Journal of Vocational Education and Information Technology (JVEIT)
Journal of Vocational Education and Information Technology (JVEIT) merupakan Jurnal Penelitian dan Karya Ilmiah yang dikelola dan diterbitkan oleh Lembaga Pengembangan Inovasi Universitas Dharmas Indonesia yang terbit dua kali setahun. Jurnal JVEIT merupakan sebuah jurnal Blind peer-review yang didedikasikan untuk publikasi hasil penelitian yang berkualitas dalam bidang pendidikan vokasi dan teknologi informasi.
Lembaga Pengembangan dan Inovasi Universitas Dharmas Indonesia
Development of Interactive Learning Media Based on Articulate Storyline 3 in Science Subjects at SDN 03 Padang Laweh
Penelitian ini bertujuan mengembangkan media pembelajaran interaktif berbasis Articulate Storyline 3 pada mata pelajaran IPAS kelas V SDN 03 Padang Laweh serta menguji tingkat validitas, praktikalitas, dan efektivitasnya. Penelitian dilatarbelakangi oleh belum optimalnya penggunaan media pembelajaran dalam proses pembelajaran, yang masih didominasi metode ceramah dengan memanfaatkan buku paket dan LKS sehingga partisipasi aktif serta fokus belajar murid belum maksimal. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahapan Analysis, Design, Development, Implementation, dan Evaluation. Instrumen penelitian meliputi lembar validasi oleh ahli media, ahli materi, ahli bahasa, ahli modul ajar, dan ahli soal, angket praktikalitas oleh guru dan murid, serta tes hasil belajar untuk mengukur efektivitas media. Hasil penelitian menunjukkan bahwa media yang dikembangkan memperoleh rata-rata validitas sebesar 90,70% dengan kategori sangat valid. Hasil uji praktikalitas menunjukkan persentase 93,75% berdasarkan respons guru dan 97,50% berdasarkan respons murid, yang termasuk kategori sangat praktis. Sementara itu, hasil uji efektivitas berdasarkan tes hasil belajar mencapai 95,09% dengan kategori sangat efektif. Dengan demikian, media pembelajaran interaktif berbasis Articulate Storyline 3 dinyatakan layak digunakan sebagai media pembelajaran IPAS karena memenuhi kriteria valid, praktis, dan efektif, serta berpotensi meningkatkan kualitas proses dan hasil belajar murid sekolah dasar.
Copyright (c) 2026 Journal of Vocational Education and Information Technology (JVEIT)
The Effect of Uphill Running Variation Training on 100-Meter Sprint Speed ​​Among Students in the Athletics Extracurricular Program at SMP N 2 Koto Baru
Penelitian ini bertujuan untuk mengetahui pengaruh latihan variasi uphill running (lari menanjak) terhadap kecepatan lari sprint 100 meter pada siswa ekstrakurikuler SMP N 2 Koto Baru. Jenis penelitian ini adalah kuantitatif dengan menggunakan metode eksperimen semu (quasi-experimental) melalui desain One-Group Pretest-Posttest Design. Populasi dalam penelitian ini adalah seluruh siswa ekstrakurikuler atletik SMP N 2 Koto Baru yang berjumlah 31 orang. Teknik pengambilan sampel menggunakan purposive sampling, sehingga diperoleh sampel penelitian sebanyak 15 siswa (12 putra dan 3 putri). Waktu penelitian dilaksanakan pada bulan Mei hingga Juni tahun 2026. Instrumen yang digunakan untuk mengukur kecepatan lari adalah tes lari sprint 100 meter. Teknik analisis data menggunakan uji prasyarat normalitas Shapiro-Wilk dan uji hipotesis menggunakan analisis statistik Uji-t Berpasangan (Paired Sample t-Test) berbantuan SPSS 20. Hasil penelitian kelompok putra menunjukkan nilai rata-rata pre-test sebesar 15,65 detik menurun (lebih cepat) pada post-test menjadi 14,92 detik, dengan nilai t-hitung 19,187 > t_tabel 2,201 dan nilai signifikansi 0,001 < 0,05 (persentase peningkatan 4,66%). Sementara kelompok putri menunjukkan nilai rata-rata pre-test sebesar 17,96 detik menurun pada post-test menjadi 17,26 detik, dengan nilai _hitung 7,225 > t_tabel 4,303 dan nilai signifikansi 0,013 < 0,05 (persentase peningkatan 3,90%). Berdasarkan hasil tersebut, dapat disimpulkan bahwa terdapat pengaruh yang signifikan dari latihan variasi uphill running terhadap kecepatan lari sprint 100 meter siswa putra maupun putri ekstrakurikuler atletik SMP N 2 Koto Baru
THE INFLUENCE OF PENCAK SILAT MARTIAL ARTS EXTRACURRICULAR ACTIVITIES ON STUDENTS' CHARACTER AT SMKN 1 SITIUNG
Penelitian ini dilatarbelakangi oleh pentingnya penguatan pendidikan karakter pada remaja di tengah berbagai permasalahan moral yang terjadi di lingkungan sekolah. Kegiatan ekstrakurikuler seni bela diri pencak silat tradisi diyakini tidak hanya berfungsi sebagai sarana pengembangan keterampilan fisik, tetapi juga sebagai media internalisasi nilai-nilai karakter seperti disiplin, tanggung jawab, kejujuran, rasa hormat, dan percaya diri. Penelitian ini bertujuan untuk menganalisis pengaruh kegiatan ekstrakurikuler seni bela diri pencak silat tradisi terhadap karakter siswa di SMK Negeri 1 Sitiung. Penelitian menggunakan pendekatan kuantitatif dengan jenis penelitian ex post facto (kausal komparatif). Populasi penelitian berjumlah 75 siswa kelas X, sedangkan sampel terdiri atas 31 siswa yang terbagi menjadi kelas eksperimen (16 siswa) dan kelas kontrol (15 siswa). Pengumpulan data dilakukan melalui observasi, dokumentasi, dan angket karakter siswa. Analisis data menggunakan uji normalitas, uji homogenitas, dan uji paired samples t-test dengan bantuan SPSS. Hasil penelitian menunjukkan bahwa kegiatan ekstrakurikuler pencak silat memberikan pengaruh positif terhadap karakter siswa. Nilai rata-rata karakter siswa meningkat dari 82,36 pada pengukuran awal menjadi 91,08 pada pengukuran akhir. Selain itu, keterampilan gerak siswa mencapai rata-rata 91,25 setelah mengikuti kegiatan ekstrakurikuler. Hasil uji hipotesis menunjukkan nilai signifikansi sebesar 0,000 (<0,05), sehingga hipotesis alternatif diterima. Dengan demikian, dapat disimpulkan bahwa kegiatan ekstrakurikuler seni bela diri pencak silat tradisi berpengaruh signifikan dalam meningkatkan karakter siswa. Kegiatan ini dapat dijadikan sebagai salah satu strategi pendidikan karakter yang efektif di lingkungan sekolah.
Development of an AI-Based Eco Digital Storytelling Model to Develop the Ecological Intelligence of Elementary School Students
The low level of students' ecological intelligence and the limited integration of digital technology into environmental learning require innovative instructional models that are responsive to technological advances. This study aimed to develop an Eco Digital Storytelling Model Based on Generative Artificial Intelligence (AI) to enhance elementary school students' ecological intelligence. The study employed a Research and Development (R&D) approach using the ADDIE development model, consisting of the stages of Analysis, Design, Development, Implementation, and Evaluation. The research was conducted with fifth-grade students at SD Negeri 15 Koto Baru and SD Negeri 09 Sitiung, Dharmasraya Regency, Indonesia. Data were collected through observations, interviews, expert validation, practicality questionnaires, learning implementation observations, and pretest-posttest assessments. Data were analyzed using descriptive and inferential statistics, including validity analysis, practicality analysis, N-Gain analysis, and paired sample t-test. The findings revealed that the developed model consists of six learning stages: Eco Explore, Story Planning, AI Story Creation, Deep Reflection, Eco Action, and Sharing & Evaluation. The model met the criteria of validity, practicality, and effectiveness for implementation in elementary education. Its implementation enhanced students' engagement, critical thinking, creativity, and digital literacy while improving ecological knowledge, awareness, attitudes, decision-making skills, and pro-environmental actions. The novelty of this study lies in integrating Education for Sustainable Development (ESD), Digital Storytelling, Generative Artificial Intelligence (AI), and the Deep Learning approach into a comprehensive instructional model, providing an innovative framework for environmental education that addresses the demands of twenty-first-century learning and supports sustainable education in elementary schools.
