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ENGEMBANGAN MULTIMEDIA PRAKTIKUM BERBASIS LABORATORIUM VIRTUAL (VIRTUAL LABORATORY/Vi-Lab) PADA MATERI PERKULIAHAN KOMPUTER DI JURUSAN KTP FIP UNP Nofri Hendri; Septriyan Anugrah
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 1 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (201.304 KB) | DOI: 10.24036/et.v8i1.109081

Abstract

In general, students consider that computer material is rather difficult and practicum requires special skills especially if there is no guidance and tutorial from the lecturers directly especially in the current co-19 pandemic, as a result not a few students who are less even less interested in understanding and mastering some theory and basic practice on the material. Therefore, lecturers must have the ability or skills to develop a multimedia practicum and use it in lectures so that learning objectives can be achieved. For example, multimedia practicum based on a Virtual Computer Laboratory (ViLab) that was developed can be used as a support in the learning process and practicum in the computer laboratory of the FIP UNP KTP Department, especially those taking computer practicum courses. This research development uses the Research and Development (R&D) method. Models and procedures developed using the ADDIE model with stages, including: analysis, design, development, implementation and evaluation. Based on the results of the development, the results obtained at the same time conclusions that the multimedia Laboratory-based Virtual Laboratory (Vi-Lab) is feasible to be used in learning as a media supporting the practicum This can be seen from the validation percentage of media experts and material experts, namely an average of 94.5% with a very good/very valid product category. Furthermore, it was tested on students (respondents) to find out the practicality level of media use by 88.5% with a very good/very practical category. Keywords: Multimedia Practicum, Virtual Laboratory (Virtual Laboratory/Vi-Lab), Computer Practicum Lectures.
Pengembangan Pelayanan Perpustakaan Sekolah Menggunakan Visual Basic 2010 Nofri Hendri
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 1 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (379.113 KB) | DOI: 10.24036/et.v2i1.10470

Abstract

Library services is in need of computer role. Lots of book data that must be processed in              order to avoid overlapping of data errors or the book. If the library does not have a library of application it will really make the librarian should be a lot of wasted time to collect data library books alone. School library service development using Visual Basic 2010 needs to be done to be more effective. This study aimed to produce school library services using Visual Basic 2010 in accordance with eligibility criteria and a media library. This type of research is the development of research. Products developed through five phases: 1) planning,  2) Early Product Development, 3) Product Validation, 4) Trial, and 5) Produk.Alat of collecting data was a questionnaire. Data on quantitative descriptive analysis to determine product quality. The research model is a model of procedural development with research subjects 4 respondents, consisting of two people validator media experts and two experts validator library UNP ie, 2 lecturers, and two librarians FIP UNP. Samples were librarians SMP Negeri 1 district. Guguak kab. 50 City.
PENGARUH APLIKASI MODEL PEMBELAJARAN SOMATIC, AUDITORY, VISUAL, INTELLECTUAL (SAVI) TERHADAP HASIL BELAJAR MAHASISWA PADA MATA KULIAH KURIKULUM DAN PEMBELAJARAN DI UNIVERSITAS NEGERI PADANG Rayendra Rayendra; Nofri Hendri; Septriyan Anugrah
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 9, No 2 (2021): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (131.154 KB) | DOI: 10.24036/et.v9i2.115765

