Voteteknika (Vocational Teknik Elektronika dan Informatika)最新文献

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Prototipe Perancangan dan Pembuatan Mesin Marka Jalan Otomatis Menggunakan Arduino Mega 2560 原型街头汽车设计和制造原型机使用大型Arduino 2560
Voteteknika (Vocational Teknik Elektronika dan Informatika) Pub Date : 2022-12-01 DOI: 10.24036/voteteknika.v10i4.120527
Ahmad Fauzi Yuliandri, Almasri Almasri
{"title":"Prototipe Perancangan dan Pembuatan Mesin Marka Jalan Otomatis Menggunakan Arduino Mega 2560","authors":"Ahmad Fauzi Yuliandri, Almasri Almasri","doi":"10.24036/voteteknika.v10i4.120527","DOIUrl":"https://doi.org/10.24036/voteteknika.v10i4.120527","url":null,"abstract":"","PeriodicalId":383704,"journal":{"name":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123777621","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Rancang Bangun Prototype Monitoring System Delivery Car Berbasis Internet of Things ranang bangan原型监控系统交付车基于物联网
Voteteknika (Vocational Teknik Elektronika dan Informatika) Pub Date : 2022-12-01 DOI: 10.24036/voteteknika.v10i4.120196
Mutiara Pratiwi Tarigan, Geovanne Farell, P. Jaya
{"title":"Rancang Bangun Prototype Monitoring System Delivery Car Berbasis Internet of Things","authors":"Mutiara Pratiwi Tarigan, Geovanne Farell, P. Jaya","doi":"10.24036/voteteknika.v10i4.120196","DOIUrl":"https://doi.org/10.24036/voteteknika.v10i4.120196","url":null,"abstract":"","PeriodicalId":383704,"journal":{"name":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","volume":"39 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122727350","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Rancang Bangun Sistem Informasi Pemondokan Mahasiswa Islami Berbasis Web 设计以伊斯兰学生为基地的信息系统
Voteteknika (Vocational Teknik Elektronika dan Informatika) Pub Date : 2022-12-01 DOI: 10.24036/voteteknika.v10i4.119801
Rahayu Nurmansyah, Denny Kurniadi
{"title":"Rancang Bangun Sistem Informasi Pemondokan Mahasiswa Islami Berbasis Web","authors":"Rahayu Nurmansyah, Denny Kurniadi","doi":"10.24036/voteteknika.v10i4.119801","DOIUrl":"https://doi.org/10.24036/voteteknika.v10i4.119801","url":null,"abstract":"Permasalahan yang paling mendasar dalam pemondokan mahasiswa islami ialah  pengelolaan adminstrasi, rekrutmen, promosi dan publikasi secara manual, sehingga menyebabkan pelaksanaan evaluasi dan pelaporan pemondokan kurang maksimal. Tujuan penelitian ini adalah menghasilkan sebuah aplikasi sistem informasi yang dapat membantu mengelola sistem pemondokan mahasiswa islami menjadi lebih praktis dan efektif. Metode yang digunakan dalam perancangan sistem informasi ini adalah metode waterfall. Sistem ini menggunakan framework Laravel dimana Framework tersebut berbasis PHP yang open source dan memiliki konsep model-view-controller.  Perancangan sistem informasi pemondokan mahasiswa islami ini menghasilkan sebuah sistem yang dapat memudahkan pemondokan mahasiswa islami dalam mengelola perkerutan, administrasi keuangan, penjadwalan kegiatan, promosi, dan publikasi pemondokan mahasiswa islami.Kata Kunci: Pemondokan, Framework Laravel, Metode Waterfall The most basic problem in Islamic student housing is the management of administration, recruitment, promotion and publication manually, causing the implementation of evaluation and reporting of lodging to be less than optimal. The purpose of this study is to produce an information system application that can help manage the Islamic student lodging system to be more practical and effective. The method used in the design of this information system is the waterfall method. This system uses the Laravel framework where the framework is based on open source PHP and has a model-view-controller concept. The design of this Islamic student accommodation information system produces a system that can facilitate Islamic student accommodation in managing wrinkles, financial administration, scheduling activities, promotions, and publications of Islamic student housing.Keywords: accommodation, Laravel Framework, Waterfall Method","PeriodicalId":383704,"journal":{"name":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121130107","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Pengaruh Game-Based Learning Menggunakan Aplikasi Quizizz Terhadap Hasil Belajar 使用Quizizz app对学习结果的游戏学习影响