Development of an Ecopedagogical-Based Science Learning E-Module to Support the Adiwiyata Program at SD Negeri 01 Padang Laweh
Elementary Natural and Social Science (IPAS) learning continues to face challenges, including the limited availability of contextual digital teaching materials, the lack of integration between ecopedagogical principles and the Adiwiyata Program, and low student engagement during the learning process. This study aimed to develop an ecopedagogy-based IPAS e-module to support the implementation of the Adiwiyata Program at SD Negeri 01 Padang Laweh. The study employed a Research and Development (R&D) approach using the 4-D development model (Define, Design, Develop, and Disseminate). The research participants consisted of expert validators, fifth-grade teachers, and fifth-grade students at SD Negeri 01 Padang Laweh, while the limited dissemination stage was conducted at SD Negeri 05 Padang Laweh. The research instruments included validation sheets, practicality questionnaires, observation sheets, and learning achievement tests. Data were analyzed using descriptive quantitative analysis based on product feasibility percentages. The results indicated that the developed e-module achieved a validity score of 93.16%, categorized as highly valid. The practicality test showed teacher responses of 100% and student responses of 88.43%, both classified as highly practical. Furthermore, the effectiveness test demonstrated 100% learning mastery during both the implementation and limited dissemination stages. These findings indicate that the ecopedagogy-based IPAS e-module meets the criteria of validity, practicality, and effectiveness, making it suitable as a digital learning resource to support contextual IPAS learning while strengthening the implementation of the Adiwiyata Program in elementary schools.
The Effect of the Inquiry Learning Model Assisted by PhET Digital Simulation Media on the Learning Outcomes of Grade IV Science
The low student achievement in the IPAS subject highlights the need to implement innovative learning strategies that can enhance students’ active engagement in the learning process. One approach that can be taken is to implement a discovery-based learning model combined with the use of the PhET Simulation digital platform. This study aims to determine the effect of implementing an inquiry-based learning model supported by the PhET Simulation platform on the IPAS learning outcomes of fourth-grade students at SDN 12 Koto Baru. This study employed a quantitative approach using a pre-experimental method with a single-group pretest-posttest design. The study subjects consisted of 22 fourth-grade students. Research data were collected through learning outcome tests in the form of pretests and posttests. Data analysis was conducted using the Shapiro-Wilk normality test and the paired-sample t-test. The results showed an improvement in students’ learning outcomes following the implementation of this learning model. This was evident from the increase in the students’ average score, which rose from 54.04 in the pretest phase to 89.45 in the posttest phase. The hypothesis test yielded a significance value of 0.000 (<0.05), indicating that the implementation of the inquiry-based learning model supported by PhET digital simulations had a significant effect on the IPAS learning outcomes of fourth-grade students at SDN 12 Koto Baru.
Development of AR Assemblr Teaching Materials Based on Civic Literacy on Behavior Material According to Pancasila Values ​​in Elementary Schools
This research is motivated by the low civic literacy, especially in the civic knowledge aspect of fifth-grade students in the Pancasila Education subject at SDN 14 Pulau Punjung, which is caused by the limited use of interactive digital technology-based teaching materials in schools. This research aims to develop a valid, practical, and effective Augmented Reality (AR) Book Assemblr teaching material to improve students' civic knowledge. The methodology used in this research is Research and Development (R&D) with a 4D development model (Define, Design, Develop, Disseminate). Data collection instruments used include validation sheets from material and teaching material experts, teacher and student response questionnaires to measure practicality, and questions to evaluate product effectiveness. The results of the study indicate that the AR Book teaching material developed meets the criteria of very valid, with a content validity score of 86.11%, language validity of 82.40%, graphic validity of 89.59%, teaching module validity of 85.37%, and question validity of 85%. This product is also stated to be very practical to use in learning based on the implementation of the teaching module of 88%, as well as the acquisition of a teacher response score of 100% and a student response of 96%. In addition, the AR Book teaching material has proven effective in improving the civic knowledge of fifth grade students, as shown by the results of the teaching material effectiveness test of 90.87%, which is included in the high category.
Development of Interactive E-LKPD Assisted by Liveworksheets in Science Learning for Grade IV Elementary Schools
This research is motivated by the real field issues of low motivation and learning outcomes among Grade IV elementary school students in Science and Social Studies (IPAS), particularly on the topic 'Forces Around Us'. Conventional learning media such as printed textbooks and black-and-white worksheets tend to be monotonic and fail to facilitate contextual learning needs based on the Independent Curriculum. This Research and Development (R&D) study using the 4D model (Define, Design, Develop, Disseminate) aims to produce an interactive Electronic Student Worksheet (E-LKPD) based on the Problem-Based Learning (PBL) model using Canva and the Liveworksheets platform that is valid, practical, and effective. The results demonstrated that the validation scores achieved 93.75% for language (Very Valid), 78.00% for content/material (Valid), 85.00% for graphics (Very Valid), 86.00% for the teaching module (Very Valid), and 86.00% for test items (Very Valid). The practicality score from the teacher reached 97.3%, and students' responses ranged between 95% and 100% (Very Practical). The effectiveness test proved a significant improvement in learning outcomes, reaching a classical mastery rate of 92.31% in the main field trial and 90.90% in the dissemination phase. In conclusion, the developed interactive E-LKPD based on PBL using Liveworksheets is highly feasible, practical, and effective as an innovative learning medium in elementary schools.
Implementation Of Learning Based On Creative Thinking Skills Using Augmented Reality To Improve Academic Achievement Of Students In Computer Assembly Courses
This study aims to evaluate the effectiveness of implementing Creative Thinking Skills (CTS)-based learning using Augmented Reality (AR) media to improve students’ academic achievement in the Computer Assembly course. The research employed a quantitative approach with a quasi-experimental method and a one-group pretest–posttest design. The subjects consisted of 30 undergraduate students of the Information and Computer Technology Education Study Program at Universitas Negeri Medan. The instruments used included a learning outcomes test, a CTS assessment rubric, and a student satisfaction questionnaire toward AR media. The learning outcomes were analyzed using the Normalized Gain (N-Gain) test, while the CTS scores were examined using a paired t-test, and the satisfaction data were analyzed descriptively. The findings showed that the use of AR significantly improved students’ learning outcomes with an average N-Gain value of 0.72 (high category). The students’ CTS scores also increased across all indicators—fluency, flexibility, originality, and elaboration—achieving an overall category of “highly creative.” Furthermore, the average satisfaction score of 4.26 (out of 5) indicated that students were very satisfied with AR-based learning. These results demonstrate that integrating AR media with CTS-based learning effectively enhances both academic performance and creative thinking abilities. Therefore, this model is recommended for use in other technology and vocational courses to promote innovation and deeper conceptual understanding.
The Influence of the Collaborative Learning Model with Padlet on Student Learning Motivation in Aqidah Akhlak Learning at the Al-Ma'un Muhammadiyah Baringin Islamic Boarding School
This research was motivated by the low learning motivation of students in the Aqidah Akhlak subject at the Al-Ma'un Muhammadiyah Baringin Islamic Boarding School. This low motivation is shown by students' lack of enthusiasm in participating in learning, low active participation, lack of initiative in completing assignments, and the still dominant use of conventional teacher-centered learning models. Therefore, a learning model is needed that is able to increase student involvement, one of which is through the application of the Collaborative Learning model combined with Padlet media. This research aims to determine the effect of the Collaborative Learning learning model with Padlet on students' learning motivation in the Aqidah Akhlak subject. This research uses a quantitative approach with experimental methods. The research was carried out at the Al-Ma'un Muhammadiyah Baringin Islamic Boarding School with research subjects as class VII students on the subject of Disgraceful Morals towards Allah SWT (riya' and nifaq). The independent variable in this research is the Collaborative Learning learning model with Padlet, while the dependent variable is student learning motivation. Data collection was carried out using a learning motivation questionnaire which was prepared based on learning motivation indicators according to Sardiman. Data were analyzed using statistical analysis techniques to test hypotheses regarding the influence of learning models on student learning motivation. It is hoped that the research results will provide an overview of the effectiveness of implementing the Padlet-assisted Collaborative Learning learning model in increasing student learning motivation.
