3 research outputs found
Perancangan Infrastruktur Jaringan Komputer dalam Mendukung Pembelajaran dan Standar Prasarana Fasilitas Internet di SDN 138 Geger Kalong Girang
This research started with the need the implementation of Computer-Based National Assessment (ANBK) at SD Negeri 138 Geger Kalong Girang with the condition that computer and internet network infrastructure was not available, but the implementation of ANBK had to be carried out independently. The purpose of designing this computer network infrastructure is in addition to implementing ANBK well as supporting the learning process for teachers and students for the availability of adequate internet access which can be used for learning purposes. Design of computer network infrastructure to support learning and internet facility infrastructure standards in schools is applied using the PPDIOO concept, namely, Prepare, Plan, Design, Implement, Operate and Optimize. The results of this study indicate that the computer network infrastructure planning is as expected. The ANBK implementation running normally, the results of the bandwidth usage test as a whole running normally and the internet could be accessed very well in the school environment
RANCANG BANGUN MULTIMEDIA INTERAKTIF DENGAN MENERAPKAN MODEL PROBLEM-BASED LEARNING UNTUK MENINGKATKAN PROBLEM-SOLVING: RANCANG BANGUN MULTIMEDIA INTERAKTIF DENGAN MENERAPKAN MODEL PROBLEM-BASED LEARNING UNTUK MENINGKATKAN PROBLEM-SOLVING
Informatics is intricately intertwined with the mastery of problem-solving. Within this discipline, one of the fundamental areas of study revolves around the concepts of branching and looping. During field studies, several student problems were identified, such as difficulty solving programming problems presented in the form of stories. This resulted in a lack of problem-solving skills among students when it comes to story problems. Additionally, there were issues with instructional media and less interactive teaching methods. The aim of this research is to design multimedia that implements a problem-based learning model to enhance students' problem-solving abilities. The research method used is Research and Development (R&D) with the ADDIE development model. The study involved 36 students from class X-B RPL at SMKN 1 Cimahi. The data obtained are as follows: 1) The development of interactive multimedia achieved an average score of 88. 2) There is an increase in students' problem-solving indicators, with an average pretest score of 40.13 rising to 68.38 in the posttest. Additionally, an N-Gain of 0.47 was obtained, with details as follows: understanding the problem at 0.60, devising a plan at 0.41, carrying out the plan at 0.35, and looking back at 0.34. The overall N-Gain falls within the moderate category. 3) The response to the multimedia is 83, categorized as excellent. The N-Gain results and multimedia assessment indicate that both the multimedia and this research achieved good outcomes.Informatika sangat erat kaitannya dengan penguasaan pemecahan masalah. Dalam disiplin ini, salah satu area studi yang fundamental berkaitan dengan konsep-konsep percabangan dan perulangan.Pada studi lapangan ditemukan beberapa masalah siswa seperti kurang dapat menyelesaikan soal pemrograman dalam bentuk cerita. Hal itu mengakibatkan kurangnya kemampuan pemecahan masalah siswa pada soal cerita. Kemudian masalah lainnya adalah siswa yang masih belum dapat membedakan struktur perulangan. Selain itu juga ada masalah pada media pembelajaran dan metode pembelajaran yang kurang interaktif. Penelitian ini bertujuan untuk merancang multimedia yang menerapkan model pembelajaran problem based learning di dalamnya untuk meningkatkan kemampuan pemecahan masalah siswa. Metode penelitian yang digunakan dalam penelitian ini adalah R&D (Research and Development) dengan model pengembangan ADDIE. Penelitian dilakukan kepada 36 siswa kelas X-B RPL SMKN 1 Cimahi dengan memperoleh data: 1)Pengembangan multimedia interaktif mendapatkan nilai rata-rata 88 2)Terdapat kenaikan indikator pemecahan masalah siswa, rata-rata nilai pretest adalah 40,13 menjadi 68,38 pada posttest. Didapatkan juga N-Gain sebesar 0.47 dengan rincian: memahami masalah sebesar 0.60, merencanakan pemecahan masalah sebesar 0.41, melaksanakan pemecahan masalah sebesar 0.35, dan memeriksa kembali sebesar 0.34. Seluruh N-Gain adalah pada kategori sedang. 3)Tanggapan terhadap multimedia adalah 83 atau pada kategori sangat baik.  
Implementasi Model Meaningful Instructional Design (MID) Berbantukan Multimedia Gamifikasi untuk Meningkatkan Pemahaman Siswa Pada Mata Pelajaran Komputer dan Jaringan Dasar
Abstrak
Materi pengalamatan IP Address dalam mata pelajaran Komputer dan Jaringan Dasar sering kali dianggap sulit oleh siswa, terutama karena sifatnya yang abstrak dan tidak tervisualisasikan dengan baik. Studi ini bertujuan untuk mengevaluasi efektivitas model pembelajaran Meaningful Instructional Design berbantuan multimedia gamifikasi dalam meningkatkan pemahaman siswa terhadap materi ini. Metode penelitian yang digunakan adalah Quasi Experimental dengan desain Nonequivalent Control Group Design, melibatkan 40 siswa kelas X RPL di SMK Bina Wisata Lembang. Hasil penelitian menunjukkan adanya peningkatan pemahaman yang signifikan pada kelas eksperimen dibandingkan dengan kelas kontrol, dengan gain score sebesar 0,5525 untuk kelas eksperimen dan 0,3447 untuk kelas kontrol. Selain itu, 85,57% siswa memberikan respon positif terhadap penggunaan multimedia dalam pembelajaran. Temuan ini mengindikasikan bahwa penggunaan multimedia gamifikasi dalam model pembelajaran Meaningful Instructional Design dapat secara efektif meningkatkan pemahaman siswa pada materi pengalamatan IP Address dalam mata pelajaran Komputer dan Jaringan Dasar.
Kata Kunci: Model Meaningful Instructional Design (MID); Multimedia; Pemahaman Siswa.
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Abstract
The topic of IP Addressing in the Computer and Network Basics course is often considered difficult by students, primarily due to its abstract nature and lack of proper visualization. This study aims to evaluate the effectiveness of the Meaningful Instructional Design model, supported by gamified multimedia, in enhancing students\u27 understanding of this material. The research method used is Quasi Experimental with a Nonequivalent Control Group Design, involving 40 students from class X RPL at SMK Bina Wisata Lembang. The results of the study indicate a significant increase in understanding in the experimental class compared to the control class, with a gain score of 0.5525 for the experimental class and 0.3447 for the control class. Additionally, 85.57% of students gave positive feedback on the use of multimedia in learning. These findings suggest that the use of gamified multimedia in the Meaningful Instructional Design model can effectively improve students\u27 understanding of IP Addressing in the Computer and Network Basics course.
Keyword: Meaningful Instructional Design (MID) Model; Multimedia; Student Understandin