bluuebunny/crossref_metadata_2025_split huggingface dataset:
PENGARUH PENERAPAN MODEL PEMBELAJARAN ACTIVE LEARNING TIPE “GIVING QUESTION AND GETTING ANSWERS“ TERHADAP HASIL BELAJAR DASAR-DASAR KELISTRIKAN SISWA DI KELAS X TEKNIK AUDIO VIDEO SMK NEGERI 1 BUKITTINGGI
Authors: Yunis Gladiska , Huda Yasdinul , Irfan Dedy 
Published: June 2021

The problem in this research is the fact that found in SMK N 1 Bukittinggi, there are many students of class X Audio Video Engineering is result study of learning outcomes below the minimum standard (KKM) in the subject Fundamentals of electricity at school set is set 75. Total students that are under KKM 60.35% and students those are above KKM 39.65%. Many factors that affect it, those are internal factors and external factors, as well as the learning model. This study aims to prove the existence of differences in learning outcomes using learning Active Learning Model Type "Giving Question and Getting Answers " with direct instructional model (MPL). This study uses a Quasi Experimental Design, this study population is a class X student of SMK N 1 Bukittinggi TAV academic year 2013/2014. Sample technique done by randomly. Experiment class is a class that is treated by using the Active Learning Model Application Effects of Learning Type "Giving Question and Getting Answers " and that becames the control group is a class that uses MPL. Data of achievement test in the form of 20 questions about the essay. Data obtained from the analysis of the data manually to test for normality, homogeneity, hypothesis testing, research test results obtained from the average value of students learning model that uses Active Learning Type "Giving Questions and Getting Answers" is 79.53 while students are using the MPL amounting to 60.78. The result of the hypothesis by using the formula manually found that tcount 9.886> 2.35 ttable altenative hypothesis (H0) is rejected and (H1) is accepted. That means, significantly the average experimental class learning outcomes greater than the average of the control class learning outcomes. Keywords: Learning Active Learning model type "Question Giving and Getting Answers", MPL, Control and Experiment
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN ELEKTRONIK BERBASIS EDMODO TERHADAP HASIL BELAJAR SISWA PADA MATA DIKLAT MELAKUKAN INSTALASI SOUND SYSTEM KELAS XI TEKNIK AUDIO VIDEO DI SMK N 1 KINALI
Authors: Wirda Wirda , Almasri Almasri , Sukaya Sukaya 
Published: June 2021

The problem in this study is the fact that the field is found in SMK Negeri 1 Kinali, there are many students who obtain a grade XTAV learning outcomes below the minimum standard criteria in subjects perform a Sound System Installation to set the school 73. That is 65.57% of students who under KKM and 34.42% of students who are above KKM. This study uses experimental approach, this study population is a class XI student of SMK Negeri 1 Kinali TAV Academic Year 2014/2015. Experimental class is a class that is treated by using electronic-based instructional media Edmodo and the control class is a class that direct instructional model. Data were analyzed manually to test for normality, homogeneity testing, and hypothesis testing. Test results of research obtained an average value of students who use electronic media-based learning Edmodo is 76.16 while students who use direct instructional model lower 71.20. There is the influence of the use of electronic-based instructional media Edmodo for 6.97% of the student learning outcomes. The results of the hypothesis by using the formula manually in tcount found that 1,886 > 1,677 ttable, so the alternative hypothesis (Ha) is accepted or rejected the nihil hypothesis (Ho). Kata kunci: Media Pembelajaran, Media pembelajaran elektronik berbasis edmodo, Pembelajaran Langsung, Kontrol dan Eksperimen
PERANCANGAN SISTEM INFORMASI DAN APLIKASI PEMESANAN MAKANAN DI KAFE BERBASIS ANDROID
Authors: Desrivawany Anggun , Irfan Dedy , Oktoria Oktoria 
Published: June 2021