Abstract

This research is motivated by the low learning outcomes of students and lecturers have not invited students to be fully involved in the learning process. The lack of student understanding is caused because in general the learning process in the classroom is less interesting and tends to beteacher centered. This study aims to determine the effect of the application of the Somatic, Auditor, Visual, Intellectual (SAVI) Learning Model on Student Learning Outcomes in Curriculum and Learning Courses at UNP. This research uses a quantitative approach with adesign quasi-experimental. The study population was all students who took a course curriculum and learning in semester from January to June 2021 at a number of students 50 people, by taking sexy as a homogeneous sample class that is sexy 202110030019. Technique of sampling is purposive sampling, with the number of students at each each class is 25 people, where the average value of both classes is the same and is guided by the same lecturer. From the results of the study, the average value of the experimental class was higher than the control class, namely the experimental average of 81.28 while the average value of the group using conventional strategies was 73.2. Based on the t-test calculation, it is obtained that tcount > ttable is 4.019 > 1.677, withlevel of a 0.05 on df 48. Thus, it can be concluded that the application of the SAVI model has a significant effect on student learning outcomes in the Curriculum and Learning courses at UNP.Keywords: SAVI, Learning, Learning Outcomes
Pengembangan Infografis Motion Graphic Tema Lingkungan Sahabat Kita Untuk Kelas V SD Ari Padrian; Syafril Syafril; Nofri Hendri
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 1 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (207.987 KB) | DOI: 10.24036/et.v8i1.108558

Abstract

One of the main problems in teaching and learning process was teacher’s difficulty at providing a fun instructional media so that used is less varied. Infographics motion graphic can help students in understanding subject matter and create a good atmosphere at the learning process. The objectives of this study were (1) Producing good quality infographics of motion graphic media in accordance with feasibility of media evaluation (2) Knowing the feasibility infographics of motion graphic media by theme Lingkungan Sahabat Kita at the 5th grade according to the expert and trial. The research design referring to Borg and Gall Model.The results of analysis based on trials for the practicality infographic motion graphic are in the practical category used evenly overall score of 86,19%.So based on the results of validity and practicality tests it can be concluded that this infographic motion graphic is valid and practical and suitable for use in learning.
Lingkungan Pembelajaran yang Produktif dan Kondusif Nofri Hendri
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 7, No 2 (2019): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (822.969 KB) | DOI: 10.24036/et.v7i2.107070

Abstract

One important factor that can maximize learning opportunities for children is the creation of a conducivelearning environment. Learning environment in this case, is everything related to where the learningprocess is carried out. While conducive means appropriate conditions and support the implementation ofthe learning process. The learning process is the interaction between the child and his environment, so thatin the child the information processing process occurs into knowledge, skills and attitudes as a result of thelearning process. There are several components that must be considered, as follows: understandingclassroom management, reasons, objectives and management strategies, design of the physicalenvironment of the classroom, creation of the environment, being a good communicator, dealing withproblematic behavior, class/school based programs, inhibiting factors and classroom managementprocedures considering these factors, it will be able to create a conducive and productive learningenvironment.
PENGEMBANGAN DIGITAL LIBRARY MENGGUNAKAN SENAYAN LIBRARY MANAGEMENT SYSTEM (SLIMS) DI LABORATORIUM MULTIMEDIA JURUSAN KTP FIP UNP Nofri Hendri; Septriyan Anugrah
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 1 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (193.804 KB) | DOI: 10.24036/et.v6i1.104447

Abstract

This research is a research development known as research and development (R & D). The development model used is a development model proposed by Borg and Gall modified. The product of this development was assessed by 2 media experts and practicable test of 20 members of FIP UNP library. Instruments used in this research are documentation, assessment format and questionnaire to see the ease for the subject try using digital library product. The results of this research indicate that the digital library product that has been developed to get the category of Excellent from both media expert validators. Similarly, the results of practicality test against library members obtained the assessment with the category Very Good with the acquisition value of 4.55. Thus the results showed that digital library products using the application Senayan Library Management System (SLiMS) Version 8 in the FIP UNP Library that has been developed valid and practical to use.Keywords : Digital Library, Senayan Library Managemen System     (SLiMS)
Analysis of E-Learning System for Online Learning In Environmental Media Campus of UNP Nofri Hendri; Novrianti Novrianti; Rusdinal Rusdinal; Nurhizrah Gistituati
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 1 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (449.467 KB) | DOI: 10.24036/et.v8i1.109066

