bluuebunny/crossref_metadata_2025_split huggingface dataset:
APLIKASI MOBILE LEARNING ILMU BIOLOGI UNTUK SISWA KELAS X SEKOLAH MENENGAH ATAS BERBASIS ANDROID (Studi Kasus SMA N 10 Padang)
Authors: Rahmelina Liranti , Slamet Legiman , Huda Yasdinul 
Published: June 2021

The background of this research background by the development of smartphones and mobile technology or operating system on smartphones, such as Android. This research aims to produce a system design for mobile learning Biology class X, Th Semester. 2013/2014 teachings in SMA N 10 Padang, preferably in the learning process in biology, the nature of the book memorization. Besides, the lack of media used can sometimes make children often get bored in studying biology. This study was designed with the software modeling language with object-oriented programming method that uses modeling languages ​​Unified Modeling Language (UML). The programming language used is Java, using the Eclipse IDE. Trials will be conducted on the 2.2 emulator. while the implementation is done at the Samsung Galai Young with Android 4.0.1. In general, the results are displayed on the emulator and Galai Young is not much different, it's just Android with a higher version has faster access speed. Keywords : Mobile Learning, Biological Sciences High School Class X, Android Application.
PERANCANGAN SISTEM PENDUKUNG KEPUTUSAN TENDER PROYEK DI DINAS PEKERJAAN UMUM SOLOK SELATAN BERBASIS WEB
Authors: Tridarni Lusi , Tasrif Elfi , Hendriyani Yeka 
Published: June 2021

The problem in this final project is bidding tender project at the Department of Public Work of South solok works manually. The manually process like registering company and all participants who have registered will be collected in a room so it would make any difficult for participants who are outside the area. The development of information technology has a lot of influence in various fields. One of the information technology is growing rapidly is a web-based information systems. The utilization of this web-based information technology within an organization can be implemented on the Victory Decision Support System Project Tender, the incoming data will be stored in a database and the database as data processing. Tender decision support system project is using Analytical Hierarchy Proces method is to determine the criteria that will be used to calculate the weights. The criteria used in this system is the administrative, technical and price. Each criterion is calculated and the result will be used to determine the winning bidder. Keyword : Analityc Hierarchy Process, Database, Decision Support System,Tender, Web
KONTRIBUSI MINAT BELAJAR DAN E-LEARNING SEBAGAI MEDIA PEMBELAJARAN TERHADAP HASIL BELAJAR SISWA KELAS X JURUSAN TEKNIK KOMPUTER DAN JARINGAN SMK NEGERI 1 AIR PUTIH KABUPATEN BATUBARA SUMATERA UTARA
Authors: Hanum Faridah , Slamet Legiman , Sriwahyuni Titi 
Published: June 2021

The background of this research based on the result of the Network Basic training subject wasnot optimal on semester 2013/2014, of which 30.56% scored below the minimum complete ness criteria (KKM).This research is acorrelational study description.The purpose of this research was to reveal how much the contribution of learning and e-learning as Media learning jointly and severally on learning outcomes. The study population numbered 72 people and the sample amounted to 42 students of class X TKJ SMKN 1 Air Putih. The sampling technique was randomly (Simple Random Sampling). Data student learning out comes obtained from X TKJ home room. While data on learning and e-learning as media learning was collected through question naires distributed to students by using a Likert scale that has been tested for validity and reliability. The result showed that (1) interest in learning and e-learning as media learning together contribute significantly to the results of class X student Department of TKJ SMK N 1 Air Putih by 35.30%, (2) interest in learning contribute significantly to the results of class X student Department of TKJ SMK N Air Putih by 22.28%, (3) e-learning as media learning contribute significantly to the results of class X student Department of TKJ SMK N 1 Air Putih by 30.14% , So it can be concluded that the interest in learning and e-learning as media learning contribute to the results of class X student in the Department of TKJ SMK N 1 Air Putih, ncreasing interest in higher learning and the use of e-learning as media learning , the higher the learning outcomes. Key-word : Interest in Learning, E-learning As Media Learning, Learning Outcomes.
KONTRIBUSI MOTIVASI DAN LINGKUNGAN BELAJAR TERHADAP HASIL BELAJAR SISTEM OPERASI KELAS XI TKJ DI SMK NEGERI 1 BENDAHARA
Authors: Khalid Oslan , Huda Yasdinul , Sriwahyuni Titi 
Published: June 2021