The advancement of technology specially in mobile sector gives a lot of advantages and facilities in time-saving and labor-saving. Its scope has already extended to various aspects such as in education, entertainment, up to business sector. Cafe business is increasing in number in Indonesia. Various menu of food becomes the attraction of each cafe compared to food which is served at home. The large number of people visiting cafe demands cafe owners to improve the service so that visitors feel comfortable. One way to do it is by creating a computerized system. In this case, the service given to customers visiting cafes is still done manually, namely during food-ordering process, waitress note down orders using stationary media. Due to many problems which are caused by manual food-ordering, a solution to overcome the problem is needed. Therefore, an aplication which can help waiters in food-ordering process is required so that it can facilitate customer demand management and time and labor efficiency. Since everything will be organized well, at the end the purpose of the cafe can be achieved. This aplication will facilitate users to input customers’ orders. This food-ordering aplication is designed in the form of mobile-based aplication which is addressed to mobile android operation system. Keywords: information system, application, café, smartphone, Android.
KONTRIBUSI PERSEPSI SISWA TENTANG KOMPETENSI PROFESIONALISME GURU DAN KREATIVITAS SISWA TERHADAP HASIL BELAJAR MATA PELAJARAN DASAR LISTRIK ELEKTRONIKA KELAS X JURUSAN TEKNIK ELEKTRONIKA SMK NEGERI 5 PADANG
Authors: Tiawarman Adi , Azhar Nelda , Hanesman Hanesman 
Published: June 2021

Abstract The purpose of this study to reveal the contribution of teachers' professional competence and creativity of students jointly or individually on learning outcomes. The population of this study amounted to 92 peoples and the sample totaled 48 peoples. Random sampling technique (Simple Random Sampling). The data was taken from the results of the student learning of subject teachers Basic Electrical Electronics, data professional competence of teachers and creativity of students were collected through questionnaires that were distributed to the students. Data were considered to meet the assumptions and requirements analysis, results showed that (1) the professional competence of teacher and creativity of students jointly contribute significantly to the learning outcomes of 38.57%, (2) the professional competence of teachers contribute significantly to the learning outcomes of 16.4%, (3) creativity of students contribute significantly to the learning outcomes of 12.5 %. It can be concluded that the professional competence of teacher and creativity of students jointly and individually contribute to the learning outcomes. Key Word : Student Perceptions About Professional Competence Teacher, Creativity Student, Learning Outcomes.
PERBEDAAN PENGARUH PEMBELAJARAN MENGGUNAKAN MULTIMEDIA INTERAKTIF MODEL DRILLS AND PRACTICE DAN MODEL SIMULATION TERHADAP HASIL BELAJAR MATA PELAJARAN SIMULASI DIGITAL DI SMK N 2 SAWAHLUNTO
Authors: Adita Desri , Hanesman Hanesman , Almasri Almasri 
Published: June 2021

The problem at this research is laerning outcomes of students at Digital Simulation subject in X TITL SMK N 2 Sawahlunto, which not achieve the baoundary of Minimal Thoroughness Criteria or in Indonesian called KKM. This research purpose in order to know what level of the difference learning outcomes by apply drills and practice learning model and simulation learning model at Digital Simulation subject in X TITL SMK N 2 Sawahlunto school year 2014/2015. This research is an experimental research using quasi experimental method. Interpretation of sampels using non probability sampling technique with purposive sampling, as first experiment class is X TITL 2. This class using drills and practice learning model. Second experiment class is X TITL 1 which use simulation learning model. Datas collection technique from posttests gave every meeting, than this data were analyzed to get normality test, homogenous test and hypothesis test. The result of research in first experimen class get subjection mean 78.79 and second experiment class get subjection mean 70.91. Value of hypothesis test degree of significant α = 0.05 was tcount > ttable (5.3005 > 2.023). It’s mean nil hypothesis (H0) was denied and alternative hypothesis (H1) was received with the difference 8.87 and percentage of different is 12.51%. In conclusion result of analyzed learning outcomes first experiment class and second experiment class, its have significant different of influences between using drills and practice learning model and used simulation learning model. Key Word : learning outcomes, drills and practice learning model, simulation learning model.
KONTRIBUSI DISIPLIN BELAJAR DAN LINGKUNGAN SEKOLAH TERHADAP HASIL BELAJAR KKPI SISWA KELAS X TKJ SMK NEGERI 1 BENDAHARA
Authors: Zulfadli Zulfadli , Sriwahyuni Titi , Thamrin Thamrin 
Published: June 2021

