014
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v2i2.4069

Abstract

One of the success of an organization of educators in implementing the learning is how educators attempt to deliver the message , and information theory to the students to understand the lessons and information more quickly and make the lessons more interesting and easier to understand, then educators need to create an exciting learning media such as media learning 3D animation ( three- dimensional ) . The purpose of this thesis is to design and build 3D animated instructional media on subjects Installing PC on Skills Program Computer Engineering and Networks . 3D animation creation using real-time , with the Pre-Production stages that include a search of ideas and materials will be made in 3D animation , character design , script, and storyboard creation , later stages of production , including the manufacture of modeling a design object / character , the next stage is the stage of post- production is a compilation of Final Editing and pengecekkan element if an error occurs then the process is repeated . Afterwards, proceed to the next stage of the rendering which will output the video as a whole . In the process of making 3D animsi using Blender 3D application version 2.6.5 . This final project will result in a medium of learning in subjects install the PC in the Program of Computer Engineering and Networks. Keywords        : learning process , instructional media , 3D animation
Validitas dan Praktikalitas E-Modul Pelatihan Mikrotik Guru Teknik Komputer Jaringan Khairul Anshari; Kasman Rukun; Asrul Huda
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 3 No 3 (2019): Desember 2019
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (637.447 KB) | DOI: 10.29207/resti.v3i3.1252

Abstract

The achievement of the Teacher Competency Test (UKG) results has not yet reached the expected percentage target. Based on the analysis, teachers need to increase their knowledge and skills about microtics. The module that is commonly used is a pdf format module that contains power point slides, the module does not have a more detailed description of the proxy use steps. This study aims to develop microtic training modules and reveal their validity and practicality. This type of research is development research using plomp and nieveen models, namely preliminary research, prototyping stage, and assessment phase. The instrument used was a questionnaire of validity and practicality. The results of the module validity test research by three module experts obtained results in the valid category. The validation of the material by three experts, the material was obtained with a valid category. Based on practicality tests by network computer engineering teachers at SMKN 2, SMKN 3, SMKN 5, SMKN 6 and SMKN 8 Padang shows that the module has a very high practicality category. Based on the results of the study, it can be concluded that the microtic training e-module is considered valid by experts as well as practical by instructors and trainees
Development of Mobile Learning for Simulation and Digital Communications Hazira Fakhrurrozi Amir; Asrul Huda; Hasan Maksum
Journal of Education Technology Vol. 4 No. 3 (2020): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v4i3.28537

Abstract

Simulation and digital communication subjects at SMKN 1 Singkarak do not have support other than text books and modules. This study aimed to develop a practical and effective learning platform that can support students in learning. This study used a 4D development model, and the trial subjects in this study were 31 students of class X in the 2020/2021 academic year. The instruments used were test and questionnaire instruments. The research method used was pre-experimental. The data obtained were analyzed using quantitative descriptive statistical analysis methods. From the research results, it was found that classical completeness reached 90% and the average score in terms of the gain score of students before and after using mobile learning was 0.49. The conclusion of this research is that the results of assessments from both teachers and students show that mobile learning in simulation and digital communication subjects can be categorized as very practical and effective
PENGEMBANGAN MEDIA INTERAKTIF MAGICBOOK BERBASIS AUGMENTED REALITY ANDROID PADA MATA DIKLAT MENERAPKAN FUNGSI PERIFERAL DAN INSTALASI PC Reni Kurnia; Asrul Huda; Nurindah Dwiyani
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 3, No 1 (2015): Januari - Juni 2015
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v3i1.5166

Abstract

The problem in this final project is an internal problem of the school is the availability of school facilities and infrastructures are affected to the students’ knowledge of X TKJ in identifying the type of devices peripheral and its functions. Other causes are the teaching methods and learning medias which used not various, it makes learning become less enjoyable. To overcome these problems, then designed a technology-based Learning Media MagicBook Augmented Reality using Android mobile devices. Besides being able to combine the virtual objects with the reality environtment, Augmented Reality technology enables users to perform three-dimensional direct interaction thus better able to give the impression for students. Magicbook Learning Media is designed like a regular book, but in inside the Magicbook is inserted a marker as a link between the real world and the virtual objects, then added with animation and video tutorials use the application. This media is created using Vuforia Library, Unity Free and Mono Development, Autodesk 3D Studio Max as animation maker software. This media is designed to assist students in understanding the concept of training courses of Apply the Function of Instalation PC and Peripherals and assist teachers in explaining the material. Keywords         :Interactive Media, Magicbook, Augmented Reality, Marker.
Perancangan Sistem Informasi Berbasis Web Pemesanan Barang pada Rumah Cetak Merdeka (RCM) Digital Printing Padang Asrul Huda; Liansyahmora Nasution; Yuhefizar Yuhefizar
Prosiding SISFOTEK Vol 1 No 1 (2017): SISFOTEK 2017
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1408.64 KB)