The purpose of this study is to reveal the contribution of motivation and learning environment to the learning outcomes of subject’s operating systems class XI student of Computer Engineering Network at SMK Negeri 1 Bendahara. This type of research is associative Correlation. The population in this study all students of class XI Computer Network SMK Negeri 1 Bendahara, consists of two classes totaling 64 people. The sampling technique was randomly (simple random sampling). Data obtained from the student learning outcomes subject teachers’ operating system SMK Negeri 1 Bendahara. While the motivation and learning environment of data collected through questionnaires using Linker scale that has been tested for validity and reliability. Data were analyzed using multiple regression method with the help of software Microsoft Excel 2007 and SPSS v.16. The results of analysis showed: (1) Motivation and learning environment together contributed 17.95% to the learning outcomes of class XI student of SMK Negeri 1 Bendahara; (2) Motivation contributed 11.64% to the learning outcomes of class XI student of SMK Negeri 1 Bendahara; (3) Environmental Learning contributed 11.08% to the learning outcomes of class XI student of SMK Negeri 1 Bendahara. So we can conclude that the motivation and learning environment contribute to the learning outcomes, the higher motivation and better learning environment, the learning outcomes will be better. Keywords: Motivation, Environmental Learning, Associative correlation, simple random sampling, multiple regressions.
PERANCANGAN APLIKASI SISTEM MONITORING JARINGAN REMOTE PC BERBASIS JAVA
Authors: Priandes Desep , Hadi Ahmaddul , Irfan Dedy 
Published: June 2021

Utilization of information technology and computer network as data communication media until now increasing. The need for shared use of resources (Resources) that exist in the network both software and hardware has led to the emergence of various development of network technology itself. The bigger a company or institution that use computer network hence more complex also network system at company or agency, and needed a good handling for system can run optimally The purpose of this Final Project is to design and supervise the condition of computer and also Clientr on network And can handle it. The computer network administrator tasked with organizing and manag`ing the local network requires a lot of information, so that the decisions made lead to the best decision in handling the problems on a network. Therefore,management information on a network system will correctly affect the security of the network. After Implementation of Remote Access System Based on the test of software engineering laboratory obtained convenience Port used in the process of remote monitoring computer network on port 6060. So that it can be Implemented by computer users, in the process of Monitoring Remote Network Computer. Keywords : Remote Komputer, Java, Netbeans, Framework,Unified Modelling Language.
RANCANG BANGUN ROBOT HUMANOID PENARI GENDING SRIWIJAYA MENGGUNAKAN MODUL EASYVR3
Authors: Zahra Rana , Thamrin Thamrin , Jaya Putra 
Published: June 2021

The purpose of this final project to produce humanoid robot that can perform Gending Sriwijaya dance movement by using speech recognition module. There is an asynchronization between the music accompaniment detection movement of humanoid robot on Gending Sriwijaya dance at Kontes Robot Seni Tari Indonesia 2017. Use of speech recognition moduls input system given the solution of the problem.System requirements were divided into hardware and software included robot acuator components suh as 25 servo motors, robot controllers such as CM-530 and Arduino Mega, EasyVR3 speech recognition module, battery. There three software used to complied humanoid robot. EasyVR Commander software for the detection and synchronization of voice input, Roboplus software for making movements on humanoid robot, Arduino IDE software for programming of humanoid robot movement control system. The design of this humanoid robot system is divided into 3 parts, input of the system is Gending Sriwijaya music which is detected by the speech recognition module, the controlling process of the system is Arduino Mega and CM-530, and the output of the system is the movement of humanoid robot which is formed from the combination of rotation Angle servo motor. The result of this final project is successfully working humanoid robot that can perform Gending Sriwijaya dance movement by using speech recognition module EasyVR3. Furthermore, has successfully worked the program of detection and synchronization of voice, program control system movement of humanoid robot in dance Gending Sriwijaya in the form of movement walkready, sembah buka, cubung bawah, cubung atas, silang, transisi berdiri ke duduk (sembah duduk), borobudur, transisi duduk ke berdiri (sembah diri), ukel benang , sembah tutup, dan jalan. Keywords: humanoid robot, speech recognition, Gending Sriwijaya dance
KONTRIBUSI KEMANDIRIAN SISWA DAN SARANA PRAKTIKUM TERHADAP HASIL BELAJAR MATA DIKLAT MELAKUKAN PERBAIKANPHERIPERALKELAS X TEKNIK KOMPUTER JARINGAN (TKJ)SMK NEGERI 1 SINTUAK TOBOH GADANG
Authors: Sari Anisa Novia , Rukun Kasman , Thamrin Thamrin 
Published: June 2021