The purpose of this study is to reveal the contribution of the discipline of learning and school environment on learning outcomes KKPI subjects in class X TKJ SMK Negeri 1 Bendahara. This type of research is descriptive correlation. The population in this study were all students of class X TKJ SMK Negeri 1 Bendahara, consists of two classes totaling 66 people. Random sampling technique that is proportional random sampling. Data obtained from the student learning outcomes KKPI subject teachers of SMK Negeri 1 Bendahara. While data on the discipline of learning and the school environment collected through questionnaires using likert scale that has been tested for validity and reliability. Data was analyzed using statistical methods with the help of software Microsoft Excel 2007. The result showed: (1) Discipline learning and school environment together contributed 24.89% to the learning outcomes of students of class X TKJ SMK Negeri 1 Bendahara; (2) Discipline learn contributed 10.24% to the learning outcomes of students of class X TKJ SMK Negeri 1 Bendahara; (3) The school environment contributed 10.18% to the learning outcomes of students of class X TKJ SMK Negeri 1 Bendahara. So it can be concluded that the Disciplinary learning and school environment contribute to the learning outcomes, the higher the better discipline of learning and school environment, the learning outcomes will be better. Keywords : Discipline of learning, school environment, Learning Outcomes, Descriptive correlation, Proportional random sampling.
RANCANG BANGUN SISTEM KONTROL LEMARI PENGERING PAKAIAN BERBASIS MIKROKONTROLER ATMEGA8535
Authors: Fauren Rahmat , Jaya Putra , Budayawan Khairi 
Published: June 2021

Design and manufacture of this thesis aims to apply microcontroller-based technology for drying clothes automatically without relying on erratic weather conditions. The closet dryer uses a drying method forced convection, by utilizing the flow of hot fluid to reduce moisture in damp clothing. The closet dryer uses a microcontroller ATMEGA8535 as a controller of heater, fan, and UV lamps based temperature and humidity readings by sensors SHT11. The closet clothes dryer is working until the end of the moisture conditions were legible on the sensor SHT11 is <19% RH. The results of sensor readings and status of clothing displayed on the LCD 16x2. After the clothes was dried then closet dryer will informing status of clothes through a voice module ISD1820. From the results of tests and experiments, closet dryer can dry clothes with a maximum capacity of 3 kg within a period of 1 hour to 3 hours, with the value of the first moisture drying legible and on the sensor SHT11 is 70-80% RH and 17-19% RH in the end. Keywords: Type of clothing,Microcontroller ATMEGA8535,heater, fan, UV lamp, sensor SHT11, LCD16x2, ISD1820.
SISTEM INFORMASI GEOGRAFIS (SIG) FASILITAS KESEHATAN DI KABUPATEN BUNGO BERBASIS MOBILE
Authors: Tauriska P Silvia , Adri Muhammad , Sriwahyuni Titi 
Published: June 2021

The information technology is developed to helping people to work mainly in obtaining information, including geographic information. The use of mobile technology is the most used technology to meet the needs of information including health information. Not all of health facilities have an information system, so people need energy and time to get the information. The use of information system and mobile technology can solve the problem. The use of geographic information systems and mobile in the field of health is building a search application health facilities. This technology system is proposed to produce a mobile application with the android operating system, based client server, visualization modelling UML. Implementation of this application using the programming language PHP with Code Igniter framework and MySQL as a Database Management System (DBMS). Mobile application is build using Java programming language with Eclipse. This application based on client server, so user must be connected to the internet to access it. This application can help the Bungo’s people to search and select health facilities. Keyword: Geographic Information, Health Facilities, Client Server, MySQL, Framework Codeigniter, Java, Eclipse, Mobile Application, Android, Online.
ANALISA KEPUASAN PENGGUNA APLIKASI E-XAMP EDITOR SEBAGAI APLIKASI UJIAN SEKOLAH BERBASIS KOMPUTER DI SMKN 3 PARIAMAN MENGGUNAKAN METODE END USER COMPUTING SATISFACTION (EUCS) YANG DIPERLUAS
Authors: Anesa Kurnia , Zulhendra Zulhendra , Kurniadi Denny 
Published: June 2021

