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Upaya Peningkatan Aktivitas Belajar Mahasiswa Melalui Lesson Study Matakuliah Dasar Teknik Digital Ilmiyati Rahmy Jasril
invotek Vol 19 No 2 (2019): INVOTEK: Jurnal Inovasi, Vokasional, dan Teknologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (496.569 KB) | DOI: 10.24036/invotek.v19i2.624

Abstract

This study aims to describe the learning activities of students in Digital Engineering Basic Subjects through lesson study. This research is an action research study. The research method follows the Plan, Do and See stages in the lesson study which is conducted in two cycles. The reflection made by the model lecturer in collaboration with the observer as a reference for learning improvement. The implementation of lesson studies can have a positive impact on student activities in the learning process including thinking together, asking questions, answering, collaborating, actively discussing, making decisions, applying and analyzing equations and circuits in learning Digital Techniques. Keywords : Lesson Study, Student Activities and Basic Digital Engineering
KONTRIBUSI ETOS KERJA DAN PELAKSANAAN SUPERVISI TERHADAP KINERJA GURU PADA SEKOLAH MENENGAH KEJURUAN (SMK) NEGERI 1 SUMATERA BARAT Ilmiyati Rahmy Jasril
Jurnal Teknologi Informasi dan Pendidikan Vol 9 No 3 (2016): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v9i3.115

Abstract

This study aims to reveal contribution of work ethic and implementation of supervision toward the teacher’s performance both partially and simultaneously. This was a correlational study. The population and sample of this study was teachers of vocational high school (SMK) Negeri 1 West Sumatera. The sample was selected by using stratified proportional random sampling techniques. The data were collected by using questionnaire with Likert-scale model. The data were analysed using correlation and multiple regression techniques with stepwise method. The results of this study indicate that there was a significant contribution work ethic and implementation of supervision toward the teacher’s performance of vocational high school (SMK) Negeri 1 West Sumatera both partially and simultaneously.The findings and recommendations of the study are useful to improvement of teachers’ performance
PERBANDINGAN HASIL BELAJAR MODEL TWO STAY TWO STRAY DENGAN THINK PAIR SHARE Windi Oktaviana; Ilmiyati Rahmy Jasril
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 4 (2019): Vol. 7 No. 4 Desember 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i4.106503

Abstract

This study aims to determine the significant differences between the Two Stay Two Stray (TSTS) and Think Pair Share (TPS) learning models on student learning outcomes at SMK N 1 Padang. This study uses a Pre-experimental research method with one-group pretest-posttest design. The sample selection is done by Probability sampling technique with simple random sampling. The sample in this study students of class X TAV B as the experimental class I and class X TAV C as the experimental class II. Data collection techniques were obtained from the results of posttest as many as 25 multiple choice questions. Obtained the average value of the experimental class I was 84.8 and experimental class II was 77. Based on the results of the hypothesis test, the value of tcount = 2.48 and ttable = 2.024, because tcount> ttable after Ho was rejected and Ha was accepted. It can be concluded that there is a significant difference between the use of TSTS and TPS cooperative models on the learning outcomes of students of Basic Electricity and Electronics in class X SMK N 1 Padang. Keywords: Learning Model, Two Stay Two Strays, Think Pair Share, Learning Outcomes.  
PENGARUH PENERAPAN MODEL PEMBELAJARAN TIPE TEAM ASSISTED INDIVIDUALIZATION (TAI) TERHADAP HASIL BELAJAR Elvi Syukri; Ilmiyati Rahmy Jasril
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 4 (2019): Vol. 7 No. 4 Desember 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i4.106500