Abstract

Application of the learning process in a campus using the conventional method of the longer lead the learning process is not effective. This raises problems in the campus environment how to create an interactive learning atmosphere so that it does not cause boredom towards students. The concept of E-Learning is a technology that can provide solutions to learning problems. The use of E-Learning can be accessed by utilizing internet technology through computers. The method discussed in thisconcept E-Learning consists of distance learning and blended learning. Distance learning is a model of distance learning where distance and time are not a problem in its operation, while blended learning is a learning model that combines conventional learning techniques with the use of technology for the distribution of learning such as the web.Keywords : analysis, e-learning, conventional, distance learning, blended learning
PENGEMBANGAN MULTIMEDIA INTERAKTIF DENGAN APLIKASI MACROMEDIA DIRECTOR PADA MATA KULIAH KOMPUTER MULTIMEDIA DI JURUSAN KTP FIP UNP Nofri Hendri
Pedagogi: Jurnal Ilmu Pendidikan Vol 15 No 2 (2015): Pedagogi: Jurnal Ilmu Pendidikan
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan multimedia interaktif dengan menggunakan aplikasi Macromedia Director pada mata kuliah Komputer Multimedia di Jurusan KTP FIP UNP. Metode penelitian yang digunakan adalah penelitian pengembangan dengan metode Research & Development dengan model pengembangan prosedural. Subjek penelitian adalah 4 orang responden, yang terdiri dari dua orang validator ahli media dan dua orang validator ahli materi yakni 2 orang dosen UNP. Sedangkan subjek ujicoba yaitu mahasiswa jurusan KTP FIP UNP yang berjumlah 28 orang. Hasil penelitian menunjukkan bahwa pengembangan multimedia interaktif dengan aplikasi macromedia director pada mata kuliah Komputer Multimedia sudah layak digunakan sebagai media pembelajaran.
PENGEMBANGAN MULTIMEDIA INTERAKTIF MENGUNAKAN ADOBE CAPTIVATE 7.0 PADA MATA KULIAH DASAR-DASAR KOMPUTER Nofri Hendri
Pedagogi: Jurnal Ilmu Pendidikan Vol 16 No 2 (2016): Pedagogi: Jurnal Ilmu Pendidikan
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pedagogi.v16i2.193

Abstract

The procedure of this study refers to the development of procedural models Borg & Gall simplified in accordance with the needs of research. Starting from the Needs Identification, Formulation Objectives, Content Development, Validation, and then do the Revision products according to suggestions and comments matter experts and media experts, the last stage of product trials conducted to 20 students. The analysis showed that the Interactive Multimedia learning media is in the very good category. For material aspects included in the excellent category (4.64). For the aspects of media presentation included in the excellent category (4.58). Furthermore, the test results are limited practicalities of media use are in the very good category (4.4).
Pengembangan Multimedia Interaktif Mengunakan Adobe Captivate 7.0 pada Mata Kuliah Dasar-Dasar Komputer Nofri Hendri; Novrianti Novrianti
Jurnal Educative: Journal of Educational Studies Vol 2, No 2 (2017): Desember 2017
Publisher : Institut Agama Islam Negeri Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1536.481 KB) | DOI: 10.30983/educative.v2i2.467

Abstract

Prosedur penelitian ini mengacu pada pengembangan model prosedural Borg & Gall yang disederhanakan sesuai dengan kebutuhan penelitian. Mulai dari Identifikasi Kebutuhan, Tujuan Formulasi, Pengembangan Konten, Validasi, dan kemudian melakukan produk Revisi sesuai saran dan komentar ahli materi dan pakar media, tahap terakhir uji coba produk dilakukan terhadap 20 siswa. Analisis menunjukkan bahwa media pembelajaran Multimedia Interaktif berada dalam kategori sangat baik. Untuk aspek material termasuk dalam kategori unggulan (4.64). Untuk aspek presentasi media termasuk dalam kategori unggulan (4.58). Selanjutnya, hasil uji keterbatasan praktis penggunaan media berada pada kategori sangat baik (4.4). Kata kunci: Multimedia Interaktif; Adobe Captivate 7.0, Dasar-dasar Teknologi Pembelajaran.