Claim Missing Document
Check
Articles

Found 20 Documents
Search

The Effect of the Use of Multimedia Flip Book With the Flipped Classroom Approach in Vocational Schools Oktarina, Rahmi; -, Ambiyar; -, M.Giatman; -, Fadhilah; Muskhir, Mukhlidi; Effendi, Hansi
Journal of Education Technology Vol 5, No 1 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i1.31435

Abstract

The problem encountered in learning operating system teaching materials majoring in network computer engineering is the lack of creativity in students' thinking skills so that they experience obstacles in the practical process. This study used a quasi-experimental design with a pretest-posttest Control Group Design. Data collection techniques using tests. The pre-test was carried out at the beginning to see the students' initial abilities before being given treatment, the post-test was carried out to test the effectiveness or compliance of the application of the treatment. In this study, the data analysis technique used 3 statistical tests, (1) normality test, (2) homogeneity test and (3) hypothesis testing. Through the use of hypothesis testing to show the results of H0 is rejected and H1 is accepted with a significance level of 5% so that the value is (P <0.05). The conclusion is that the use of the Flip book Multimedia with the Flipped Classroom approach is able to improve the thinking skills of students majoring in network computer engineering in the operating system subject. So that later research can be applied to other subjects to help the learning process and increase the creativity of vocational high school students 
PENGARUH PENERAPAN STRATEGI THINK TALK WRITE TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNKASI (TIK) DI KELAS X SMA N 1 LEMBAH GUMANTI oktarina, rahmi -
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 5 No 1 (2017): Jursima Vol. 5, No. 1, Mei 2017
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer GICI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (257.596 KB) | DOI: 10.47024/js.v5i1.14

Abstract

This research is motivated by the lack of interest, motivation and creativity of students, especially during theory lessons take place, such as the lack of a role in the learning process and the learning system is still dominated by the teacher. The method used in this study is quasy experiment. The population is class X SMA Negeri 1 Valley Gumanti totaling 207 people. The sampling technique used was purposive sampling. X4 grade students an experimental class and X6 grade students as a control group. The data collection technique is using achievement test, the data processed by t test (t-test). Based on the research results. The calculation result obtained t t-test of 2.56, while the level of trust in 0:05 Ttable 2,000, so that t> t table. Based on these data, it is known that there is a significant difference to the learning outcomes of students use learning strategies Think Talk Writedaripada using conventional learning strategies. Thus, it can be concluded that the application of learning strategies Think Talk Write affect student learning outcomes in class X SMA Negeri 1 Gumanti.
EVALUASI SARANA DAN PRASARANA PEMBELAJARAN JURUSAN TEKNIK KOMPUTER JARINGAN MENGGUNAKAN MODEL CIPP DI SMK Negeri 2 PAYAKUMBUH Oktarina, Rahmi
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 4 No 2 (2016): Jursima Vol. 4, No. 2, November 2016
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer GICI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (98.12 KB) | DOI: 10.47024/js.v4i2.142

Abstract

This article was a study about the implementation of the learning facilities and infratructures in SMKN 2 Payakumbuh in its relationship to the prior low achievement of students in some courses in Computer Network Engineering department. Evaluation method used was the context, input, process, and product (CIPP) that included in a mixed method research. Sources of qualitative data obtained from the vice headmaster of facilities and infrastructure of SMKN 2 Payakumbuh, head of Computer Network Engineering department, head of the Computer Network Engineering lab and the teachers in that department.. The quantitative data were taken from students in XI TKJ class that consisted of 32 people. The research indicated that context component is in adequate category (73.71%); the Input component is in adequate category (76.79%); theProcess component is in adequate category (78.06%) and the Product component is also in adequate category (79.58%). Due to all of components were in adequate category, it was suggested to conduct the appropriate improvement to improve the students achievements in thoses Computer Network Engineering courses.
PENGEMBANGAN MEDIA PEMBELAJARAN MULTIMEDIA INTERAKTIF MATA KULIAH PERAWATAN KULIT WAJAH Murni Astuti; Rahmiati Rahmiati; Sri Zulfia Novita; Rahmi Oktarina
Jurnal Teknologi Informasi dan Pendidikan Vol 12 No 2 (2019): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v12i2.250

