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Perancangan Media Interaktif Gerak Tari Topeng Patih pada Wayang Topeng Malangan Menggunakan Sensor Kinect Bayu Ramadhani Fajri; Agariadne Dwinggo Samala; Fadhli Ranuharja
invotek Vol 20 No 2 (2020): INVOTEK: Jurnal Inovasi Vokasional dan Teknologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/invotek.v20i2.715

Abstract

Tari Topeng Patih is a part of the traditional dance performance art “Wayang Topeng Malangan” with a religious background which grew up around people in Malang City, East Java. Presently, art gallery of Tari Topeng Malangan has been difficult to be found. In addition to the difficulty of finding this art gallery even in the regions of origin, the problems is also about the interest and enthusiastic public, especially teenagers in Malang to learn this dance is still very rare. As a result, this art is slowly deteriorated and increasingly falling by the presence of various modern performances. In regarded to learn Tari Topeng Patih, the conventional learning activities requiring a special place such as a dance studio that is generally located far away from downtown Malang. Thus to overcome this problem is requires an instructional media that can be used as an alternative solution to learn and obtain information about Tari Topeng Patih, one way may be able to use the simulation method by utilizing the technology and education. The results of the design is the interactive media learning and simulation for basic motion of Tari Topeng Patih by using Kinect media.
Improved learning outcomes of CNC programming through Augmented Reality jobsheet learning media Febri Prasetya; Bayu Rahmadani Fajri; Budi Syahri; Fadhli Ranuharja; Aprilla Fortuna; Amri Ramadhan
invotek Vol 21 No 3 (2021): INVOTEK: Jurnal Inovasi Vokasional dan Teknologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/invotek.v21i3.957

Abstract

This study aims to determine: (1) the differences in learning outcomes of students who are taught using Augmented Reality (AR) jobsheet learning media with students taught using conventional learning media, (2) differences in learning outcomes of highly motivated students and low motivated students, and (3) the interaction between Project Based Learning learning methods and learning motivation in influencing learning outcomes. This research is a quasi-experimental research with a population of 64 people, the sample was taken as many as 32 people using the cluster random sampling method. Data were collected using a questionnaire for learning motivation and tests for learning outcomes. The data analysis technique used is descriptive analysis and two-way analysis of variance (Two Ways Anova). The research results found: 1) there are differences in student learning outcomes taught by the Project Based Learning learning method compared to student learning outcomes taught conventionally with Fcount of 7.98 (2) there are differences in learning outcomes of highly motivated students with low motivated students with Fcount 34.40, and (3) there is no learning interaction between learning methods and learning motivation in influencing student learning outcomes with Fcount 3.19
ANALISIS KEBUTUHAN SISTEM PENJUALAN BARANG BERBASIS WEB Fadhli Ranuharja
Jurnal Teknologi Informasi dan Pendidikan Vol 11 No 2 (2018): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

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

Abstract

The purpose of this research is to design an information system web-based services which selling goods for College academic community in Padang City. Sales service information system is a whole system of activities indicated for planning, pricing, promoting and distributing goods, services, ideas to the target market in order to achieve organizational goals. Information systems generate marketting services website services for the sale of goods academic community in Padang City. Information system design services is the sale of goods, carried out by using the programming language Java Enterprise Edition (JEE) and a MySQL database. To provide security (security) to the data and information, then use the session
DESAIN DAN IMPLEMENTASI MEDIA PEMBELAJARAN BERBASIS MOBILE LEARNING MENGGUNAKAN MOODLE MOBILE APP Agariadne Dwinggo Samala; Bayu Ramadhani Fajri; Fadhli Ranuharja
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.v12i2.221

Abstract

The purpose of this study is to produce instructional media of ICT guidance based on Mobile Learning using Moodle Mobile App that is valid, practical, and effective. This type of research is Research and Development (R & D). The development model used is the ADDIE model. The experimental method used Intact-Group Comparison. The sample was students of class X at SMA Negeri 1 Sungai Geringging. The instrument was validation questionnaire to measure validity, response questionnaires to measure the practice, and post-test questions of multiple choice to measure the effectiveness of developed media. The results showed that media declared valid by the validator assessment, and practically use by teachers and learners. Percentage of classical completeness at experiment group reached 87,5%, and 12,5% for classical incompleteness. While the control group reached 25% for classical completeness, and 75% for classical incompleteness. It means that ICT guidance media based on Mobile Learning using Moodle Mobile App is "valid, practically, and effective" to use in ICT guidance learning process.
MINI SERVER LENTERA SEBAGAI ALTERNATIF PEMBELAJARAN DIGITAL DI DAERAH 3T Ganefri Ganefri; Bayu Ramadhani Fajri; Fadhli Ranuharja; Febri Prasetya; Rahmat Fadillah; Firdaus Firdaus
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.v12i2.243