The purpose of this study is to reveal the contribution of independence students and lab work are jointly or singly against the results of the study. This research population amounted to 58 people and sample totaling 37 students of class X TKJ in SMK Negeri 1 Sintuak Toboh Gadang. The technique of sampling was done randomly (Simple Random Sampling). Data about student learning result obtained from subjects teachers repair pheriperal grade X TKJ in SMK Negeri 1 Sintuak Toboh Gadang. While data on independence students and lab work are collected through the now presented to student by using Likert scale which have tested the validity and realibility. The results of the analysis of the data shows that (1) independence students and lab work are jointly contribute significantly to student learning outcomes in SMK Negeri 1 Sintuak Toboh Gadang of 43,42%, (2) independence students contributed significantly to the results of the study amounted to 23,61%, (3) lab work contributed significantly to the results of the study at SMK Negeri 1 Sintuak Toboh Gadang of 37,21%. Keywords: Independence students, Lab Work, The Results Of The Study
ANALISIS PENERIMAAN IMPLEMENTASI SISTEM INFORMASI E-LEARNING UNIVERSITAS NEGERI PADANG MENGGUNAKAN PENDEKATAN TECHNOLOGY ACCEPTANCE MODEL
Authors: Rajif Jefri , Slamet Legiman , Huda Yasdinul 
Published: June 2021

The increasing information needs resulting the need of the information development systems also increased. The presence of a system development will help an agency to facilitate the management of your data and present a quality information. Any education world did not escape from its touch. The integration of information technology into the world of education has created a major influence. One of the products of integration of information technology into the world of education is e-learning. State University of Padang (UNP) has started to implement e-learning lesson in the process. Through the services of the technical services unit (PUSKOM) of the UNP, the development of e-learning that has started from the end of the year 2013 which in its utility is integrated with academic information systems and academic portal that is already running. It is becoming the cornerstone for the research which is related to the condition of existing system now. Whether e-learning really has accepted its existence by the student as a user. This study aims to reveal the influence of the framework of the Technology Acceptance Model (TAM) against the acceptance of the application of UNP e-learning information system. Techniques of sampling was done randomly and sharing as well as proportional (Proportionate Stratified Random Sampling). Data of the number of students as the user is obtained from PUSKOM. The data framework of TAM who is deciding factors in the acceptance of the application of E-learning, such as the perceived ease of use, perceived usefulness of, attitude toward using, and actual use, which becomes a variable in this study were collected through the questionnaire by using the Likert scale in the calculation that has tested the validity and reliability. Then the data were analyzed using statistical methods to analyze its effects. The results of the analysis of the data indicates that the variables research jointly has the influence on the acceptance of the E-learning application.Keywords : Information system, E-learning, Technology Acceptance Model, TAM
KOMPARASI METODE QUANTUM TEACHING DENGAN MODEL PEMBELAJARAN PENDEKATAN SAINTIFIK TIPE PROBLEM BASED LEARNING TERHADAP HASIL BELAJAR DASAR LISTRIK DAN ELEKTRONIKA DI SMKN 1 LINTAU BUO
Authors: Ritonga Nur Rina , Anwar Muhammad , Huda Yasdinul 
Published: June 2021