Abstract

Learning Skin Care is one of the compulsory subjects in the Department of Beauty And Cosmetology FPP UNP. The problems encountered in learning Facial Skin Care are students having difficulty in understanding massage tehnic and problematic facial care techniques with technology. This causes student learning outcomes are relatively low. The purpose of this research is to develop interactive multimedia learning media on Facial Skin Care courses that are practical, valid and effective. This research was conducted in the cosmetology and beauty department of FPP UNP. This research uses the Research and Development (R&D) research method. Interactive multimedia validation of Facial Skin Care courses conducted by material validators and media and language display an average of 3.68% with the category "very valid" Whereas the practicality of interactive multimedia seen from the response of lecturers who get an average of 3.60% and students 3.79%. This shows the interactive multimedia Facial Skin Care, including the category "very practical”
EFEKTIVITAS KOMUNIKASI DUA ARAH PADA BLENDED LEARNING BERORIENTASI FLIPPED CLASSROOM PADA MASA NEW NORMAL COVID 19 Rahmi Oktarina; Ambiyar Ambiyar; Fhadillah Fhadillah
Media Bahasa, Sastra, dan Budaya Wahana Vol 26, No 2 (2020): Volume 26 Nomor 2 Tahun 2020
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (344.158 KB) | DOI: 10.33751/wahana.v26i2.2771

Abstract

abstrak :Penelitian ini bertujuan untuk mengetahui efektifitas komunikasi dua arah guru dan siswa melalui penggunaan blended learning beroritasi Flipped Clasroom terhadap hasil belajar materi ajar sistem operasi pada siswa SMK kelas XI Teknik Komputer Jaringan. Subjek dalam penelitian ini adalah siswa jurusan Teknik Komputer Jaringan SMKN 2 Payakumbuh, Sumatera Barat. Penelitian ini menggunakan desain eksperimen semu/ quasy eksperiment dengan pretest-posttest Control Group Design . Teknik Pengumpulan Data dengan menggunakan tes. Pre-test dilaksanakan diawal untuk melihat kemampuan awal siswa sebelum diberikan perlakuan, Post-test dilaksanakan untuk mengujikan efektifitas atau pengatuh dari penerapan perlakukan tersebut. Pada penelitian ini teknik analisis data menggunakan 3 uji statistik, (1) uji normalitas, (2) uji homogenitas dan  (3) uji hipotesis. Melalui penggunaan uji hipotesis untuk melihatkan hasil dari H0 ditolak dan H1 diterima dengan  taraf siginifkansi 5% sehingga nilai nya (P 0,05). Kesimpulannya penggunaan blended learning berorinetasi flipped Classroom pada mata pelajaran sistem operasi efektif dan meningkatkan hasil belajar siswa SMKN 2 Payakumbuh, Sumater Barat. Kata kunci: Blended Learning berorientasi Flipped Classroom,  Sistem Operasi,hasil belajar Abstract. This study aims to determine the effectiveness of the use of Flipped Clasroom-oriented blended learning on the learning outcomes of operating system teaching materials in class XI SMK students of Network Computer Engineering. The subjects in this study were students majoring in Computer Network Engineering at SMKN 2 Payakumbuh, West Sumatra. This study used a quasi-experimental design with a pretest-posttest Control Group Design. Data collection techniques using tests. The pre-test was carried out at the beginning to see the students' initial abilities before being given treatment, the post-test was carried out to test the effectiveness or compliance of the application of the treatment. In this study, the data analysis technique used 3 statistical tests, (1) normality test, (2) homogeneity test and (3) hypothesis testing. Through the use of hypothesis testing to show the results of H0 rejected and H1 accepted with a significance level of 5% so that the value is 0.000 0.05. In conclusion, the use of blended learning with flipped classroom orientation in operating system subjects is effective and improves student learning outcomes of SMKN 2 Payakumbuh, West Sumatra. Keywords: Blended Learning oriented Flipped Classroom, Learning Outcomes,Operating System.
Pengaruh Video Tutorial Make Up dan Beauty Vlogger Terhadap Keputusan Pembelian Kosmetik Kecantikan Pada Mahasiswa Tata Rias Universitas Negeri Padang Fonna Felania; Linda Rosalina; Rahmi Oktarina
Jurnal Tata Rias dan Kecantikan Vol 4, No 1 (2022): Jurnal Tata Rias dan Kecantikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jitrk.v4i1.95