Voteteknika (Vocational Teknik Elektronika dan Informatika) Pub Date : 2022-12-01 DOI: 10.24036/voteteknika.v10i4.120039
Sonali Arta Ully, Ika Parma Dewi
{"title":"Pengaruh Game-Based Learning Menggunakan Aplikasi Quizizz Terhadap Hasil Belajar","authors":"Sonali Arta Ully, Ika Parma Dewi","doi":"10.24036/voteteknika.v10i4.120039","DOIUrl":"https://doi.org/10.24036/voteteknika.v10i4.120039","url":null,"abstract":"This study aims to determine the effect of game-based learning methods by using. Quiziz on the subject of the basics of electronic engineering. This research is a type of quasi-experimental research (Quasi Experimental Research). The population in this study was students of class X electronics engineering at SMK Negeri 5 Padang. The sampling technique in this study used a nonprobability sampling technique with purposive sampling. The control class and experimental class samples were obtained, each consisting of 34 students. This research was conducted from September 9 to October 25, 2022. Data collection used 15 objective questions from the learning outcomes test. the information obtained was analyzed manually for the normality test, homogeneity test, and hypothesis testing. The results of the research test showed that the average score of students who used Game-Based Learning was 81.32 while students who used conventional learning had an average of 74.63. The results of the research hypothesis obtained tcount 3.279 > ttable 1.668, so that the alternative hypothesis (Ha) is accepted or rejects the null hypothesis (Ho). It can be concluded that in the Game-Based Learning learning method, the average student learning outcomes are better than the average student learning outcomes of conventional learning models.","PeriodicalId":383704,"journal":{"name":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","volume":"198 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133845596","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Pengembangan E-modul Interaktif Berbasis FLIPHTML5 sebagai Sumber Belajar untuk Mata Pelajaran Dasar Listrik dan Elektronika di Sekolah Menegah Kejuruan Negeri 2 Meulaboh 基于FLIPHTML5的互动e模块开发作为国家职业高中电力和电子基础课程的学习资源
Voteteknika (Vocational Teknik Elektronika dan Informatika) Pub Date : 2022-12-01 DOI: 10.24036/voteteknika.v10i4.119980
Andhur Maisyir, Legiman Slamet
{"title":"Pengembangan E-modul Interaktif Berbasis FLIPHTML5 sebagai Sumber Belajar untuk Mata Pelajaran Dasar Listrik dan Elektronika di Sekolah Menegah Kejuruan Negeri 2 Meulaboh","authors":"Andhur Maisyir, Legiman Slamet","doi":"10.24036/voteteknika.v10i4.119980","DOIUrl":"https://doi.org/10.24036/voteteknika.v10i4.119980","url":null,"abstract":"","PeriodicalId":383704,"journal":{"name":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127059267","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Pengembangan Media Pembelajaran Interaktif Berbasis Articulate Storyline 3 pada Mata Pembelajaran Sistem Pengendali Elektronika 基于艺术故事的互动学习媒体发展的电子控制学习系统
Voteteknika (Vocational Teknik Elektronika dan Informatika) Pub Date : 2022-12-01 DOI: 10.24036/voteteknika.v10i4.119591
Nurhamidah Nurhamidah, Ilmiyati Rahmy Jasril, Putra Jaya, Efrizon Efrizon
{"title":"Pengembangan Media Pembelajaran Interaktif Berbasis Articulate Storyline 3 pada Mata Pembelajaran Sistem Pengendali Elektronika","authors":"Nurhamidah Nurhamidah, Ilmiyati Rahmy Jasril, Putra Jaya, Efrizon Efrizon","doi":"10.24036/voteteknika.v10i4.119591","DOIUrl":"https://doi.org/10.24036/voteteknika.v10i4.119591","url":null,"abstract":"","PeriodicalId":383704,"journal":{"name":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114525094","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Operasi Ekonomis Motor Pompa Air pada Water Treatment Plant menggunakan Metode Iterasi Lambda 水治疗植物的游动电机经济运行采用了Lambda的再生方法
Voteteknika (Vocational Teknik Elektronika dan Informatika) Pub Date : 2022-12-01 DOI: 10.24036/voteteknika.v10i4.119539
Ciptian Weried Priananda, Ferian Bagus Kusuma, Tegar Esa Herlambang, Fivitria Istiqomah, Hendy Briantoro, Arif Musthofa
