EDUMATIC: Jurnal Pendidikan Informatika
EISSN : 25497472
Current Publisher: Universitas Hamzanwadi (10.29408)
Total articles ≅ 39
Latest articles in this journal
EDUMATIC: Jurnal Pendidikan Informatika; doi:10.29408/edumatic
EDUMATIC: Jurnal Pendidikan Informatika, Volume 3, pp 76-83; doi:10.29408/edumatic.v3i2.1665
This study aimed to determine the comparison of Teaching Factory (TEFA) learning models with Project Based Learning (PjBL) on the active and learning outcomes of class XI Multimedia students in 2D and 3D Animation learning at Vocational High School of Janapria in 2019/2020 Academic Year. This type of research is quantitative with the Quasi Experimental method. The population of this study was all 60 students of class XI Multimedia 1 Janapria Vocational High School, with samples using cluster sampling techniques. Class XI Multimedia-A as an experimental class I with 30 students while class XI Multimedia-B as an experimental class II with a total of 30 students. The research design used was Nonequivalent Control Group Design. Data collection used observation and tests. Data analysis used Paired Sample T Test. The results showed that 1) there was no difference in student learning activeness using the TEFA learning model with PjBL (with a significance value ρ> 0,05), 2) there was no difference in student learning outcomes using the TEFA learning model with PjBL (with a significance value ρ> 0,05). Therefore, there is no difference in the activeness and learning outcomes of students using the TEFA learning model with PjBL in students class XI Multimedia of 2D and 3D Animation learning at Vocational High School of 1 Janapria 2019/2020 Academic Year.
EDUMATIC: Jurnal Pendidikan Informatika, Volume 3, pp 37-44; doi:10.29408/edumatic.v3i2.1653
This study aims to develop interactive multimedia based on the talking stick learning model approach on the basic network subject for student of tenth grade at Vocational School High NW Kumbung and to find out the feasibility of interactive multimedia based on the assessment of material expert, media expert, and student opinion.This study wasstudy or development (S& D) study adapted from the waterfal development model. There are 5 stages, namely: Communication Phase, Planning Phase, Modeling Phase, Construction Phase, Deployment Phase. The validation was carried out by material expert, media expert. The developed media was tested on 25 students of tenth grade at Vocational High School NW Kumbung.Based on the study that had been done, the result can be obtained from, (1) The validation result conducted by the validator team was media expert validation with an average score of 72% with good category and material expert with an average score of 86,841 with very good category, ( 2) The result of student responses to interactive multimedia material was very feasible with an overall percentage of 83.2%. So, it can be concluded in this study, the development of interactive multimedia using the waterfall model was said to be feasible to use for basic network learning.
EDUMATIC: Jurnal Pendidikan Informatika, Volume 3, pp 65-75; doi:10.29408/edumatic.v3i2.1656
This research aimed to know: The Effect of kahoot-assisted Blanded Learning model towards students’ motivation and Learning independence in subject of digital simulation for student of XI TKJ at SMK Bajang NW Ajan in the academic years 2019/2020. This research was a quantitative method of transfortation. The research design was a pre-ekperimental design in the form of one group pretest and posttest design. The population wa all students of XI TKJ consisting 30 students. The techniques used to collegt data were questionnaires and observation sheets. The questionnaire was used to measure students motivation and observation sheets. The questionnaire was used to measure students motivation and observation sheets were used to measure students’ learning independence. Analysis tehniques used was to measure students’ motivation and observation sheets were used to measure students’ learning independence. The analysis technique was the Paired Sample T-tes using SPSS. The test results showed that: (1) there was the influence of kahoot-assisted Blanded Learning models towards students’ learning motivation with a significance value of 11.390<1,699 and 0,000<0,05 (ρ<0.05).: (2) there was an influence of blanded learning assisted kaoot-assisted learning model -towards students’ learning indepedence of woyh a significance value of 21.892<1,699 and 0,000<0,05 (ρ<0.05).
EDUMATIC: Jurnal Pendidikan Informatika, Volume 3, pp 61-67; doi:10.29408/edumatic.v3i2.1652
This study aimed to determine: The Effect of the Implementation of the Murder Type Cooperative Learning Model Against Student Activities and Learning Outcomes in Graphic Design Subjects Tenth Grade of TKJ in SMK Bajang NW Ajan 2019/2020 Academic Year. This type of research was quantitative with experimental methods. The research design used was pre-experimental design in the form of one group pretest posttest design. The population of this research was the entire Tenth Grade of TKJ SMK Bajang NW Ajan. The sample in this study was Tenth Grade of TKJ, amounting to 30 students. Data colleting used tests and observation. Tests were used to measure student learning outcomes and observation sheets were used to measure student learning activities. Data analysis used was the Paired Sample T Test with SPSS software. The results show that: (1) there is an influence of the murder type cooperative learning model on student activity (with a significance value ρ < 0,05); (2) there is an influence of the murder type cooperative learning model on student learning outcomes (with a significance value ρ < 0,05).