Abstract

Tujuan kegiatan ini adalah untuk merancang mini server dengan konten pembelajaran digital untuk sebagai media pembelajaran alternatif bagi guru dan siswa sekolah menengah daerah 3T di wilayah Sumatera Barat. Konten pada mini server ini dapat dimanfaatkan oleh guru dan siswa dalam proses pembelajaran digital tidak hanya di daerah 3T saja, namun juga dapat digunakan di daerah perkotaan karena alat ini menawarkan akses yang fleksibel tanpa jaringan internet. Latarbelakang inovasi ini adalah ketidaksesuaian antara tuntutan pemerintah yang menginginkan implementasi pembelajaran digital dan online dan implementasi Ujian Nasional Berbasis Komputer. Namun di sisi lain, sekolah melarang siswa membawa gadget ke sekolah karena khawatir siswa akan mengakses situs dan konten negatif yang tidak relevan dengan pembelajaran. Materi pembelajaran yang disajikan dalam perangkat ini adalah dalam bentuk video, audio, dan berbagai konten yang dikompilasi di situs offline sehingga siswa dapat mengakses menggunakan gadget atau komputer pribadi (PC) tanpa memerlukan koneksi internet. Perancangan sistem pada perangkat ini menggunakan 2 jenis pendekatan, yaitu desain jaringan untuk mini server dan desain sistem pemodelan Unified Modeling Language (UML) untuk sistem yang bekerja pada perangkat sebagai mini server.
PEMBELAJARAN BLENDED LEARNING BAGI GENERASI Z DI ERA 4.0 Agariadne Dwinggo Samala; Bayu Ramadhani Fajri; Fadhli Ranuharja; Resmi Darni
Jurnal Teknologi Informasi dan Pendidikan Vol 13 No 1 (2020): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v13i1.260

Abstract

The blended learning model combines f2f (face-to-face) learning with collaborative online learning classes. Blended learning is developed using Google classroom which has many features that strongly support digital-based teaching and learning. In addition, it also provides convenience for both lectures and during teaching and learning. Lecturers and students can carry out teaching and learning in the classroom and outside the classroom, discuss and communicate while they are connected through internet network. Lecturers can provide practical learning material in the form of e-books, e-jobsheets, video tutorials, and practice questions through cloud storage which is packaged in the form of digital content that can be accessed, studied and shared via internet anytime and anywhere by students. Blended learning is applied to the Programming Algorithm Practicum course. This research used R&D as the type of research, particularly in which a development method with ADDIE approach is applied. Moreover, the true experimental true experimental design approach (posttest only control design) is used to test the effectiveness of blended learning model. The results of this study proves that the implementation of blended learning is effective and efficient for teaching and learning process, especially for generation Z in higher education. The results of media and material validation are declared valid and suitable based on percentage of 81% ≥ v ≤100% with valid criteria, then the effectiveness of this blended learning can be seen from the results of the mid test and final test of the experimental group (Experiment Group) that was better than the control group (Control Group).
SISTEM PELAYANAN BANTUAN MENTOR BIMBINGAN BELAJAR (BAMBIMBEL) BERBASIS WEB Fadhli Ranuharja; Bayu Ramadhani Fajri; Agariadne Dwinggo Samala
Jurnal Teknologi Informasi dan Pendidikan Vol 13 No 1 (2020): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v13i1.291

Abstract

The existence of demands for the acceptance of new students by using the national selection exam of tertiary institutions in Indonesia, high school / vocational high school graduates are expected to master a number of basic subjects. Based on the primary data, the students’ interview in choosing the majors for college which was conducted in Senior High School / Vocational High School in Indonesia are insufficient for the students to take the national exam. The purpose of this study is to produce a service system in the form of giving the facilities for students to abilities in teaching practice and facilitate students who want to learn but having a financial issue. It is expected that with the assistance by student teacher, it will be easier for other students to understand and gain sort of interest in the study. Based on the observation, both from the point of view of college students and the point of view of high school / vocational high school students, then it is considered essential to create this service system. Learning with this tutoring facility is very effective because it directly encourages the students in the competency section that they do not fully understand with the help of tutors who have a better understanding. The method used is a web-based system design with UML modelling, using use case diagrams, activities, collaborations and class diagrams to plan the flow of data transactions that exist in the mentoring assistance service system of tutoring.
MEDIA INTERAKTIF PENGENALAN BAHASA ISYARAT BISINDO Bayu Ramadhani Fajri; Agariadne Dwinggo Samala; Fadhli Ranuharja
Jurnal Teknologi Informasi dan Pendidikan Vol 13 No 1 (2020): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v13i1.293