This study aims to evaluate the satisfaction of System e-Xamp Editor users in SMKN 3 Pariaman. The evaluation was conducted based on the perception of the end user by using End-User Computing Satisfaction (EUCS) model. EUCS Model has 6 factors i.e. content, accuracy, format, ease of use timeliness and flexibility, these 6 factors used as independent variable to evaluate e-Xamp editor user satisfaction in SMKN 3 Pariaman. This research using questionnaire as a primary data as well as scientific journals, reference books as secondary data. This research uses validity test, reliability test, normality test and linear regression analysis as methods of data analysis. The results showed that 6 factors of EUCS model affects 61% of e-Xamp editor user satisfaction. Content affects 6,15% of e-Xamp editor user satisfaction, timeliness affects 15,76% of e-Xamp editor user satisfaction, ease of use affects 15,36% of e-Xamp editor user satisfaction, format affects 5,52% of e-Xamp editor user sastisfaction, accuracy affects 2,5% of e-Xamp editor user satisfaction and flexibility affects 6,4% of e-Xamp editor user satisfaction. Kata kunci: User Satisfaction, e-Xamp editor, End-User ComputingSatisfaction (EUCS)
RANCANG BANGUN LEMARI PENGERING BIJI KAKAO BERBASIS MIKROKONTROLER ARDUINO UNO 328P
Authors: Nasution Minsar , Edidas Edidas , Almasri Almasri 
Published: June 2021

ABSTRACTThe purpose of this research is to design and make a real tool in the form of a drying cabinet for cocoa beans. Because this solution can relieve the farmers who previously drained the cocoa beans in the sun. This drying cabinet uses the Arduiono Uno 328P control and heater element as a heater. This cabinet is also equipped with a DC motor mechanical device to drive the cocoa drying container. This tool is also equipped with a DHT12 sensor which is a resistive sensor whose value changes depending on the water content of the cocoa beans. The sensor plays a role in detecting the temperature and humidity of the seeds in the cacao drying room. Then the output inverting amplifier voltage is read by the ADC Arduino UNO 328p microcontroller, which is then processed and displayed on the LCD. The test results showed that the measuring instrument made was able to measure the amount of water contained in cocoa beans in the range of water content measurement from 60% to 7.5%. Keyword: Cocoa Beans, Temperature, Arduino, DC Motor, DHT Sensor
PERANCANGAN APLIKASI ANDROID E-COMMERCE KPRI UNP MART
Authors: Agustiar Jeffri , Efrizon Efrizon , Kurniadi Denny 
Published: June 2021

This paper aims to resolve the transaction problems at the KPRI UNP mart which are still going on manually and require the buyer to come to the mart to buy the items to be purchased. Bookings should be able to use smartphones through the use of applications so that customers can make transactions immediately. The waterfall method is used for designing client-based applications and the Object Orientit Programing (OOP) method, besides the application applies the OOP-based Model View Controller (MVC) technique. Server-side applications use the Framework Code Igniter (Framework CI) with the main language PHP equipped with the use of the json web and MySQL DBMS. Application on the client side uses the Java Java Development Kit (JDK). Designing an e-commerce android application KPRI UNP mart has 3 application results, the first application 1 application on the server that manages management for the client, the second 1 client buyer application that is used to view goods information and ordering, third 1 sending client application used to retrieve order the buyer and deliver it.Keywords: Android, e-commerce, KPRI, client-server, framework CI
RANCANG BANGUN MEDIA PEMBELAJARAN INTERAKTIF KOMPUTER DAN JARINGAN DASAR SMK
Authors: Permadi Utari Nur , Huda Asrul 
Published: June 2021

