Claim Missing Document
Check
Articles

Found 20 Documents
Search

Pengembangan Modul Belajar Berbasis Competency Based Training (CBT) Pada Mata Pelajaran Desain Grafis Percetakan Jurusan Multimedia Sekolah Menengah Kejuruan Jessica Trinanda; Kasman Rukun; Asrul Huda
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

Abstract

This article aims to create a competency based training module on graphic design printing subjects. This study uses a research and development model with four methods namely define, design, develop, and dessiminate. To determine the level of validity, practicality, and effectiveness of learning outcomes seen by one group pre-test and post-test. The population in this study was all students of grade XI majoring in multimedia at SMKN 1 Ampek Angkek, totaling 30 students. In this study seen how much influence the learning outcomes on the CBT module.
Pengembangan Rancangan Media Pembelajaran Augmented Reality Perangkat Jaringan Komputer Melsi Sari Murfi; Kasman Rukun
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

All The problem of the research is the absence of supporting learning media in learning activities of computer network, are not optimal mastery of concepts by students, and abstract teaching materials that need to be made more concrete, as well as using the use of smartphones in the 4.0 revolution industry. This study aims to develop learning media augmented reality and produce media that are valid, practical, and effective on computer network subjects so that they become alternatives as learning media. This research is a research and development (R&D) using the IDI model. Data analysis techniques for practicality using percentages, and effectiveness of the control class and the experimental class. In conclusion, the augmented reality learning media develop can valid, practical and effective to be used as a learning media on computer network subjects.
PENGEMBANGAN SISTEM PENDUKUNG KEPUTUSAN PENENTUAN KONSENTRASI BIDANG KEAHLIAN MAHASISWA DENGAN INTEREST INVENTORY Elin Haerani; Kasman Rukun; Fahmi Rizal
JURNAL TEKNIK INFORMATIKA Vol 13, No 1 (2020): JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (553.916 KB) | DOI: 10.15408/jti.v13i1.15710

Abstract

Universities are designed to prepare graduates who are ready to enter the workforce and are able to develop a professional attitude. Educational institutions such as the University need a form of decisions in determining the right concentration for students, so that the learning process can be achieved well. The decision is very influential on the process of handling the choice of alternative concentration, choosing an appropriate concentration of interest will also have an impact on the research focus for the final assignment of students. This research develops student concentration selection system in Electrical. Currently the concentration determination system is based only on academic assessment alone, regardless of student interest, so that it can impact on student learning outcomes. The system was developed by combining academic judgment and interest inventory with three criteria, ie, interest tests using interest inventory, prerequisite concentration course grades, and GPA. The system is built using an intelligent system model that is Fuzzy Multiple Attribute Decision Making (FMADM), which helps the Department in the selection process and helps the process of career guidance on students. With this selection system, the Department can be provide the most suitable concentration decisions with interest in student.
EXSPERT VALIDITY PADA PENGEMBANGAN MODEL PEMBELAJARAN BERBASIS PROYEK E COMMERCE PADA PEMBELAJARAN KEWIRAUSAHAAN Muharika Dewi; Kasman Rukun; Agusti Efi
Jurnal Pendidikan Teknologi Kejuruan Vol 1 No 2 (2018): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (350.147 KB) | DOI: 10.24036/jptk.v1i2.923

Abstract

Ekonomi digital menuntut perubahan dalam penerapan kurikulum pembelajaran kewirausahaan. Relevansi kompetensi dan kebutuhan industri menjadi dasar dalam melakukan inovasi dalam pembelajaran kewirausahaan. Penelitian ini adalah penelitian dan pengembangan pada model pembelajaran berbasis proyek e commerce pada mata kuliah kewirausahaan, model memiliki 8 fase sebagai kerangka acuan dalam melaksanakan pembelajaran, validasi pakar menyatakan bahwa aspek rasionalisasi model, aspek teori pendukung, aspek syntax, aspek sistem sosial, aspek prinsip reaksi, aspek system pendukung, dan aspek dampak instruksional dan dampak pengiring memiliki kategori valid dengan skor > 0.60. Validasi ini dilakukan oleh lima orang para ahli sebagai validator. Penilaian yang dilakukan pakar selaku validator terkait dengan aspek instruksional dan aspek teknis untuk menghasilkan model pembelajaran dengan isi dan struktur yang berkualitas tinggi. Model baik untuk diterapkan pada pembelajaaran Kewirausahaan berbasiskan produk e commerce untuk meningkatkan kemampuan berwirausaha mahasiswa di era ekonomi digital.
Needs Analysis in Learning Media Development Based on Augmented Reality (AR) for Computer Network Installation Courses Akrimullah Mubai; Kasman Rukun; M. Giatman; Edidas Edidas
Jurnal Pendidikan Teknologi Kejuruan Vol 3 No 1 (2020): Special Issue ICTVET 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (314.57 KB) | DOI: 10.24036/jptk.v3i1.3723