Development of E-LKPD VAK Using Liveworksheets in Science Learning in Grade IV of SDN 25 Pulau Punjung
This study was conducted because science and social science learning was still dominated by the use of textbooks and printed worksheets, which had not optimally accommodated students' diverse learning styles. The study aimed to develop a **Visual, Auditory, and Kinesthetic (VAK)-based Electronic Student Worksheet (E-LKPD)** using Liveworksheets for Science and Social Studies (IPAS) learning in Grade IV at SDN 25 Pulau Punjung. This research employed a Research and Development (R&D) approach using the Four-D model, consisting of the define, design, develop, and disseminate stages. The quality of the product was evaluated through validity, practicality, and effectiveness tests. The results showed that the E-LKPD achieved a content validity score of 92.8% (very valid), a language validity score of 77.5% (valid), and a graphical feasibility score of 97.5% (very valid). The practicality test indicated a teacher response score of 78.5% (practical) and a student response score of 93.2% (very practical). The effectiveness test demonstrated that the implementation of the E-LKPD resulted in a 100% learning mastery rate in both the trial class and the implementation class at another school, indicating that the product was highly effective. Therefore, the VAK-based E-LKPD developed using Liveworksheets is feasible to be used as a digital teaching material to support Science and Social Studies (IPAS) learning in elementary schools.
Assessing Students' Teaching Competence and Perceptions of the English Language Teaching Course in Preparing Future English Teachers
The English Language Teaching (ELT) course is designed to equip prospective English teachers with the pedagogical knowledge and practical teaching skills required for effective classroom instruction. This study aimed to evaluate students’ teaching competence during microteaching practice, investigate their perceptions of the ELT course’s contribution, and examine the relationship between teaching competence and students’ perceptions. A quantitative descriptive design with correlational analysis was employed. The participants were 20 English Education students enrolled in the ELT course. Data were collected using a Teaching Competence Assessment Rubric and a Student Perception Questionnaire. Descriptive statistics and Pearson Product–Moment Correlation were used for data analysis. The findings showed that students demonstrated a very good level of teaching competence (M = 4.21, SD = 0.31). The highest competency was Teaching Process (M = 4.36), while Assessment and Feedback received the lowest mean score (M = 4.08). Overall, 15% of the participants achieved an Excellent category, 60% Very Good, and 25% Good. Students also reported very high perceptions of the ELT course’s contribution (M = 4.36, SD = 0.45). The highest-rated indicator was Overall Contribution of the ELT Course (M = 4.55), whereas Assessment Skills received the lowest rating (M = 4.12). Pearson correlation analysis revealed a strong positive and statistically significant relationship between teaching competence and students’ perceptions (r = 0.684, p = 0.001). These findings indicate that the ELT course effectively enhances prospective English teachers’ pedagogical competence, confidence, and teaching readiness
Penagaru pemberian Senam Kreasi Terhadap Kebugaran Jasmani SISWA Kelas VIII SMP Negeri 1 Koto Baru
Penelitian ini dilatarbelakangi oleh rendahnya tingkat kebugaran jasmani siswa yang disebabkan oleh kurangnya aktivitas fisik. Tujuan penelitian ini adalah untuk mengetahui pengaruh pemberian senam kreasi terhadap kebugaran jasmani siswa kelas VIII SMP Negeri 1 Koto Baru. Penelitian menggunakan metode eksperimen dengan desain One Group Pretest–Posttest. Sampel penelitian berjumlah 22 siswa yang dipilih menggunakan teknik purposive sampling. Instrumen penelitian menggunakan Tes Kebugaran Jasmani Indonesia (TKJI) untuk usia 13–15 tahun. Analisis data dilakukan melalui uji normalitas dan uji paired sample t-test dengan bantuan program Statistical Package for the Social Sciences (SPSS). Hasil penelitian menunjukkan bahwa rata-rata nilai pretest sebesar 11,59, sedangkan nilai posttest mengalami peningkatan setelah siswa mengikuti program senam kreasi. Hasil uji hipotesis menunjukkan nilai signifikansi kurang dari 0,05, sehingga hipotesis nol ditolak dan hipotesis alternatif diterima. Dengan demikian, dapat disimpulkan bahwa pemberian senam kreasi berpengaruh secara signifikan terhadap peningkatan kebugaran jasmani siswa kelas VIII SMP Negeri 1 Koto Baru. Temuan ini menunjukkan bahwa senam kreasi dapat dijadikan sebagai salah satu alternatif kegiatan pembelajaran pendidikan jasmani untuk meningkatkan kebugaran jasmani peserta didik.
Development of Augmented Reality-Based Mobile Learning Media to Accommodate Learning Styles in Natural and Social Sciences Subjects
This study aims to produce a valid, practical, and effective Augmented Reality (AR)-based mobile learning media, supported by Assemblr Edu, to accommodate Visual, Auditory, and Kinesthetic (VAK) learning styles for fourth-grade students at SDN 10 Sitiung. The research method used was Research and Development (R&D), with a 4-D development model encompassing the define, design, develop, and disseminate stages. The trial subjects were teachers and fourth-grade students at SDN 10 Sitiung, Dharmasraya Regency. The results showed that the Augmented Reality (AR)-based mobile learning media, supported by Assemblr Edu, achieved validation results from material experts of 86.6%, media experts of 97.5%, language experts of 96.6%, RPM experts of 100%, and question grids of 100%, which fall into the "very valid" category. Therefore, the media is suitable for use in the learning process. The practicality test results obtained a score of 94% by teachers and 82.85% by students, categorized as "very practical." Meanwhile, the effectiveness test results obtained a score of 88.89%, categorized as "very effective." Thus, the Augmented Reality (AR)-based mobile learning media assisted by Assemblr Edu was declared valid, practical, and effective, making it suitable for use as a learning medium to accommodate the VAK learning style in the topic of energy transformations in photosynthesis in grade IV elementary school.
Exploring Students Strategies in Learning English Vocabulary Through Reading Activities at SMPN 4 Koto Baru
Vocabulary mastery is essential for developing English language proficiency because it supports reading comprehension and other language skills. However, junior high school students frequently encounter difficulties in understanding unfamiliar vocabulary during reading activities. This study aimed to explore the vocabulary learning strategies employed by eighth-grade students while reading English texts at SMPN 4 Koto Baru. A descriptive qualitative design was adopted involving eleven eighth-grade students and one English teacher selected through purposive sampling. Data were collected through classroom observations and semi-structured interviews and analyzed using Creswell’s qualitative data analysis procedures, including data organization, reduction, presentation, and conclusion drawing. The trustworthiness of the findings was ensured through source and technique triangulation. The findings revealed three main vocabulary learning strategies: (1) asking teachers and classmates for explanations, (2) guessing word meanings from contextual clues, and (3) using dictionaries to verify unfamiliar vocabulary. Asking teachers and classmates emerged as the dominant strategy because students perceived it as the fastest, easiest, and most reliable way to understand unfamiliar words. These findings indicate that students primarily rely on social interaction while gradually developing independent vocabulary learning through contextual guessing and dictionary use. The study recommends that English teachers foster greater learner autonomy by encouraging contextual inference and effective dictionary use alongside collaborative classroom learning.