The efforts in order to find an effective methods to improve the students learning outcomes are very important. The field assessment has conducted to class x student’s, department of Audio Video Engineering of SMKN 1 Lintau Buo depicting students learning outcomes below minimum completeness criterium of 75. This research aims to compare applying Quantum Teaching Method to problem based learning (PBL) by using Quasi experiment with pre-test post-test control group design, the both of methods have compared with. Experiment class I by applied Quantum Teaching provides class mean score of 81.44, while experiment class II by applied PBL yields class mean score of 77.78. By using t-test, it can be described that Quantum Teaching is more effective than PBL significantly. This is because if tscorebigger than ttable (2.06 > 2.03), and consequently H0 is rejected. Despite the both methods actually show the small difference, but however, The Quantum Teaching has proven better than PBL viewing from students learning outcomes. Keywords: Quantum Teaching, Problem Based Learning, Learning Outcomes, Experiment I, Experiment II, Comparison.
PERBANDINGAN HASIL BELAJAR MENGGUNAKAN SOFTWARE SIMULATION JARINGAN GNS3 DAN PACKET TRACER DALAM MENGATASI KETERBATASAN ALAT PADA KOMPETENSI WIDE AREA NETWORK (WAN) DI JURUSAN TKJ SMK NEGERI 1 LEMBAH MELINTANG
Authors: Indrayani Siska , Edidas Edidas , Thamrin Thamrin 
Published: June 2021

Problems in this research The media used in the teaching and learning process still has a shortage of the limited physical component in SMK Negeri 1 Lembah Melintang. This study aims to determine the effect of the use of GNS3 on the results of learning network-based broad-based installation of students of class XI TKJ SMK Negeri 1 Lembah Melintang. This type of research is experimental research. class experimentI is class TKJ A using software simulation GNS3 and class experiment II is TKJ B using sotware simulation packet tracer. Technique of collecting data from post-test value, then analyzed for homogeneity test, normality test and hypothesis test. From the experimental class experimental I result I get the average value 78.77 and experiment II get average value 75,42. The result of hypothesis calculation at significant level α = 0,05 got tcount> ttable (3,574> 1,688), because big tcount of ttable, null hypothesis (H0) rejected and alternative hypothesis (Ha) accepted. Thus, the hypothesis is accepted that there is a significant comparation to the student learning outcomes using Software GNS3 to the learning outcomes of installation of broad-based network devices on students of class XI TKJ SMK Negeri 1 Lembah Melintang. Keywords: learning outcomes, GNS3, Packet Tracer.
RANCANG BANGUN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS MACROMEDIA PADA MATA PELAJARAN SIMULASI DIGITAL
Authors: Yusuf Anwar , Efrizon Efrizon 
Published: June 2021

Digital Simulation is a basic subject of expertise in curricula in 2013. This Digital Simulation Learning is more directed at the activities of knowledge and skills for all students to shape their creativity by networking information with other parties who function to improve their knowledge and skills. In this research discusses the design of interactive learning media based on Macromedia on digital simulation subjects at 1 Baktiya Vocational School. In this design use the classic tutorial model. The software used to create media is Macromedia Adobe Director 11.5 and other supporting applications. The existence of pretest in the media as a measure of students' knowledge of the material being studied. Based on the results of the validity test the media obtained an average score of 0.83 so that the media is worthy of use. It is hoped that this media can become an example for designing interactive media, so that students are motivated while learning, and the achievement of learning objectives. Keywords: Designer, Interactive Learning Media, Adobe Director.
RANCANG BANGUN MEDIA PEMBELAJARAN MULTIMEDIA INTERAKTIF PADA MATA PELAJARAN SIMULASI DIGITAL
Authors: Hermansyah Hermansyah , Dwiyani Nurindah 
Published: June 2021