Abstract

This needs analysis research consists of field studies and literature studies. Where the purpose of this research is; 1) description of student achievement values ​​and learning processes, 2) the uses and constraints faced by students in the use of learning media Computer Network Installation, 3) formulation of instructional media needed in learning computer network installation. This research belongs to the type of qualitative descriptive research. The subjects of this study were 29 students of Informatics Engineering Education study programs and 2 lecturers of computer network installation courses. Data obtained using a questionnaire and analysis qualitatively through stages; arranging, tabulating, analyzing qualitative data and making interpretations of the results of the analysis according to the problems and objectives of the study which then makes conclusions. The results showed that; 1) there are still many students who have not reached the score above the minimum criteria and fail in carrying out the practicum process, 2) the biggest obstacle faced by students in implementing Computer Network Installation learning is the limitations of using instructional media that are less effective to support independent learning, 3) the media that need developed for learning Computer Network Installation which is learning media based on Augmented Reality (AR).
VALIDATION OF MEDIA INTERACTIVE LEARNING IN VOCATIONAL HIGH SCHOOL Devri Ramdhan Apriyus; Kasman Rukun; Asrul Huda; Satria Ami Marta
Jurnal Pendidikan Teknologi Kejuruan Vol 3 No 1 (2020): Special Issue ICTVET 2019
Publisher : Universitas Negeri Padang

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

Abstract

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.
Analisis Pelatihan Penggunaan Media Pembelajaran CD Interaktif Berbasis Multimedia Dan Modul IPA SD Kelas III di Kecamatan Koto Tangah Kota Padang Nelda Azhar; Kasman Rukun; Asrul Huda
Jurnal Pendidikan Teknologi Kejuruan Vol 2 No 1 (2019): Regular Issue
Publisher : Universitas Negeri Padang

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

Abstract

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.
Pengembangan Media Pembelajaran Berbasis Web pada Mata Pelajaran Komputer dan Jaringan Dasar di SMK Negeri 1 Lembah Melintang Harry Pratama Figna; Kasman Rukun; Dedy Irfan
Jurnal Pendidikan Teknologi Kejuruan Vol 2 No 3 (2019): Regular Issue
Publisher : 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.
Desain Sistem e-Tracer Study SMA PGRI 1 Padang Berbasis Mobile Web Anita Zet Nabila; Kasman Rukun
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 8, No 1 (2020): Vol 8, No 1, Maret 2020
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v8i1.107611

Abstract

Permasalahan yang diangkat dalam artikel ini berkaitan dengan perancangan sistem e-tracer study alumni di SMA PGRI 1 Padang. Interaksi yang lemah antar pengguna sering terjadi kendala-kendala dalam pengelolaan manajemen data dan pengisian kuisioner yang masih menggunakan media kertas, sehingga terjadi penumpukan file serta pengaksesan yang lambat diakibatkan penyimpanan yang sembarangan. Dengan adanya sistem ini bertujuan membantu memperkuat interaksi pengguna, memudahkan pengisian kuisioner dan mengelola data alumni menjadi lebih sistematis yang akan memudahkan menemukan file. Sistem ini didisain menggunakan metode waterfall dan arsitektur Model-View-Controller (MVC). Sistem ini dirancang dengan menggunakan Database Management system (DBMS) MySQL. Dengan demikian sistem e-tracer study menghasilkan sistem yang berjalan pada browser dan mendukung ke semua perangkat serta menyediakan fitur autocomplete untuk memudahkan user. Sehingga, pelayanan pengelolaan data menjadi lebih optimal, efisien, dan sistematis.Kata kunci : Sistem E-Tracer Study, Kuisioner, Yii2 Framework, Mobile Web The issues raised in this article related to the design of alumni e-tracer study system at SMA PGRI 1 Padang. The weak interaction beetwen users often occurs obtacles in the management of  data management  and  filiing out questinnaires that still use paper as the media, resulting in a  buildup of files and slow access due to careless storage.  The exstence of this system aims to help strengthen user interaction, facilitate the  filing out quistinnaire and manage alumni data more systemaric, which  will finding file . This system is desaign using the Waterfall method and Model-View-Controller (MVC) architecture. This system is designd using the MySQL Database ManagementSystem (DBMS).thus the e-tracer study system produces asystem that runs on the  browser and support all devices and provide an autocomplete feature to facilitate the user. Thus data management service become more ooptimal, efficient, and systematic.Keywords: System E-Tracer Study, Quisioner, Yii2 Framework, Mobile Web
PERANCANGAN SISTEM E-COMMERCE BERBASIS WEB PADA TOKO INDAH SURYA FURNITURE Nana Saharna; Kasman Rukun
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 1 (2019): Vol. 7 No.1 Maret 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i1.103641

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.