The purpose of this research is to design and build a valid, practical and effective interactive learning media using Macromedia Flash 8 software. This type of research uses the IDI (Instructional Development Institute)model. The research and development step consists of three stages, namely define, develop, and evaluate. Three are 3 research instruments to collect data, namely the validation questionnaire, practicality questionnaire, and effectiveness test. The data analysis technique was performed using the Aiken’s V formula. The results of the design carried out produced an application that could be run on all computers/laptops of each student. Based on the results of research in Computer and Basic Network subjects class X TKJ Vocational High School 5 Padang declared valid with Aiken’s V coefficient value obtained an average value of 0,86 from media experts and 0,82 from material experts. The practicality of the media obtained a value of 85,67% from the teacher and 88% from students in the very practical category. The effectiveness test obtained students’ classical completeness of 86,2% and the average value of the gain score of 0,56 in the medium category. Based on the percentage of students’ classical completeness and the gain score, it can be concluded that this interactive learning media was declared effective. Keywords: Interactive Learning Media, Instructional Development Institute, Aiken’s V.
PENGARUH PENERAPAN MODEL PEMBELAJARAN TIPE TEAM ASSISTED INDIVIDUALIZATION (TAI) TERHADAP HASIL BELAJAR
Authors: Syukri Elvi , Jasril Ilmiyati Rahmy 
Published: June 2021

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
PENGEMBANGAN MODUL INTERAKTIF KOMPUTER DAN JARINGAN DASAR BERBASIS ANDROID
Authors: Utami Saza Kurnia , Novaliendry Dony 
Published: June 2021

The use of technology in education can simplify the learning process and increase the potential of students in developing interests and potential so that learning objectives can be achieved. Based on observations on the Computer and Basic Networking subjects at SMKN 5 Padang that teachers have not implemented the media in the form of interactive modules in the learning process so that it has an impact on student learning outcomes. The purpose of this research is to develop an interactive module Computer and Basic Networks. Making this module using Android Studio software. The development method begins with system analysis (Fishbone diagram), analysis of the current system, and analysis of the proposed new system in the form of use cases, activity diagrams, and interface design. The conclusion of the development of this module is to produce an interactive module application Computer and Basic Networks that can be accessed via an android smartphone. In addition this module can also be run on a computer / PC. With the media in the form of interactive modules, it can be easier for students to understand the material and is very practical to be used as a learning medium. Keywords:Interactive Modules, Computers and Basic Networks, Android Studio
Aplikasi Ujian Online Berbasis Android Menggunakan Fitur Aksesbilitas Khusus Tunanetra
Authors: Saputra Raivan , Irfan Dedy 
Published: June 2021

YPAC (Yayasan Pembinaan Anak Cacat) Sumbar merupakan lembaga pendidikan bagi anak berkebutuhan khusus. Pelaksanaan ujian bagi anak berkebutuhan khusus dalam hal ini adalah tunatetra yang mengalami kesulitan dalam mengerjakan ujian secara manual. Begitu juga dengan pihak guru yang mengalami kesulitan pada pembuatan soal yang masih menggunakan rekaman suara dan pemeriksaan soal masih dengan cara manual yang berpotensi terjadi kesalahan dalam pemeriksaan soal. Dibutuhkannya aplikasi ujian online berbasis android menggunakan fitur aksesbilitas untuk anak tunanetra. proses pembuatan aplikasi ujian online ini menggunakan metode waterfall. Metode waterfall memiliki tahapan berupa input dari tahapan berikutnya, terdapat 4 fase yang terdiri dari analisis kebutuhan, perancangan, implementasi dan pengujian. Hasil dari perancangan sistem serta uji coba yang telah dilakukan dari perancangan yang dibuat dapat digunakan. Hasil sistem yang dibuat merupakan ujian online untuk anak tunanetra menggunakan fitur aksesbilitas berbasis android. Uji coba pada score penilaian hasil ujian sudah dapat dilakukan secara otomatis pada android.Kata kunci : Ujian, aplikasi, siswa, guru West Sumatra YPAC (Disability Development Foundation) is an educational institution for children with special needs. Examination for children with special needs in this case is the blind who have difficulty in doing the test manually. Likewise with the teacher who has difficulty in making questions that still use voice recordings and examination of questions is still in a manual way with the potential for errors in the examination of questions. The need for an android-based online exam application using accessibility features for blind children. the process of making this online exam application using the waterfall method. The waterfall method has stages in the form of input from the next stage, there are 4 phases consisting of needs analysis, design, implementation and testing. The results of the design of the system as well as trials that have been carried out from the design made can be used. The results of the system are made an online test for blind children using the Android-based accessibility feature. Trials on the assessment scores can be done automatically on android.Keywords: Exams, applications, students, teachers