Abstract

Sistem Informasi berperan sebagai alat untuk manajemen pelayanan dalam organisasi agar lebih akurat, efektif dan efisien. Pada Rumah Cetak Merdeka (RCM) digital printing Padang karyawan masih kewalahan dalam melayani permintaan pemesanan produk maupun dalam manajemen data pemesanan karena jumlah karyawan yang bertugas dalam melayani pelanggan sangat terbatas. Selain itu, pemasaran produk masih bersifat monoton sehingga produk yang dipasarkan tidak tersebar luas pada masyarakat luar kota Padang. Untuk peningkatan pelayanan pada Rumah Cetak Merdeka (RCM) digital printing Padang ini dibutuhkan sistem informasi pemesanan barang berbasis web yang mampu manajemen pemesanan barang dan juga dapat memasarkan informasi pemesanan barang pada Rumah Cetak Merdeka (RCM) digital printing Padang kepada masyarakat luas. Dengan adanya sistem informasi berbasis web pemesanan barang pada Rumah Cetak Merdeka (RCM) digital printing Padang diharapkan dapat meningkatkan kinerja Rumah Cetak Merdeka (RCM) Digital Printing Padang dalam melayani permintaan pemesanan, manajemen data penjualan, dan promosi produk yang ditawarkan secara meluas sehingga masyarakat akan lebih mengenal pemesanan barang pada Rumah Cetak Merdeka (RCM) digital printing Padang. Perancangan sistem informasi berbasis web pemesanan barang pada Rumah Cetak Merdeka (RCM) Digital Printing Padang ini menggunakan CodeIgniter (CI) sebagai framework, PHP sebagai bahasa pemrograman, Apache sebagai web server, dan MySQL sebagai database-nya untuk menghasilkan suatu sistem informasi yang mampu memanajemen data penjualan, permintaan pemesanan dan pemasaran barang.
Pelatihan Pengembangan Pengajaran Berbantuan Komputer (PBK) Bagi Guru Sekolah Menengah Kejuruan SMAK dan SMTI Kota Padang Nelda Azhar; Asrul Huda; Kasman Rukun
Prosiding SISFOTEK Vol 1 No 1 (2017): SISFOTEK 2017
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (687.586 KB)

Abstract

Sekolah menengah kejuruan (SMK) merupakan lembaga pendidikan kejuruan penghasil pekerja teknik tingkat menengah yang sangat dibutuhkan oleh dunia industri. Tenaga pengajar di SMK harus dapat meningkatkan kualitas lulusannya agar dipercaya oleh industri dan mempunyai daya saing tinggi. Pengetahuan yang relevan dengan dunia industri harus ditanamkan pada para peserta didik di SMK sebagai bekal masuk ke Industri nantinya. Kegiatan ceramah yang dilakukan oleh guru sama sekali tidak salah, namun ketika ceramah, interaksi guru dengan siswa kurang begitu berjalan, guru hanya cenderung ceramah dan tidak memperhatikan situasi dan kondisi siswa di kelas. Metode ceramah juga tidak bisa dilepaskan dari proses pembelajaran. Metode ceramah akan membuat siswa mendapat hasil belajar yang maksimal jika dikemas dengan lebih baik dan menarik. Tercapainya tujuan pembelajaran pada mata pelajaran dasar kompetensi kejuruan tidak lepas dari peran utama seorang guru. Seorang guru tidak hanya dituntut sekedar menyampaikan ilmu, tetapi juga harus dapat menciptakan suasana pembelajaran yang kondusif sehingga proses pembelajaran dapat belangsung secara aktif. Berdasarkan pertimbangan tersebut, maka diperlukan metode pembelajaran yang mampu melibatkan peran serta siswa secara menyeluruh sehingga kekuatan belajar mengajar tidak hanya didominasi oleh siswa-siswa tertentu saja. Pemilihan metode pembelajaran tersebut di harapkan dapat meningkatkan peran serta dan keaktifan siswa dalam mempelajari dan menelaah ilmu.
Pengembangan Modul Pelatihan Desain Grafis dan Digital Printing Berbasis Flip Book Asrul Huda; Firdaus Firdaus; Syed Abdul Qadir; Suci Rahmadani; Widia Febrianti
Jurnal Vokasi Teknik Informatika Vol 2 No 3 (Oktober 2022). Jurnal Vokasi Informatika (JAVIT)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i3.127

Abstract

Kemajuan teknologi informasi mengalami perkembangan terus menerus seiring dengan perkembangan zaman. Pengaruh teknologi juga berpengaruh pada dunia pendidikan yang menjadi alat pendukung untuk mempermudah memahami materi yang akan di pelajari. Salah satu alat untuk mempermudah memahami materi yaitu sebuah media yang merupakan faktor penunjang tercapainya tujuan pembelajaran. Media yang dimaksud adalah bahan ajar digital berbentuk sebuah modul pembelajaran yang berisi tentang materi-materi desain grafis dan digital printing. Modul yang dihasilkan merupakan modul berbasis flip book yang merupakan media dengan format elektronik yang dapat menampilkan simulasi interaktif. Setelah dilakukan pengembangan modul ini dilakukan validitas materi dengan hasil validitas dari validator menunjukan rata-rata skor 4,8 yang berarti > 4,2 yakni bernilai sangat baik dan uji validitas media oleh validator dengan hasil validitas dari validator menunjukan rata-rata skor 4,5 yang berarti > 4,2 yakni bernilai sangat baik.