The Effect of the Play Method on Junior High School Students' Race Walking Learning Outcomes
Penelitian ini bertujuan untuk mengetahui pengaruh metode bermain terhadap hasil belajar jalan cepat siswa SMP Negeri 2 Koto Baru. Latar belakang penelitian ini adalah rendahnya hasil belajar siswa pada materi jalan cepat yang disebabkan oleh penggunaan metode pembelajaran yang masih bersifat konvensional sehingga siswa kurang aktif dan kurang termotivasi dalam mengikuti pembelajaran. Penelitian ini menggunakan pendekatan kuantitatif dengan desain Pre-Experimental tipe One Group Pretest–Posttest Design. Populasi penelitian adalah seluruh siswa kelas VIII SMP Negeri 2 Koto Baru, sedangkan sampel penelitian berjumlah 30 siswa yang dipilih menggunakan teknik total sampling. Instrumen penelitian berupa tes keterampilan teknik dasar jalan cepat yang meliputi teknik start, langkah kaki, ayunan lengan, posisi tubuh, dan teknik memasuki garis finis. Analisis data dilakukan melalui uji normalitas, uji homogenitas, dan paired sample t-test dengan bantuan program SPSS. Hasil penelitian menunjukkan bahwa nilai rata-rata hasil belajar siswa meningkat dari 57,50 pada saat pretest menjadi 90,33 pada saat posttest. Hasil uji hipotesis menunjukkan nilai signifikansi sebesar 0,000 (p < 0,05), sehingga terdapat pengaruh yang signifikan dari penerapan metode bermain terhadap hasil belajar jalan cepat siswa. Dengan demikian, metode bermain dapat dijadikan sebagai salah satu alternatif strategi pembelajaran PJOK untuk meningkatkan hasil belajar jalan cepat siswa di tingkat Sekolah Menengah Pertama
An Analysis of Students’ Pronunciation Errors of English Dental Fricative at Universitas Dharmas Indonesia
This study aimed to identify the types of pronunciation errors and the factors causing errors in producing the English dental fricative sounds /θ/ and /ð/ among students of the English Education Study Program at Universitas Dharmas Indonesia. A descriptive qualitative research design was employed involving ten fourth-semester students as the participants. The data were collected through classroom observation, audio recordings, semi-structured interviews, and documentation. The collected data were analyzed using qualitative data analysis procedures consisting of data reduction, data display, and conclusion drawing. The findings revealed that substitution was the only type of pronunciation error identified. The voiceless dental fricative /θ/ was consistently substituted with /t/, while the voiced dental fricative /ð/ was substituted with /d/. No omission or distortion errors were found. The interview results indicated that the errors were influenced by first language interference, difficulties in tongue placement, limited pronunciation practice and exposure, preference for familiar sounds, and the tendency to prioritize fluency over pronunciation accuracy during conversation. The findings are expected to provide useful implications for English lecturers and students in improving pronunciation instruction, particularly in teaching English dental fricative sounds.
Innovation in Science Learning through the Integration of the Discovery Learning Model Assisted by Student Worksheets in Elementary School Learning
This study aims to improve students’ learning outcomes in IPAS through the implementation of the Discovery Learning model assisted by student worksheets (LKPD) in the fourth grade of SDN 66/II Simp. Rantau Ikil. The problem addressed in this study is the low learning outcomes, as indicated by low average scores and low learning mastery levels. This research employed a Classroom Action Research (CAR) method conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The subjects of this study were 23 fourth-grade students. The results showed a significant improvement in learning outcomes. The average score increased from 25.25 in the pre-cycle to 66.20 in Cycle I and further improved to 76.30 in Cycle II. The percentage of learning mastery also increased from 35% in the pre-cycle to 57% in Cycle I and reached 87% in Cycle II. In addition, teacher activity improved from a score of 72 to 76, while student activity increased from 30 to 40. The novelty of this study lies in the integration of the Discovery Learning model with activity-based LKPD designed as instructional scaffolding to support students’ independent concept discovery. The findings indicate that the implementation of the Discovery Learning model assisted by LKPD is effective in improving students’ learning outcomes and enhancing the quality of the learning process.
An Innovative Android-Based Computer-Based Test (CBT): Developing an Adaptive and Efficient Digital Assessment System for Mathematics Learning in Secondary Education
This study aims to develop and evaluate an Android-based Computer-Based Test (CBT) as an innovative assessment tool for mathematics learning in Grade XI at SMAN 3 Bungo. The study employed a Research and Development (R&D) approach using the 4D model, consisting of define, design, develop, and disseminate stages. The participants included 64 students, 4 mathematics teachers, and 2 educational staff. Data were collected through validation sheets, functionality testing, and usability questionnaires. The findings indicate that the developed CBT achieved a high level of validity, with Aiken’s V scores of 0.96 (construction), 0.95 (language), and 0.758 (content), all categorized as valid. Functionality testing confirmed that the system operated reliably across server and client platforms without errors. Usability results revealed that the application was perceived as highly practical by both teachers (0.8593) and students (0.8812), reflecting ease of use, usefulness, and user satisfaction. Furthermore, the implementation of the Android-based CBT demonstrated its effectiveness in enhancing assessment efficiency, accelerating scoring processes, and ensuring objectivity in evaluation. The use of mobile technology also increased student engagement and accessibility. In conclusion, the developed CBT is feasible, practical, and effective as a digital assessment tool and offers a scalable solution to support the digital transformation of educational assessment practices.
Improving Gross Motor Skills of Group B Children Through Modifying Traditional Games Based on Fun Learning in the Outdoor Area of ​​Pertiwi Kindergarten XI A
Gross motor skills are fundamental for early childhood physical and cognitive development. However, contemporary lifestyles and excessive screen time have led to a decline in children's physical activity levels. This study aims to improve the gross motor skills of Group B children through the modification of traditional games based on fun learning in the outdoor area of TK Pertiwi XI A. This research employs Classroom Action Research (PTK) using the Kemmis and McTaggart model, conducted in two cycles. The subjects were 15 children (8 boys and 7 girls) aged 5-6 years. Data collection techniques included observation, documentation, and field notes, analyzed using descriptive qualitative and quantitative methods. The results showed a significant improvement in gross motor skills. In the pre-cycle, only 33.3% of children reached the expected developmental milestones (BSH/BSB). This increased to 60% in Cycle I and reached 86.7% in Cycle II. The modification of traditional games, such as 'Engklek Hewan' and 'Lompat Tali Warna', combined with the stimulating outdoor environment, successfully increased children's intrinsic motivation, spatial awareness, and physical endurance. The study concludes that modifying traditional games with a fun learning approach in outdoor settings is highly effective in enhancing early childhood gross motor skills.
Implementation of Interactive Digital Illustrated Story Media to Develop Emotional Intelligence and Global Diversity Dimension Values ​​in 5-6 Year Old Children at Bangun Seranten State Kindergarten
Emotional intelligence and global diversity values are essential competencies for early childhood in the 21st century. However, conventional teaching methods often fail to engage children in meaningful character education. This study aims to implement interactive digital picture story media to develop emotional intelligence and global diversity dimension values in children aged 5-6 years at TK Negeri Bangun Seranten. This research employs Classroom Action Research (PTK) using the Kemmis and McTaggart model, conducted in two cycles. The subjects were 18 children (9 boys and 9 girls) aged 5-6 years in Group B. Data collection techniques included observation, documentation, field notes, and unstructured interviews, analyzed using descriptive qualitative and quantitative methods. The results showed significant improvement in both aspects. In the pre-cycle, only 27.8% of children reached the expected developmental milestones (BSH/BSB) in emotional intelligence, and 22.2% in global diversity values. These figures increased to 61.1% and 55.6% respectively in Cycle I, and reached 88.9% and 83.3% in Cycle II. The interactive digital picture story media, featuring multimedia elements (audio narration, animation, interactive quizzes), successfully enhanced children's emotional awareness, empathy, cultural appreciation, and intercultural communication skills. The study concludes that interactive digital picture story media is an effective pedagogical tool for developing early childhood emotional intelligence and global diversity values.
Increasing Parental Involvement in Early Literacy Stimulation at Home Through the Family Learning Project Model in Early Childhood Education at Makarti Mukti Tama Kindergarten
Parental involvement in early literacy stimulation at home is a critical determinant of children's language and cognitive development. However, many parents lack the knowledge, skills, and confidence to effectively support their children's literacy development. This study aims to increase parental involvement in early literacy stimulation at home through the Family Learning Project model in early childhood education at TK Makarti Mukti Tama. This research employs Classroom Action Research (PTK) using the Kemmis and McTaggart model, conducted in two cycles. The subjects were 20 parents and their children (Group B, aged 5-6 years). Data collection techniques included observation, documentation, field notes, and semi-structured interviews, analyzed using descriptive qualitative and quantitative methods. The results showed a significant improvement in parental involvement. In the pre-cycle, only 25% of parents reached the expected level of involvement. This increased to 55% in Cycle I and reached 85% in Cycle II. The Family Learning Project model, consisting of literacy workshops, home-based literacy activities, digital communication platforms, and family literacy portfolios, successfully enhanced parents' knowledge of early literacy strategies, their frequency of reading aloud, and their ability to create a print-rich home environment. The study concludes that the Family Learning Project model is an effective pedagogical intervention for increasing parental involvement in early literacy stimulation.