Abstract

Sign language is the communication that used by the deaf people. Sign language is also a form of accessibility for deaf people to be able to socialize with people around them. Deaf socialization with normal people in the society is not optimal because most of the people does not yet know sign language. Based on these problems, this study aims to develop an interactive media introduction to BISINDO sign language based on augmented reality for the community in supporting a society that is more inclusive of the deaf. This study uses a Research and Development (R&D) approach. The sample in this study was deaf people who participated in the Gerkatin Padang community, and people from various professions in the city of Padang. The data collection technique was carried out using a questionnaire and a focused group discussion technique. Based on the results of the collection of 100 respondents' perceptions data from the public towards sign language obtained: 1) the level of getting to know the community towards sign language is still low at 57%, 2) the level of skills using sign language is still low at 83%, 3) the importance level of sign language according the community is 81%, 4) The level of community needs to learn Sign Language is obtained by 88%, and 5) The level of selection of the right media for learning Sign Language, 74% of respondents choose media in the form of a smartphone application. The validity of the interactive media prototype introduction BISINDO sign language developed in terms of substance that is the suitability of sign language in the application obtained a validator rating of 89.33%, then in terms of the media obtained a validator value of 89.67%. It can be concluded that the interactive media prototype in the form of a smartphone application that was developed very well in terms of substance and media so that it is very feasible or valid to be used in the introduction of BISINDO sign language.
PENGEMBANGAN KONTEN PEMBELAJARAN MULTIMEDIA DIGITAL MINI SERVER LENTERA Ganefri Ganefri; Febri Prasetya; Fadhli Ranuharja; Bayu Ramadhani Fajri; Agariadne Dwinggo Samala
Jurnal Teknologi Informasi dan Pendidikan Vol 13 No 2 (2020): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v13i2.365

Abstract

Educational problems in the 3T area (Disadvantaged, Frontier, and Outermost) areas, apart from teaching staff, such as shortage of teaching staff, low qualifications, low competence and mismatches between educational qualifications and fields being managed (mismatched) are also problems of inadequate telecommunications. network facilities, especially internet networks. Lentera (Source of Learning Materials for Remote Areas) is an innovative product in digital learning based on mobile learning applications that can be used without having to be connected to the internet (offline). The learning content is designed in the form of Whiteboard Animation-based learning multimedia or whiteboard animation. Learning content is uploaded to the mini server. The mini server called Lentera can be accessed by teachers and students using smartphones offline or does not require an internet network. The development of digital multimedia learning content with a mini server called Lentera aims to develop innovative digital learning media to support teachers and students who experience difficulties in internet networks to carry out digital learning in the 3T area. The method used in the construction of this mini server is the ADDIE model (Analyze, Design, Development, Implementation and Evaluation). The lantern as a blackboard animation learning medium is very feasible (valid) to be used in learning with an average validation value of 94.87%.
Development of Interactive Learning Media Edugame using ADDIE Model Fadhli Ranuharja; Ganefri Ganefri; Bayu Ramadhani Fajri; Febri Prasetya; Agariadne Dwinggo Samala
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 1 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i1.412

Abstract

In line with the district development program of Dharmasraya regency, namely the Dharmasraya Smart City Program and the implementation of Dharmasraya Smart Education, Edugame is currently one of the favourite innovations being used in the teaching and learning process for the primary school students. This study was aimed at creating a learning innovation using Edugame as a media for conveying information to students as well as inviting students to play. In addition, the approach method used was in the form of media development using the ADDIE (Analysis Design Develop Implementation and Evaluation) development method. This development method was started by conducting the field observations, then designing the Edugame interface to evaluate the shortcomings of the Edugame. From the results of the whiteboard test, it was proven that this application had succeeded in delivering learning materials to primary school students of SDN 08 Pulau Punjung, Dharmasraya Regency, West Sumatra. In sum, the teachers are assisted by the Edugame since the students learn independently to explore each Edugame and try to get the highest score. Keywords: Learning Media; Edu-Game; Learning Innovation; ADDIE.