EDUMATIC: Jurnal Pendidikan Informatika, Volume 3, pp 45-52; doi:10.29408/edumatic.v3i2.1766
This studyaims to develop e-catalog as a web-based marketing information system for Sapit coffee and to determine the feasibility of e-catalog marketing of sapit coffee. This type of research uses the method of R&D (Research and Development). The feasibility trial of the learning media was carried out by 2 media experts and 2 material experts, as well as 20 visitors to the web-based sapit coffee marketing e-catalog. Obtained the percentage of eligibility from media experts by 71% by looking at 3 aspects, namely the appearance of the media, functionality, and visual communication so that it is declared "Eligible". The percentage of eligibility from material experts was 93% by looking at 3 aspects namely content design, content, and communication language so that it was declared "Very Eligible". The results of trials on e-catalog visitors totaling 20 people obtained the percentage of eligibility results of 67% by looking at 4 aspects namely usability, information quality, interaction quality, and user satisfaction so that it was declared "Eligible" to be used as a coffee marketing website.
EDUMATIC: Jurnal Pendidikan Informatika, Volume 3, pp 91-98; doi:10.29408/edumatic.v3i2.1708
This research aimed to know the level of efficiency, effectiveness, and satisfaction for users of the website of SMKN 1 Praya using the usability testing method. This research was quantitative descriptive. The populations were all students and teachers at SMKN1 Praya which consisted of 1543 people. The samples were 10 people. The technique of data collection of this research used Performance Measurement, Retrospective Think Aloud (RTA), documents, and SUS questionnaires (questionnaire). This research showed that the level of the efficiency on the website of SMKN 1 Prayawhich was measured by the man Whitney u-test obtained 1 ≤ 2 results so that the website of SMK 1 Praya was categorized inefficient. The effectiveness of the website at SMKN 1 Praya had been effective with success results of 88.3%. Furthermore, the level of satisfaction of users of website of Praya SMKN 1 was good category with a score of SUS score was 69.1≥68 with grade B. Based on the result of this research, the researcher Recommend the improvement of the website of SMKN 1 Prayaon case display the information of the school data completely and the school activities to support the learning process.
EDUMATIC: Jurnal Pendidikan Informatika, Volume 3, pp 99-108; doi:10.29408/edumatic.v3i2.1691
PT. Kobe Boga Utama is a company engaged in food manufacturing with trademarks such as Boncabe, Kobe Flour Seasoning, Oyster Sauce Taste, and so forth. Having many sales branches spread in various cities in Indonesia such as in Jakarta, Bandung, Palembang, Bali, and many other cities. In the trade marketing department, the calculation and recording of incentives are still manual, which often results in data loss, data mismatch, delays in calculating incentives that can affect sales performance and targets. The method used in this study uses a prototype method with a calculation scheme using a remuneration system. Data collection methods using the method of observation, interview methods, and methods of literature. Data analysis uses descriptive analysis. The purpose of this research is expected to help make it easier for companies to get incentive reports accurately and for sales to know clearly how much their incentives are after making lots of sales in real-time and up-to-date. The results of this study are to provide information systems for calculating incentives easily, quickly and accurately making it easier for company management to make decisions and pay incentives more smoothly so as to improve the performance of sales to achieve better sales targets.
EDUMATIC: Jurnal Pendidikan Informatika, Volume 3, pp 84-90; doi:10.29408/edumatic.v3i2.1654
Feasible to be applied as learning media for C ++ Basic Programming,and knowing the feasibility of interactive video tutorial learning media to be applied as basic programming learning media for the University Hamzanwadi Program Study Education Informatics. This research is a research and development. The development model used is the ADDIE development model. The type of data used is quantitative and data collection techniques using a questionnaire. The data analysis technique in this research is quantitative descriptive. The results showed that the results of interactive tutorial video learning media products stated that it was appropriate to be used according to material experts with a percentage of 85% while according to media experts it was declared very feasible with a percentage of 89% and the results of user responses were stated to be Very High with a percentage of 83%. Thus the interactive video tutorial learning media is very feasible to be used as a learning media.
EDUMATIC: Jurnal Pendidikan Informatika, Volume 3, pp 53-60; doi:10.29408/edumatic.v3i2.1660
This study aims to determinan the influence of the learning model group investigation combined with flashcard media on student interest and learning outcomes in the subject of multimedia x graphic class design in SMK Negeri 1 praya. This type of research is quantitative whit Pre-Experimental Design methos. The population of this study was all students of class x multimedia SMK Negeri 1 Praya totaling 30 student, with samples using the saturation sampling technique (sensus). Multimedia class x as an ekperimental class with 30 a total dtudents. Research design used of One-Group Pretest Posttest. Data collection userd questionnaires and learning tests. Data analysis techniques using Paired Sample T Test. The results showed that 1) there was an influence of the learning group investigation model combined with the flashcard media on students interest in learning (with a significance value of p < 0,05) (0,000<0,05). 2) there was an influence of the learning group investigation model combined with the flashcard media on students in learning outcomes (with a significance value of p < 0,05) (0,000<0,05). Thus it was concluded that there was an influence of the cooperative learning type group investigation model combined with the flashcard learning media students interest and student learning outcomes in the basic subjects of graphic x grade multimedia design at SMK Negeri 1 Praya shcool year 2019/2020.