Improving Early Childhood Learning Concentration through Brain Games and Brain Gymnastics
Attention span is a crucial executive function that significantly influences early childhood learning outcomes. However, excessive screen time exposure and sedentary lifestyles have led to declining attention spans among young children. This study aims to improve the learning concentration of early childhood through brain games and brain gym activities at TK Mukti Tama III B. This research employs Classroom Action Research (PTK) using the Kemmis and McTaggart model, conducted in two cycles. The subjects were 20 children (10 boys and 10 girls) aged 5-6 years in Group B. Data collection techniques included observation, documentation, field notes, and unstructured interviews, analyzed using descriptive qualitative and quantitative methods. The results showed a significant improvement in children's learning concentration. In the pre-cycle, only 30% of children reached the expected developmental milestones (BSH/BSB). This increased to 60% in Cycle I and reached 85% in Cycle II. The integration of brain games (puzzle, memory games, pattern recognition) and brain gym activities (cross crawl, hook-ups, lazy holds) based on Dennison's Brain Gym theory successfully enhanced children's sustained attention, selective attention, and cognitive flexibility. The study concludes that brain games and brain gym activities are effective pedagogical interventions for improving early childhood learning concentration.
Improving Early Childhood Expressive Language Skills through Local Wisdom-Based Singing Methods at Pertiwi IXE Tebo Kindergarten
Expressive language skills are fundamental for early childhood communication, social interaction, and cognitive development. However, excessive gadget exposure and the erosion of local cultural values have led to a decline in children's expressive language abilities. This study aims to improve the expressive language skills of early childhood through a singing method based on local wisdom at TK Pertiwi IXE Tebo, Jambi. This research employs Classroom Action Research (PTK) using the Kemmis and McTaggart model, conducted in two cycles. The subjects were 18 children (9 boys and 9 girls) aged 5-6 years in Group B. Data collection techniques included observation, documentation, field notes, and unstructured interviews, analyzed using descriptive qualitative and quantitative methods. The results showed a significant improvement in children's expressive language skills. In the pre-cycle, only 27.8% of children reached the expected developmental milestones (BSH/BSB). This increased to 61.1% in Cycle I and reached 88.9% in Cycle II. The singing method based on Jambi local wisdom, featuring modified traditional songs such as 'Injit-injit Semut', 'Selendang Mayang', 'Pinang Muda', and 'Seloko Melayu Jambi', successfully enhanced children's vocabulary, sentence construction, articulation, storytelling ability, and question-answer skills. The study concludes that a singing method based on local wisdom is an effective pedagogical intervention for improving early childhood expressive language skills while preserving cultural heritage.
Development of Social-Emotional Skills in Group B Through Guided Role Play: A PTK Study at Sejahtera Mandiri Early Childhood Education Center
Social-emotional development is a fundamental aspect of early childhood that influences future academic success and mental well-being. This study aimed to improve the social-emotional skills of Group B children at PAUD Sejahtera Mandiri through guided role-playing. This Classroom Action Research (PTK) was conducted in two cycles using the Kemmis and McTaggart model, involving 15 children (8 boys and 7 girls) aged 5-6 years. Data were collected through observation, field notes, and documentation, then analyzed using qualitative descriptive and quantitative percentage techniques. The results showed that before the intervention, only 20% of children achieved the expected developmental milestones. In Cycle I, guided role-playing with the theme "Visiting a Sick Friend" increased the completeness to 53.3%. After reflection and improvement in Cycle II with the theme "Working Together to Build a City", the completeness reached 86.7%. The study concludes that guided role-playing effectively enhances children's empathy, emotional regulation, and cooperation. Teachers are recommended to act as active facilitators who provide emotional scaffolding during play.
Intent-Based Networking-Driven Network QoS Management Automation Using Qwen2.5-Coder-7B LLM and n8n Orchestration
Quality of Service (QoS) management using Simple Queue on MikroTik routers often faces allocation inefficiencies due to manual, static, and reactive configurations. This study proposes a closed-loop autonomous automation architecture based on Intent-Based Networking (IBN) by integrating the Qwen2.5-Coder-7B Large Language Model (LLM) and the n8n orchestration engine. Procedurally, the system workflow encompasses a pre-execution monitoring phase via SSH speedtest, text denoising using structured prompt engineering, and automated configuration injection through the MikroTik RouterOS v7 REST API. Experimental results across 10 test cases demonstrated that the model's cognitive component achieved a 100% Exact Match Rate in translating unstructured natural language commands into deterministic JSON objects. The state-aware logic within n8n effectively acted as a network safety valve by autonomously capping the child bandwidth allocation to a maximum threshold of 70% of the actual ISP capacity to prevent bufferbloat. Furthermore, the system successfully isolated command executions using HTTP PATCH to minimize the control-plane overhead on the resource-constrained MikroTik hAP Lite router. The measured end-to-end operational latency ranged from 27.66 seconds to 43.98 seconds, which was predominantly driven by the active probing sampling time on the physical ISP link. This integration successfully delivered an adaptive, precise, and secure autonomous network quality management system for SOHO environments while eliminating human configuration errors.
Explainable Machine Learning for Credit Risk Prediction as Support for Risk Management Decision-Making
Risiko kredit merupakan salah satu risiko utama yang dihadapi lembaga keuangan akibat potensi gagal bayar (default) nasabah. Prediksi risiko kredit yang akurat dan transparan diperlukan untuk mendukung pengambilan keputusan manajemen risiko berbasis data. Penelitian ini bertujuan membangun model prediksi risiko kredit menggunakan pendekatan Explainable Machine Learning pada Taiwan Credit Card Clients Dataset. Tahapan penelitian meliputi data preprocessing, penanganan ketidakseimbangan data menggunakan Synthetic Minority Over-sampling Technique (SMOTE), optimasi hiperparameter menggunakan RandomizedSearchCV dengan 3-fold cross-validation, serta pelatihan model menggunakan algoritma Extreme Gradient Boosting (XGBoost). Evaluasi model menunjukkan nilai Accuracy sebesar 80,65%, Precision 59,39%, Recall 39,56%, F1-Score 47,49%, dan ROC-AUC 75,54%, yang menunjukkan bahwa model memiliki kemampuan klasifikasi dan diskriminasi yang cukup baik dalam membedakan nasabah berisiko default dan tidak default. Interpretasi model menggunakan SHapley Additive exPlanations (SHAP) menunjukkan bahwa PAY_0, LIMIT_BAL, AGE, serta riwayat pembayaran dan jumlah pembayaran nasabah merupakan faktor-faktor yang paling berpengaruh terhadap prediksi risiko kredit. Hasil penelitian ini menunjukkan bahwa kombinasi XGBoost dan SHAP tidak hanya menghasilkan model prediksi dengan performa yang baik, tetapi juga meningkatkan transparansi dalam menjelaskan faktor-faktor yang memengaruhi risiko kredit. Temuan tersebut diharapkan dapat menjadi dasar bagi lembaga keuangan dalam menyusun strategi manajemen risiko kredit yang lebih akurat, objektif, dan berbasis data.
Web-Based Decision Support System for Family Hope Program (PKH) Beneficiaries in Dharmasraya Using the Simple Additive Weighting (SAW) Method.
The Family Hope Program (PKH) is a social assistance program aimed at improving the welfare of low-income families. The process of determining beneficiaries in Dharmasraya Regency is still carried out manually through screening, and other issues, such as inclusion and exclusion errors, can potentially lead to inaccurate targeting. This research aims to design and build a web-based Decision Support System (DSS). The system development process uses Waterfall, UML, and is implemented using the PHP programming language with a MySQL database. The Simple Additive Weighting (SAW) method successfully helps determine PKH recipients objectively and accurately. The SAW method is used to calculate the value of each alternative based on predetermined criteria weights, then produces a ranking of potential recipients. The research stages include data collection through observation, interviews, literature and documentation studies, followed by needs analysis, system design, implementation, and testing using Black Box Testing. The results show that the system is able to minimize errors and subjectivity in determining beneficiaries.