Interactive Learning Media is a supporting element in generating quality students, students in using learning media whose purpose is to generate students' creativity in learning learning materials in accordance with the provisions of learning, to produce interactive media on Digital Simulation subjects whose presentation consists of text, images and videos learning, so that this attracts students' interest in learning, on digital simulation subjects. Media Interactive Using Macromedia Director 11 needs supporting applications such as Adobe Flash 8, Adobe Photoshop CS3, and Camtasia. Based on the results of the design of the media, it can be concluded that the interactive learning media on the subjects of the X-class Multimedia Digital Simulation have been realized. Interactive Learning Media has been designed later in the feasibility study by a media expert lecturer and two material expert teachers, with an average value of 0.69 and an average material validation value of 0.95 declared valid using the Aiken'V formula and based on the results of the feasibility test the learning media has been declared valid and feasible to be used as a medium of learning in school. Keywords: Designing, Digital Simulation, Interactive Media.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN ADMINISTRASI SISTEM JARINGAN DENGAN MENGGUNAKAN DREAMWEVER
Authors: Kamal M. , Hadi Ahmaddul 
Published: June 2021

A learning media is made aiming to deliver in delivering teaching materials that will be taught to students in that class, thus the learning techniques that are carried out must be in the form of interesting media in order to provoke students to be more personal and group to be studied by these students . this interactive learning media, offers convenience in learning a learning material because it is packaged in the form of an attractive web display and is very easy to open locallyhost or use the internet and the display also contains material in the form of text, images, animation and video tutorials according to subjects and easily understood by students that the appearance of this media can also be accessed using a browser application that we often use. because there is an interactive web, students are easier to impart information personally in the subjects studied and thus this web can make student motivation increase in learning, because the material contained in this web is in the form of animated beetles that move when clicked on the part that has been given the order and also on this web site there is a stingy tutorial video that is easy for students to understand. The various objectives of a web learning media can form a result or a product that is a learning media site that can trigger learning interest and at the same time facilitate educators in delivering predetermined learning materials such as the K13 curriculum. this product has been implemented feasibility by two media expert lecturers averaging 0.83 and one material expert teacher with an average yield of 0.90 good with the Aiken 'V formula Keywords: learning, interactive, web media
SISTEM PENDUKUNG KEPUTUSAN SELEKSI PSB BERBASIS WEB MENGGUNAKAN METODE ANALITYC NETWORK PROCESS
Authors: Ziqkra Nobi Albion , Hendriyani Yeka 
Published: June 2021

New Student Admission Selection is a process in receiving students with structured registration flow (acceptance and selection) by fulfilling the requirements. This system was developed based on Web, using the programming language PHP (Hypertext Processor) and based on Laravel and Mysql Framework as a Database Management System (DBMS). Analystc Network Process (ANP) is one method that has a relationship between elements that can determine the results in the process of selecting new prospective students. In a system developed by the Analysis Process Network method based on Decision Support Systems can help in the process of selecting new students who are supported more accurately. Results that can be obtained from this system for the school that can be accessed in the process of registering and selecting prospective students. Keywords: Decision Support System, PSB Selection, Analysis Network Process (ANP) Method, PHP, Laravel, MySQL.
IMPLEMENTASI FRAMEWORK YII2 PADA SISTEM ELECTRONIC ARSIP (E-ARSIP) KEPENDUDUKAN NAGARI BALAH HILIA
Authors: Hamidah Maharani , Rukun Kasman 
Published: June 2021

This study aims to design and build a village electronic e-archive system. With the village population e-archive system, efforts to help manage outbound mail administration data become more systematic. So that data stored systematically will be easier to find, without slow access constraints due to poor file management. This system is designed using the framework yii2 with the concept of Model View Controller (MVC), PHP programming language, and MySQL. The result of this design is a system that runs on a browser software, and is only used by the Nagari Balah Hilia Office. This population e-arschive system provides an autocomplete feature that makes it easy for operators to find population data based on Population Identification Number (NIK), so that making outgoing mail becomes more effective, efficient, and Systematic.Keywords : Archive, E-Archive, Yii2 Framework, Autocomplete Feature