Abstract

The purpose of this study was to determine the effect of the application of the Cooperative Learning model of the Team Assisted Individualization (TAI) type to the learning outcomes of Basic Electricity and Electronics in class X TAV students at SMKN 1 Kinali. This type of research is a quasi experiment with a randomized control group only design. The sampling technique uses Simple Random Sampling. The research sample XTAV1 (control class) is applied to the conventional learning model and XTAV2 (experimental class) is applied to the TAI learning model. The research data are the posttest value of the experimental and control class. Then the normality test, homogeneity test and hypothesis test were analyzed. Based on the research data, the mean value of the control class was 76,30 and the experiment was 84,10. Hypothesis test results at a significant level α = 0,05 obtained tcount 3,14 and ttable 1,69 (tcount>ttable) can be identified Ho is rejected and Ha is accepted. The test results provide an interpretation of the significant influence of learning outcomes by applying the TAI learning model in the subjects of Basic Electricity and Electronics class X TAV in SMK N 1 Kinali. Keywords:TAI Learning Model, quasi experiment, Learning Outcomes
PENGARUH PENGGUNAAN MACROMEDIA FLASH 8.0 TERHADAP HASIL BELAJAR DASAR LISTRIK DAN ELEKTRONIKA Muthie Anggyt Pratiwi; Ilmiyati Rahmy Jasril
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 4 (2019): Vol. 7 No. 4 Desember 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i4.106501

Abstract

The purpose of this study was to determine how much influence the use of interactive learning media based on Macromedia Flash 8.0 on learning outcomes Basic Electricity and Electronics (DLE) Audio Video Engineering class X in SMK Negeri 5 Padang. Researchers use the Quasi Eksperiment Design. The subject of this study consisted of 2 classes, namely class X TAV1 as an experimental class and class X TAV2 as a control class. The sampling technique in this study was conducted by purposive sampling or based on certain considerations. How to retrieve data use posttest at the end of learning after each class is given treatment. This can be seen from the learning outcomes of experimental class students who obtained an average of 81,90 higher while the value of the control class that got an average 70,20. Based on the hypothesis test, the value of tcount 5,879 > ttable 1,677, it can be said that there is a significant effect on the implementation of learning using macromedia flash 8.0. Keywords: Interactive learning media, macromedia flash 8.0, learning outcomes.
Pengembangan Modul Perencanaan dan Instalasi Sistem Audio Video Berbasis Inquiry dengan Metode Pictorial Riddle Latipah Ridha; Ilmiyati Rahmy Jasril
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 9, No 1 (2021): Vol. 9, No 1, Maret 2021
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v9i1.111289

Abstract

Tujuan dari penelitian ini adalah untuk mengembangkan modul Perencanaan dan Instalasi Sistem Audio Video berbasis Inquiry menggunakan metode Pictorial Riddle. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4D (Four-D Models).  Penelitian ini melibatkan siswa kelas XI teknik audio video. Uji coba pengembangan modul  melibatkan 2 orang Dosen Jurusan Teknik Elektronika FT UNP sebagai Validator dan 2 orang guru mata pelajaran  Perencanaan dan Instalasi Sistem Audio Video serta 16 orang siswa kelas XI Teknik Audio Video SMK Negeri 5 Padang sebagai responden praktisi. Prosedur pengembangan tersebut terdiri dari analisis observasi, analisis siswa, analisis tugas, analisis konsep, perumusan tujuan pembelajaran, desain produk, uji validitas, uji praktisitas, dan penyebaran. Hasil penelitian ini mendapatkan kelayakan media berdasarkan penilaian ahli materi dengan skor 79,05% (valid) sedangkan penilaian ahli media dengan skor 91,43% (sangat valid). Hasil uji praktikalitas mendapatkan penilaian dari guru mata pelajaran sebagai validator I dengan skor 98,00%  (sangat valid) dan penilaian dari validator II dengan skor 97,00% (sangat valid). Hasil praktikalitas responden siswa secara keseluruhan mendapatkan skor 83,20% (sangat valid). Dapat disimpulkan modul yang telah dikembangkan valid dan layak digunakan dalam pembelajaran Perencanaan dan Instalasi Sistem Audio Video.
Rancang Bangun Alat Deteksi Nominal Uang Kertas Penyandang Tuna Netra Berbasis Arduino Uno Muhamad Alfaraz; Ilmiyati Rahmy Jasril
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 10, No 1 (2022): Vol. 10, No 1, Maret 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v10i1.116455