- Design and Implementation of an IoT-Based Student Dormitory Curfew Monitoring System Using Student ID Cards and Telegram Notifications at Universitas Dharmas Indonesia
Penelitian ini bertujuan untuk merancang dan mengimplementasikan sistem monitoring jam malam asrama mahasiswa berbasis Internet of Things (IoT) menggunakan Kartu Tanda Mahasiswa (KTM) berbasis RFID dan notifikasi Telegram di Universitas Dharmas Indonesia. Sistem ini dikembangkan untuk mengatasi kendala pada proses monitoring yang masih dilakukan secara manual, seperti pencatatan yang kurang efektif, keterlambatan penyampaian informasi, serta kesulitan dalam pengelolaan data keterlambatan mahasiswa. Perangkat keras yang digunakan terdiri dari ESP32 DevKit V1 sebagai pengendali utama, RFID RC522 sebagai pembaca KTM, RTC DS3231 sebagai pencatat waktu, serta LCD sebagai media tampilan informasi. Perangkat lunak dikembangkan menggunakan Arduino IDE dengan Google Spreadsheet sebagai media penyimpanan data dan Telegram sebagai media pengiriman notifikasi. Hasil penelitian menunjukkan bahwa sistem yang dibangun mampu membaca KTM yang telah terdaftar, mencatat waktu kedatangan secara otomatis, mengirimkan data ke Google Spreadsheet, serta mengirimkan notifikasi pelanggaran jam malam melalui Telegram secara real-time. Berdasarkan hasil pengujian Black Box, seluruh fungsi sistem berjalan sesuai dengan rancangan sehingga dapat membantu proses monitoring jam malam menjadi lebih efektif, cepat, dan memudahkan pembina asrama dalam melakukan pengawasan
Design and Construction of a Web-Based Digital Community Administration Service Information System in Rimbo Ilir District
Administrative services in Rimbo Ilir District are still managed manually, resulting in inefficient document submission, data recording, and document management processes. This study aims to design and develop a web-based Digital Community Administrative Service Information System to support administrative services in Rimbo Ilir District. The system was developed using the Waterfall software development model. Data were collected through observation, interviews, literature review, and documentation. The system was designed using the Unified Modeling Language (UML) and implemented using the Python programming language with a MySQL database. Functional testing was conducted using the Black Box Testing method. The results show that the developed system provides online document submission, document upload, application verification by administrators, application status tracking, and administrative report generation. Based on the testing results, all major system functions operated as intended, indicating that the system can support more effective, efficient, and integrated administrative services in Rimbo Ilir District.
IoT-Based Automatic Vegetable Watering System Using ESP8266 in a Greenhouse
Penyiraman sayuran otomatis pada greenhouse SMK N 1 Koto Baru yang masih dilakukan secara manual seringkali kurang efektif karena membutuhkan waktu dan tenaga yang cukup banyak. Penelitian ini bertujuan untuk merancang dan membangun sistem penyiraman sayuran otomatis berbasis Internet of Things (IoT) menggunakan ESP8266 pada greenhouse SMK N1 Koto Baru. Dengan memanfaatkan sensor soil moisture untuk mendeteksi kelembapan tanah yang terintegrasi dengan ESP8266. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) yang melakukan tahap perancangan, pembuatan, pengujian, dan evaluasi sistem. Hasil pengujian menunjukan bahwa sistem dapat melakukan penyiraman otomatis sesuai dengan nilai ambang batas yang telah ditentukan serta menampilkan informasi kelembapan tanah dan status pompa air pada LCD dan apliksi Blynk. Sistem yang dikembangkan dapat membantu membantu pekerjaan penyiraman dan membudahkan pemantauan kondisi tanaman pada greenhouse.
Web-Based Financial Information System for Rang Kito Fish Rendang MSMEs in Kenagarian IV Koto Pulau Punjung
Financial administration in many Micro, Small, and Medium Enterprises (MSMEs) is still predominantly managed through manual procedures, resulting in recording errors, delayed financial reporting, and limited availability of accurate financial information for managerial decision-making. Similar conditions were identified at UMKM Rendang Paku Ikan Rang Kito, where transaction recording and financial reporting relied on conventional bookkeeping practices. The implementation of a web-based financial information system offers an alternative approach to improving the efficiency, accuracy, and effectiveness of financial data management. System development followed the Waterfall software development model, including requirements analysis, system design using Unified Modeling Language (UML), implementation with the Laravel framework, and functional evaluation through Black Box Testing. The developed system integrates sales and purchase transactions, cash inflows, cash outflows, periodic financial reporting, Role-Based Access Control (RBAC), and Activity Log features within a single web-based platform. Functional testing demonstrated that all system modules operated according to the specified requirements, indicating that the system successfully supports financial administration, improves data accuracy, accelerates financial reporting, and strengthens user activity monitoring. The proposed system provides a practical digital solution for MSMEs to enhance financial information management and support data-driven business decision-making.
Optimizing the Use of Vegetable Biodigester Fertilizer Using a Website-Based Information System
IP2MP Sitiung, Dharmasraya Regency processes vegetable waste into biodigester fertilizer (leachate fertilizer), but the fertilization dosage is still determined manually and inaccurately, which risks inhibiting plant growth. This study aims to design a website-based information system to monitor the quality of biodigester fertilizer (pH and voltage) in real time and to optimize the determination of vegetable fertilization dosage. Data were collected through observation, interviews, and document study, while the system was developed using the waterfall model with the PHP programming language, a MySQL database, and sensors based on the NodeMCU ESP8266 microcontroller as the IoT device. The system was designed using Unified Modeling Language (UML), including use case diagrams, activity diagrams, sequence diagrams, and class diagrams, and was subsequently tested using the black box testing method. The results show that the system successfully displays real-time biodigester conditions through the Dashboard page, provides a Dose Calculator feature that automatically calculates fertilizer dose recommendations based on vegetable type and land area, and includes an Activity Logbook feature to record fertilization history. All black box testing scenarios for the admin and general user modules ran according to the expected results, proving that the system is feasible to use and able to improve the efficiency of biodigester fertilizer use compared to manual methods.
A Decision Support System for Processing SPP Data at PNPM Siulak District Using the Simple Additive Weighting (SAW) Method
PNPM Mpd Kecamatan Siulak Kabupaten Kerinci merupakan salah satu instansi pemerintah yang bergerakdibidang pembangunan, pemberdayaan masyarakat pedesaan dan juga Simpan Pinjam Perempuan (SPP). Yang dalam proses penginputan datanya memang sudah menggunakan system komputerisasi yaitu Microsoft Office Excel tetapi belum optimal. Penelitian ini menggunakan metode Penelitian lapangan, Penelitian ini bertujuan membangun Sistem Penunjang Keputusan (SPK) untuk mengolah data SPP guna menentukan kelayakan kelompok penerima bantuan secara objektif. Metode yang digunakan adalah Simple Additive Weighting (SAW) karena mampu melakukan penilaian berdasarkan banyak kriteria secara bersamaan. Hasil penelitian menunjukkan bahwa sistem ini berhasil mempercepat proses seleksi, mengurangi kesalahan input data, dan memberikan rekomendasi keputusan yang akurat bagi pengelola PNPM. yang mengoptimalkan bahasa pemrograman sebagai alat bantu diharapkan dapat membantu pengelolaan data SPP di Pnpm Mpd kecamatan siulak bisa lebihmaksimal, dan dapat memudahkan untuk mencari data dan arsip apabila dibutuhkan.
Design and Development of a Desktop-Based Library Information System for SMAN 1 Koto Salak
School libraries play an important role in supporting the learning process by providing access to information resources for students and educators. However, library management at SMAN 1 Koto Salak is still conducted manually using ledger books, resulting in delays in data recording, inefficient borrowing and returning processes, and difficulties in generating reports. This study aims to design and develop a desktop-based Library Information System to improve the effectiveness and efficiency of library management. Data were collected through observation, interviews, documentation, and literature review, while the software was developed using the Waterfall model. The system was designed using the Unified Modeling Language (UML) and implemented using the Python programming language with MySQL as the database management system. System functionality was evaluated using Black Box Testing to ensure that all features operated according to user requirements. The results indicate that the developed system is capable of managing member data, book collections, borrowing and returning transactions, and report generation in an integrated manner. The implementation of the system improves the speed, accuracy, and efficiency of library management compared with the previous manual process.