Abstract

iMenonton ivideo ivlog ibeauty ivlogger, ikita idapat imemahami isebagai isuatu ikekuatan iyang imendukung isuatu ipendapat iatau isuatu isikap iindividu idalam imenanggapi iisi ipesan iyang idisampaikan idari ivideo ivlog ibeauty ivlogger, iseperti idalam imembeli isuatu iproduk ikosmetik, ikonsumen iakan imembandingkan iantara iproduk iyang isatu idengan iproduk iyang ilainnya idan iakan ilebih ibanyak imemberikan iperhatian ipada iproduk iyang imemberikan imanfaat. Penelitian iini ibertujuan iuntuk ia) iMengetahui ipengaruh ivideo itutorial imake iup iterhadap iketertarikan imahasiswa iTata iRias ipada ikosmetik ikecantikan, ib) iMengetahui ipengaruh ibeauty ivlogger iterhadap iketertarikan imahasiswa iTata iRias ipada ikosmetik ikecantikan, idan ic) iMengetahui ipengaruh ivideo itutorial imake iup idan ibeauty ivlogger ipada imahasiswa iTata iRias iterhadap ikeputusan ipembelian ikosmetik ikecantikan. Penelitian iini imenggunakan imetode Ex ipost iFacto. iPopulasi ipenelitian iini iadalah i104 iorang iMahasiswa iTata iRias idan iKecantikan iFakultas iPariwisata idan iPerhotelan iUniversitas iNegeri iPadang iangkatan i2018dengansampelsebanyak i51 iorang. iTeknik ipengambilan isampel iadalah imetode itotal isampling. iTeknik ianalisa idata ideskriptif idengan imenampilkan istatistik idan ifrekuensi serta iuji iregresi ilinear iberganda. Berdasarkan ihasil ipenelitian idiperoleh iterdapat ipengaruh iantara ivideo itutorial imake iup i(X1) iterhadap ikeputusan ipembelian ikosmetik i(Y) idengan inilai ithitung i2,146 i> ittabel i2,010, iberarti iHa iditerima idan iH0 iditolak, iterdapat ipengaruh iantara ibeauty ivlogger i(X2) iterhadap ikeputusan ipembelian ikosmetik i(Y) idengan inilai ithitung6,422> ittabel i2,010, iberarti iHa iditerima idan iH0 iditolak, idan ivideo itutorial imake iup i(X1)dan ibeauty ivlogger i(X2) ibersama-sama iberpengaruhterhadap ikeputusan ipembelian ikosmetik ikecantikan ipada imahasiswa iTata iRias iUniverstas iNegeri iPadang idengan inilai iFhitung> iFtabel iyaitu i86,530>4,04. iHal iini iberarti iH0 iditolak idan iHa iditerima
PENGGUNAAN MULTIMEDIA INTERAKTIF DALAM PEMBELAJARAN RIAS FOTO HITAM PUTIH DAN BERWARNA JURUSAN TATA RIAS DAN KECANTIKAN FPP UNP Tyas Asih Surya Mentari; Mitra Lusiana; Rahmi Oktarina
Jurnal Tata Rias dan Kecantikan Vol 1, No 2 (2019): Jurnal Tata Rias dan Kecantikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (672.597 KB) | DOI: 10.24036/.v1i2.25

Abstract

Peranan multimedia interaktif semakin memegang peranan yang sangat penting dalam bidang pendidikan sejalan dengan pertumbuhan revolusi indrustri 4.0 di masyarakat yang semakin memudahkan aliran produk multimedia dari satu komputer ke komputer lainnya.Kemampuan untuk merancang multimedia yang tepat, memadukan berbagai elemen multimedia dan menuangkannya dalam sebuah storyboard merupakan satu kunci keberhasilan sebuah proyek pengembangan produk multimedia interaktif.Pembelajaran rias foto hitam putih dan bewarna di Jurusan Tata Rias dan Kecantikan FPP UNP membutuhkan metode dan media yang baru agar pembelajaran rias wajah foto hitam putih dan bewarna bergairah dan meningkatkan minat mahamahasiswa untuk belajar, melalui multimedia interaktif pembelajaran rias wajah foto hitam putih dan bewarna diharapkan mampu meningkatkan kualitas pembelajaran.
Interactive Media for Make-Up Black and White Photo Color (IMFM) as Medium Study : Activity and Efectiviness Outcomes Tyas Asih Surya Mentari; Ambiyar Ambiyar; Rahmi Oktarina; Prima Minerva; Linda Rosalina
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.638