Abstract

Perancangan perangkat ini bertujuan untuk membuat sebuah alat yang bisa mendeteksi nominal uang menggunakan sensor warna dengan mendeteksi nominal uang kertas yang berbasis Arduino Uno untuk memudahkan penyandang tuna netra dalam bertransaksi jual beli barang dan jasa. Alat pendeteksi nominal uang untuk tuna netra, menggunakan sensor ultrasonik HC-SR04 yang berfungsi mendeteksi jarak pengguna atau penyandang tuna netra. Ketika tuna netra terdeteksi oleh sensor maka motor servo pertama akan tertutup dan memanggil suara yang tersimpan pada DF Mini Player. Ketika uang kertas dimasukan kedalam alat,  motor servo pertama akan menutup jalur uang keluar, sehingga sensor warna TCS 3200 dapat mengambil data frekuensi warna uang. Frekuensi warna uang yang di dapat dikonversikan menjadi data berupa nilai RGB (Red Green Blue).  Hasil pengujian menunjukkan bahwa alat bekerja dengan baik, seperti dapat mengidentifikasi nilai nominal uang kertas 100.000; 50.000; 20.000; 10.000  dan dapat menyusun uang kertas sesuai dengan nilai yang telah terdeteksi.   Uang yang sudah dimasukan akan dibaca sensor TCS3200 dan keluaran suara akan di proses oleh DF Mni Player.Kata kunci : Sensor warna, DF Mini Player, Arduino Uno, Tuna netra, Uang Kertas. The design of this device aims to create a tool that can detect nominal money using a color sensor by detecting the nominal value of banknotes based on Arduino Uno to make it easier for blind people in buying and selling goods and services. A nominal money detector tool for the blind, using the ultrasonic sensor HC-SR04 which functions to detect the distance of users or people with visual impairments. When the visually impaired is detected by the sensor, servo 1 will close and call the voice stored on the DF Mini Player. When banknotes are inserted into the device, the first servo motor will close the way for the money to come out, so that the TCS 3200 color sensor can retrieve the color frequency data of the money. The frequency of the color of the money that can be converted into data in the form of RGB values. The test results show that the tool works well, such as being able to identify the nominal value of the 100,000 banknote; 50,000; 20,000; 10,000 and can arrange banknotes according to the detected value. The money that has been entered will be read by the TCS3200 sensor and the sound output will be processed by the DF Mni Player.Keywords: Color sensor, DF Mini Player, Arduino Uno, Blind, Banknote.
Perancangan dan Pembuatan E-Modul Interaktif Berbasis Canva Pada Mata Pelajaran Dasar Listrik dan Elektronika Athika Maisyarah Nillofa Ende; Ilmiyati Rahmy Jasril; Putra Jaya
JTEV (Jurnal Teknik Elektro dan Vokasional) Vol 8, No 2 (2022): JTEV (Jurnal Teknik Elektro dan Vokasional)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (260.263 KB) | DOI: 10.24036/jtev.v8i2.117118

Abstract

Penelitian ini bertujuan untuk perancangan dan pembuatan bahan ajar pembelajaran berupa E-modul interaktif pada Mata Pelajaran Dasar Listrik dan Elektronika Kelas X Teknik Audio Video SMK Negeri 1 Sumatera Barat menggunakan aplikasi Canva. E-modul interaktif ini tersedia dalam bentuk format web (.html) dapat diakses secara online melalui android dan laptop.  Jenis penelitian ini memakai metode Richey and Klein yang adalah pengembangan Design and Development (D&D) yang terdiri dari tiga tahapan yaitu Planning (perancangan), Production (memproduksi), dan Evaluation (evaluasi). Hasil dari penelitian ini adalah (1) Validasi ahli materi I diperoleh nilai persentase 89,3% dan validasi ahli materi II diperoleh persentase 89,3% sehingga dikategorikan “Sangat Valid” untuk digunakan sebagai bahan ajar pembelajaran. (2) Validasi ahli media I diperoleh hasil persentase 97,3% dan validasi ahli media II diperoleh 88% sehingga dikategorikan “Sangat Valid” untuk digunakan sebagai bahan ajar pembelajaran.
Pengembangan Media Pembelajaran Interaktif Berbasis Articulate Storyline 3 pada Mata Pembelajaran Sistem Pengendali Elektronika Nurhamidah Nurhamidah; Ilmiyati Rahmy Jasril; Putra Jaya; Efrizon Efrizon
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 10, No 4 (2022): Vol. 10, No 4, Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v10i4.119591