DESIGN OF A WEB-BASED STUDENT DORMITORY RESERVATION INFORMATION SYSTEM
Penelitian ini bertujuan untuk merancang Sistem Informasi Reservasi Asrama Mahasiswa Berbasis Web guna mempermudah mahasiswa dalam melakukan proses pemesanan asrama dan memperoleh informasi terkait asrama. Perancangan sistem dilakukan menggunakan metode Waterfall yang meliputi tahap analisis kebutuhan, desain sistem, implementasi, pengujian, dan pemeliharaan. Sistem dirancang menggunakan bahasa pemrograman PHP dengan database MySQL. Perancangan sistem juga menggunakan Unified Modelling Language (UML) untuk menggambarkan kebutuhan dan proses sistem. Hasil perancangan menunjukkan bahwa sistem yang dirancang mampu memberikan solusi terhadap proses reservasi asrama yang sebelumnya dilakukan secara manual sehingga dapat membantu mahasiswa dalam melakukan reservasi serta membantu pengelola dalam mengelola data asrama secara lebih efektif, efisien, dan terintegrasi.
Explainable AI-Based Learning Analytics for Adaptive Learning Personalization Using Rule-Based Reasoning and CoCoSo
Sistem adaptive learning semakin berkembang sebagai pendekatan untuk mendukung pembelajaran yang dipersonalisasi melalui pemanfaatan data aktivitas belajar. Meskipun demikian, sebagian besar sistem yang ada masih menghasilkan rekomendasi yang kurang transparan serta belum menyediakan mekanisme yang mampu memprioritaskan intervensi pembelajaran secara sistematis. Untuk mengatasi keterbatasan tersebut, penelitian ini mengusulkan Adaptive Learning Intelligence Framework (ALIF) yang mengintegrasikan Learning Analytics, Rule-Based Reasoning, Combined Compromise Solution (CoCoSo), dan Explainable Artificial Intelligence (XAI) dalam satu kerangka pengambilan keputusan. Data penelitian diperoleh dari Learning Management System (LMS) yang mencakup nilai kuis, durasi belajar, penyelesaian materi, aktivitas pembelajaran, frekuensi remedial, dan riwayat rekomendasi siswa. Seluruh data dianalisis menggunakan Learning Analytics untuk membentuk Adaptive Learning Intelligence Index (ALII) sebagai representasi kondisi belajar siswa. Selanjutnya, rekomendasi pembelajaran dihasilkan melalui mekanisme Rule-Based Reasoning, diprioritaskan menggunakan CoCoSo, dan disertai penjelasan berbasis XAI untuk meningkatkan transparansi keputusan. Hasil penelitian menunjukkan bahwa ALIF mampu mentransformasikan data aktivitas pembelajaran menjadi rekomendasi yang lebih adaptif, objektif, dan mudah diinterpretasikan sehingga mendukung pengambilan keputusan guru secara berbasis bukti. Kebaruan penelitian terletak pada pengembangan kerangka terpadu yang menghubungkan analitik pembelajaran, inferensi berbasis aturan, pemeringkatan multikriteria, dan Explainable Artificial Intelligence dalam satu arsitektur Intelligent Educational Decision Support System yang mendukung personalisasi pembelajaran secara lebih transparan dan terstruktur.
E-REPOSITORI DOKUMEN AKADEMIK PROGRAM STUDI TEKNIK INFORMATIKA UNIVERSITAS DHARMAS INDONESIA
Perkembangan teknologi informasi telah mendorong berbagai institusi pendidikan untuk melakukan transformasi digital dalam pengelolaan data dan dokumen akademik. Program Studi Teknik Informatika Universitas Dharmas Indonesai masih menghadapi kendala dalam pengelolaan dokumen akademik yang dilakukan secara manual, sehingga menimbulkan berbagai permaslahan seperti kualitas pencarian dokumen, resiko kehilangan arsip, serta kurang efektifnya proses penyimpanan dan distribusi informasi. Penelitian ini bertujuan untuk merancang dan membangun E-Repository Dokumen Akademik Program Studi Teknik Informatika Universitas Dharmas Indonesia berbasis web. Sistem ini dikembangkan menggunkan metode Waterfall yang meliputi tahapan analisis kebutuhan, perancangan sistem, menggunkan Unified Modeling Language (UML), sedangkan implementasi sistem menggunakan framework Laravel, bahasa pemograman PHP, dan basis data MySQL. Penelitian ini menunjukkan bahwa sistem e-repository yang dibangun mampu membantu proses pengelolaan dokumen akademik secara lebih terstruktur, efektif, dan efisien. Sistem menyediakan fitur pengelolaan dokumen, unggah, dan unduh file, pencarian dokumen. Dengan adanya sistem ini, proses penyimpanan, pencarian, dan distribusi dokumen akademik dapat dilakukan dengan lebih cepat sehingga mendukung peningkatan kualitas layanan akademik di program Studi Teknik Informatika Universitas Dharmas Indonesia.
Comparison of CNN-PERCLOS and SVM-HOG Models for Drowsiness Detection in University Students
Pembelajaran daring menuntut mahasiswa untuk mempertahankan perhatian visual dalam durasi yang panjang, sedangkan pola tidur yang kurang baik dan kelelahan dapat menurunkan konsentrasi serta meningkatkan risiko kantuk. Penelitian ini membandingkan metode CNN-PERCLOS dan SVM-HOG untuk mendeteksi kantuk mahasiswa menggunakan data citra wajah. Dataset yang digunakan diperoleh dari Kaggle Drowsiness Dataset dan terdiri atas empat kelas, yaitu Closed_Eyes, Open_Eyes, Yawn, dan No_yawn. Tahapan penelitian meliputi akuisisi dataset, pra-pemrosesan, klasifikasi visual berbasis CNN, perhitungan PERCLOS, ekstraksi fitur HOG, klasifikasi SVM, dan evaluasi model. Evaluasi dilakukan menggunakan akurasi, presisi, recall, F1-score, dan confusion matrix. Hasil pengujian menunjukkan bahwa CNN-PERCLOS memperoleh performa lebih baik dibandingkan SVM-HOG, dengan akurasi 92.5%, presisi 92.9%, recall 92.5%, dan F1-score 92.5%. Sementara itu, SVM-HOG memperoleh akurasi 82.7%, presisi 83.2%, recall 82.7%, dan F1-score 82.6%. Hasil tersebut menunjukkan bahwa CNN-PERCLOS lebih efektif dalam mengenali pola visual kantuk dibandingkan fitur manual HOG dengan SVM.
Design and Development of an ESP32-Based Internet of Things Smart Farming System for Monitoring and Automatic Aeration in Tubifex sp. Cultivation
Tubifex (Tubifex sp.) cultivation requires optimal water quality management because environmental parameters, such as temperature and pH, directly affect growth and productivity. Conventional water quality monitoring is generally performed manually, resulting in delayed detection of environmental changes that may reduce cultivation performance. This study aimed to develop an Internet of Things (IoT)-based smart farming system using an ESP32 microcontroller for real-time water quality monitoring and automatic aeration control. The study employed a Research and Development (R&D) approach consisting of needs identification, system design, implementation, testing, and evaluation. The proposed system integrates a DS18B20 temperature sensor, a pH sensor, an ESP32 microcontroller, a relay module, an aerator, and the Blynk platform for remote monitoring. Sensor data are transmitted to the Blynk application via the Internet, enabling real-time visualization of water quality parameters, while the aerator is automatically activated based on predefined temperature and pH threshold values. Experimental results demonstrated that the system successfully monitored temperature and pH in real time, displayed sensor data accurately on the Blynk platform, and automatically controlled aeration when water quality parameters exceeded the optimal range. The developed system improves monitoring efficiency, enables rapid responses to water quality fluctuations, and supports more effective and sustainable management of Tubifex cultivation.