Abstract

Education will produce scholarly, intellectual and technological human resources to increase competitiveness. Black and white photo and color makeup is one of the core competencies of a beautician. There are still limitations in learning black and white photo and color makeup in the Department of Makeup and Beauty, Faculty of Tourism and Hospitality, Padang State University. Students are still struggling to master the basics of black and white and color photo makeup and have not been able to apply materials and cosmetics correctly. This study aims to develop interactive multimedia learning media for black and white photo and color makeup. This research is a development using the 4-D method (define, design, develop and disseminate). Quality and practicality were observed in teachers, students and practicing professionals. The results show the following; (1) The validity of interactive multimedia as a valid medium (2) The practicality of interactive multimedia as a practical medium based on the responses of teachers and students after the test (3) Effective efficacy in increasing the learning activities of the students with a very good category and the learning results of the students before and after using interactive multimedia as a medium. Based on the findings of this study, it is concluded that interactive multimedia as a medium is valid, practical and effective to be used as a learning medium in black and white photo and color makeup lessons.
Pengaruh Pemanfaatan Fitur Virtual Try-On Berbasis Augmented Reality pada Aplikasi Tiktok dalam Pemilihan Produk Cushion Oleh Mahasiswa di Fakultas Pariwisata dan Perhotelan Universitas Negeri Padang Thalita Salsabilla Kasuma; Rahmi Oktarina
Jurnal Kajian dan Penelitian Umum Vol. 2 No. 5 (2024): Oktober : Jurnal Kajian dan Penelitian Umum
Publisher : Sekolah Tinggi Agama Buddha Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jkpu-nalanda.v2i5.1305

Abstract

This research is motivated by problems. The digital era has had a significant impact on social, economic and cultural aspects, especially in the field of information technology. Information technology is an ever-growing field that enables the exchange and sharing of information. The application of digital marketing is currently increasingly being carried out considering that industrial competition, especially in the e-commerce sector, is getting tighter. As one of the largest e-commerce in Indonesia, Tiktok has adopted the use of augmented reality virtual try on technology as one form of its digital marketing efforts to create a more enjoyable user experience. This research was conducted with the aim of analyzing the effect of using the virtual try-on feature based on augmented reality on the Tiktok application by Generation Z. This research took a study of the virtual try-on feature found on Indonesian Tiktok e-commerce for beauty products. This research used a quantitative approach through causal associative techniques on 264 respondents who were interested in Cushion products. Data analysis in this research was obtained using PLS-SEM which showed the results that the dimensions of the augmented reality variables had a positive effect on product selection at Cusion.
IMPLEMENTASI KURIKULUM MERDEKA BELAJAR DI SDN 104 SELUMA Astuti, Lenni; Oktarina, Rahmi
Jurnal Pendidikan Islam Al-Affan Vol. 9 No. 2 (2023): Jurnal Pendidikan Islam Al-Affan
Publisher : STIT Al-Quraniyah Manna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69775/jpia.v4i1.161

Abstract

Perubahan kebijakan tentang keberlakuan kurikulum di Indonesia yang mewajibkan beberapa sekolah memulai menerapkan kurikulum merdeka belajar. SDN 104 Seluma menjadi salah satu sekolah yang telah menerapkan kurikulum merdeka belajar sejak tahun pelajaran 2022/2023. Tujuan dari penelitian ini adalah untuk mengetahui implementasi kurikulum merdeka belajar di SDN 104 Seluma dan mendeskripsikan problematika guru dalam mengimplementasikan kurikulum merdeka belajar di SDN 104 Seluma. Metode penelitian kualitatif deskriptif. Teknik pengumpulan data observasi, wawancara dan dokumentasi. Sumber data adalah kepala sekolah, guru dan beberapa siswa. Penelitian ini menemukan fakta bahwa implementasi kurikulum merdeka belajar belajar di SDN 104 Seluma telah terlaksana di kelas II dan IV. Secara umum implementasi berlangsung mulai dari perencanaan, pelaksanaan dan evaluasi. Namun dapat dipastikan bahwa proses tersebut berlangsung semampu sumber daya manusia dan sarana serta prasarana yang terdapat disekolah tersebut. Problematika guru dalam mengimplementasikan kurikulum merdeka belajar belajar di SDN 104 adalah sebagai berikut Problematika yang dihadapi mulai dari menganalisis Capaian Pembelajaran (CP) menjadi Tujuan Pembelajaran (TP), menyusunya Alur Tujuan Pembelajaran (ATP) dan membuatnya dalam bentuk Modul Ajar, terbatasnya buku siswa, dan kurang mahir dalam mengaplikasikan teknologi dalam pembelajaran, materi ajar yang terlalu luas.