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran interaktif berbasis articulate storyline 3 pada Mata Pelajaran Sistem Pengendali Elektronika kelas XI Teknik Elektronika Industri di SMK Negeri 5 Solok Selatan yang valid dan praktis. Metode yang digunakan dalam penelitian ini yaitu metode Reseach and Development (Penelitian dan Pengembangan) dengan desain pengembangan ADDIE. Metode ADDIE yang digunakan dibatasi sampai tahap implentasi. Dalam penelitian ini juga memanfaatkan angket untuk memperoleh data tentang tingkat validitas media pembelajaran. Angket ini diisi oleh dua orang ahli materi dan dua orang ahli media. Aspek yang divalidasi pada pengembangan ini yaitu aspek content (materi) dan aspek tampilan (media). Hasil penelitian menunjukkan bahwa media pembelajaran interaktif memperoleh skor rata-rata 91% dari kedua ahli materi dan 95% dari kedua ahli media. Pada uji praktikalitas juga memanfaatkan angket dengan responden yang terdiri dari 9 orang peserta didik. Hasil praktikalitasnya memperoleh rata-rata 97,11%. Dari hasil tersebut, penelitian dan pengembangan pada media pembelajaran interaktif pada Mata Pelajaran Sistem Pengendali Elektronika dengan kategori sangat valid, praktis dan layak digunakan.Kata Kunci : Media Pembelajaran Interaktif, Articulate Storyline 3, Sistem Pengendali Elektronika. This study aims to produce interactive learning media based on articulate storyline 3 in the Electronic Control System Subject for class XI Industrial Electronics Engineering at SMK Negeri 5 Solok Selatan which is valid and practical. The method used in this research is the Research and Development method with the ADDIE development design. The ADDIE method used is limited to the implementation stage. This research also uses a questionnaire to obtain data about the level of validity of the learning media. This questionnaire was filled out by two material experts and two media experts. Aspects that are validated in this development are aspects of content (material) and aspects of display (media). The results showed that interactive learning media obtained an average score of 91% from both material experts and 95% from both media experts. The practicality test also uses a questionnaire with respondents consisting of 9 students. The practical results obtained an average of 97.11%. From these results, research and development on interactive learning media in Electronic Control System Subjects is categorized as very valid, practical and feasible to use.Keywords : Interactive Learning Media, Articulate Storyline 3, Electronic Control System.
The Implementation of the Potensia Apps for Online Psychological Assessment during the Pandemic for Highschool Students in West Sumatra Zadrian Ardi; Ilmiyati Rahmy Jasril; Frischa Meivilona Yendi; Yan Guspriadi
Jurnal Aplikasi IPTEK Indonesia Vol 6, No 2 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (20364.358 KB) | DOI: 10.24036/4.26516

Abstract

Psychological assessment is an essential aspect of the implementation of counseling services. However, efforts to study needs by school counselors have yet to be optimal. The impact is the preparation of counseling service programs, and the level of accuracy in disclosing the psychological conditions of students and clients decreases. The process of downstream and disseminating the results of this research was carried out through community service activities to increase the distribution and utilization of research results for guidance and counseling teachers in Indonesia. This activity was carried out within two years. The method used is advanced training for school counselors in all districts/cities in West Sumatra with a focus on several schools appointed by partners, upgrading applications based on FGDs, improving application management, and commercializing the POTENSIA Android application. So far, the achievements and progress of program implementation have been the implementation of activities by presenting more than 60 school counselors from all over West Sumatra using the workshop method.