Application of Branching Narrative and State Machine Concepts to an Interactive Simulation Scenario on the Impact of Bullying at the Junior High School Level
Kasus perundungan di sekolah menengah terus meningkat, sementara program pencegahan yang berjalan selama ini masih didominasi metode konvensional satu arah seperti ceramah, sehingga kurang menyentuh sisi afektif siswa. Penelitian ini mengembangkan simulasi digital interaktif anti-bullying berbasis Unity 2D dengan metode Multimedia Development Life Cycle (MDLC). Kode program dipisahkan menggunakan pola Model-View-Presenter (MVP), sementara kondisi emosional tokoh utama direpresentasikan lewat Emotional Meter yang dikendalikan algoritma Finite State Machine (FSM) secara real-time. Pengujian fungsionalitas dengan Black Box Testing menunjukkan seluruh sistem navigasi dan mekanik branching narrative berjalan sesuai rancangan. Uji coba terhadap kelompok siswa menghasilkan kenaikan skor pre-test ke post-test dari rata-rata 50.8 menjadi 84.7, dengan N-Gain Score 0.70 (kategori Sedang). Kepuasan pengguna yang diukur dengan GUESS-18 mencapai tingkat kelayakan 88.6%, yang berarti simulasi ini dinilai layak digunakan dan cukup efektif membangun kepekaan sosial siswa terhadap dampak perundungan.
Fingerprint-Based Student Attendance System at SMP Negeri 3 Sitiung
Student attendance systems are an important component in supporting administrative activities in schools. Attendance processes that are still carried out manually have several limitations, such as the potential for recording errors and the time required for implementation. Therefore, this study aims to design and develop a fingerprint-based student attendance system at SMP Negeri 3 Sitiung. The method used in this study is the prototype method, which includes the stages of system design, development, and testing. The system uses ESP32 as the main microcontroller integrated with the AS608 fingerprint sensor, RTC DS3231 module, LCD, LED, buzzer, and WiFi connectivity with time synchronization support using the Network Time Protocol (NTP). The attendance data obtained are sent and stored in Google Sheets as an online-based storage medium. The results show that the developed system is capable of identifying students’ fingerprints, displaying attendance information, and automatically sending attendance data. In addition, the RTC module functions as a backup time source when there is a disruption in time synchronization through the network. Thus, the system supports integrated recording of student attendance.
Expert System for Computer Fault Diagnosis Using the Forward Chaining Method
Dalam proses diagnosa kerusakan komputer masih dilakukan secara manual sehingga masih banyak kekurangan dan kelemahan, salah satunya adalah proses perbaikan yang memakan waktu dikarenakan adanya beberapa kerusakan yang memiliki gejala hampir sama. penelitian dilakukan pada CV Ravalindo jaya abadi dengan cara melakukan wawancara langsung dengan pihak yang berhubungan, dan juga dengan membaca sumber-sumber literatur yang berhubungan dengan kerusakan komputer baik hardware maupun software, sehingga mendapatkan data yang dibutuhkan. Dengan adanya rancangan sistem baru yang mengoptimalkan bahasa pemrograman PHP sebagai alat bantu serta pemakaian metode forward chaining diharapkan dapat membantu dalam hal diagnosa kerusakan komputer, dan dapat mencari data-data dari hasil diagnosa yang telah dilakukan apabila dibutuhkan
Event Registration and Management Information System for the Bukittinggi City Communication and Informatics Agency
Abstrak: Perkembangan teknologi informasi mendorong instansi pemerintah menerapkan sistem digital guna mendukung efisiensi pelayanan publik, termasuk pengelolaan event dan pendaftaran peserta. Pada Dinas Komunikasi, Informatika Kota Bukittinggi, proses tersebut masih dilakukan manual sehingga penyebaran informasi, pendataan peserta, dan pengelolaan kegiatan kurang efektif dan efisien, serta menimbulkan hambatan seperti lamanya verifikasi data, risiko kesalahan pencatatan, dan keterbatasan akses informasi bagi masyarakat. Penelitian ini bertujuan membangun sistem informasi pendaftaran dan manajemen event berbasis web yang membantu administrator mengelola event, peserta, dan kode akses, serta memudahkan masyarakat memperoleh informasi dan mendaftar event secara online. Sistem dilengkapi fitur registrasi dan login pengguna, verifikasi kode akses, manajemen event, pendaftaran dan manajemen peserta, pengelolaan kode akses, notifikasi email, serta tautan grup WhatsApp event. Pengembangan sistem menggunakan metode SDLC model Waterfall, dengan teknologi Laravel Framework, PHP, MySQL, dan Bootstrap, serta diuji menggunakan metode Black Box Testing. Hasil penelitian menunjukkan sistem mampu menjalankan seluruh fungsi utama sesuai kebutuhan pengguna. Dapat disimpulkan sistem ini mampu meningkatkan efektivitas dan efisiensi pengelolaan event serta mempermudah pendaftaran peserta pada Dinas Komunikasi, Informatika Kota Bukittinggi.
Web-Based Geographic Information System (GIS) Mapping of SMK Start Up Dara Jingga Student Internship Locations
Web-Based Internship Location Mapping Geographic Information System (GIS) at SMK Start Up Dara Jingga was developed to overcome the limitations of conventional administration using Microsoft Excel. This study aims to design and implement a web-based internship mapping GIS that integrates master data management, spatial visualization of institutions, as well as centralized attendance and daily journal operations. System development utilized the Waterfall model with Unified Modeling Language (UML) diagram modeling. The software was built using PHP with the Laravel framework, MySQL as the relational database, Tailwind CSS for a responsive interface, and Leaflet.js as the interactive digital mapping engine. The results indicate that the system successfully maps the spatial distribution of internship locations. The implementation of radius-based attendance (geofencing) effectively and precisely validates student attendance at internship sites, while the advisor portal simplifies the monitoring of attendance logs and the validation of daily activity journals. Based on Black Box testing across 22 functional scenarios, the system was declared 100% valid with zero operational system errors. This study concludes that this web-based internship location mapping GIS is suitable for implementation and capable of sustainably enhancing the efficiency, accuracy, and transparency of internship administration management at SMK Start Up Dara Jingga.
Development of AR Book Assemblr Teaching Materials Based on Civic Literacy on the Material of the History of the Birth of Pancasila in Class V of SDN 04 Koto Baru
The development of Augmented Reality (AR)-based teaching materials has emerged as an innovative approach to improving the quality of Civic Education by providing interactive and contextual learning experiences. This study aimed to develop an AR Book Assembler based on civic literacy for the topic The History of the Birth of Pancasila for fifth-grade elementary school students that meets the criteria of validity, practicality, and effectiveness. The study employed the Research and Development (R&D) method using the Four-D (4D) development model, consisting of the define, design, develop, and disseminate stages. The primary field test was conducted with fifth-grade students at SDN 04 Koto Baru, while the limited dissemination stage involved students from SDN 14 Koto Baru. Data were collected through observations, questionnaires, documentation, and learning achievement tests, and were analyzed to evaluate the product's validity, practicality, and effectiveness. The results indicated that the developed teaching material achieved excellent validity in terms of content (84.02%), language (84.10%), graphics (82.04%), Deep Learning Instructional Design (90.60%), and assessment instruments (90.80%). The practicality score reached 96.28%, indicating that the product was highly practical. Furthermore, learning mastery reached 92.85% in the primary field test and 89.47% during the limited dissemination stage, demonstrating high effectiveness. These findings indicate that the civic literacy-based AR Book Assembler is a valid, practical, and effective instructional resource for enhancing Pancasila Education learning in elementary schools.
Information System for Selecting the Best Oil Palm Seeds Based on Soil Quality and Climate Data Using the Topsis Method
Selecting oil palm seeds that suit soil quality and climate conditions is an important factor in increasing plantation productivity. However, the seed selection process is still largely based on experience, potentially resulting in decisions that are less objective and not in accordance with land characteristics. This study aims to develop a web-based decision support system to recommend the best oil palm seeds based on soil quality data and climate conditions using the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) method. System development was carried out using the System Development Life Cycle (SDLC) method with a Waterfall model that includes problem identification, literature study, data collection, needs analysis, implementation of the TOPSIS method, application development using the CodeIgniter framework and MySQL database, and system testing. The TOPSIS method is implemented through the stages of decision matrix formation, normalization, criteria weighting, determining positive and negative ideal solutions, calculating the distance between each alternative, and determining preference values ​​to produce the best seed recommendations. The results showed that the system is able to process data on soil quality, rainfall, temperature, humidity, soil texture, and seed characteristics into objective seed recommendations based on TOPSIS preference values. System testing using the Blackbox Testing method showed that all application functions run according to functional requirements without any errors. The system developed is expected to help farmers and plantation managers in determining the oil palm seeds that are most suitable for land conditions more quickly, accurately, and objectively.