{"title":"Operasi Ekonomis Motor Pompa Air pada Water Treatment Plant menggunakan Metode Iterasi Lambda","authors":"Ciptian Weried Priananda, Ferian Bagus Kusuma, Tegar Esa Herlambang, Fivitria Istiqomah, Hendy Briantoro, Arif Musthofa","doi":"10.24036/voteteknika.v10i4.119539","DOIUrl":"https://doi.org/10.24036/voteteknika.v10i4.119539","url":null,"abstract":"","PeriodicalId":383704,"journal":{"name":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124098996","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Rancang Bangun Trainer Smart Home dengan FiturVoice Recognition Menggunakan Mikrokontroler Nodemcu Esp8266 Berbasis Internet of Things
Voteteknika (Vocational Teknik Elektronika dan Informatika) Pub Date : 2022-12-01 DOI: 10.24036/voteteknika.v10i4.120220
Isworo Nugroho, Ahmaddul Hadi
{"title":"Rancang Bangun Trainer Smart Home dengan FiturVoice Recognition Menggunakan Mikrokontroler Nodemcu Esp8266 Berbasis Internet of Things","authors":"Isworo Nugroho, Ahmaddul Hadi","doi":"10.24036/voteteknika.v10i4.120220","DOIUrl":"https://doi.org/10.24036/voteteknika.v10i4.120220","url":null,"abstract":"Sistem ini dirancang untuk memungkinkan siswa dapat membuat alat mengontrol lampu, kipas, stop kontak, dan pemanas air minum, yang memungkinkan dipantau secara online melalui jaringan internet dari smartphone. Pembuatan alat dimulai dengan proses perancangan alur blok diagram, berdasarkan rancangan blok diagram  dilakukan pemilihan spesifikasi komponen, integrasi perangkat keras, dan pemrograman sistem. Keluaran sistem dilengkapi dengan komponen yang mengontrol keadaan peralatan seperti lampu, kipas angin, soket, dan pemanas air minum. Modul Relay digunakan untuk mengontrol arus AC atau sebagai pengganti saklar kipas angin , lampu, stop kontak, dan pemanas air minum. Sistem ini menggunakan konsep Internet of Things (IoT). Dengan kata lain, terhubungnya sistem ke jaringan internet melalui mikrokontroler Node MCU ESP8266. Sistem mengakses data dari Firebase Web dan menampilkannya dalam aplikasi smartphone untuk memonitoring kondisi peralatan rumah tangga. Hasil penelitian dan pengujian menghasilkan bahwa perancangan Trainer  yang telah dibangun dapat mengontrol peralatan rumah tangga seperti lampu, kipas angin, stop kontak dan pemanas air minum.Kata kunci : Trainer, Smart Home, RFID, NodeMCU ESP8266, Firebase. This system is designed to allow students to make devices to control lights, fans, sockets, and drinking water heaters, which are monitored online via the internet from a smartphone. Making the tool begins with the process of designing a block diagram flow, based on the block diagram design, component specifications are selected, hardware integration, and system programming are carried out. The system output is equipped with components that control the state of equipment such as lights, fans, sockets, and drinking water heaters. Relay module used to control AC current or as a replacement for fan switches, lights, sockets, and drinking water heaters. This system uses the concept of the Internet of Things (IoT). In other words, the system is connected to the internet network through the Node MCU ESP8266 microcontroller. The system accesses data from Firebase Web and displays it in a smartphone application to monitor the condition of household appliances. The results of research and testing show that the Trainer design that has been built can control household appliances such as lights, fans, sockets and drinking water heaters.Keywords: Trainer, Smart Home, RFID, NodeMCU ESP8266, Firebase.","PeriodicalId":383704,"journal":{"name":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131876097","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Pengembangan Aplikasi Modul Elektronik (E-Modul) Pada Mata Pelajaran Administrasi Sistem Jaringan 网络管理系统电子模块应用程序开发
Voteteknika (Vocational Teknik Elektronika dan Informatika) Pub Date : 2022-12-01 DOI: 10.24036/voteteknika.v10i4.119838
Dion Dion, H. Saputra
{"title":"Pengembangan Aplikasi Modul Elektronik (E-Modul) Pada Mata Pelajaran Administrasi Sistem Jaringan","authors":"Dion Dion, H. Saputra","doi":"10.24036/voteteknika.v10i4.119838","DOIUrl":"https://doi.org/10.24036/voteteknika.v10i4.119838","url":null,"abstract":"Keberhasilan suatu proses pembelajaran untuk mencapai tujuan pembelajaran tidak terlepas dari media dan bahan ajar yang digunakan. Mengingat waktu pembelajaran tatap muka yang terbatas dengan volume materi pembelajaran yang harus disampaikan, dibutuhkan media dan bahan ajar yang tepat agar siswa tetap dapat melakukan pembelajaran diluar pertemuan tatap muka. Pengembangan Modul Elektronik (E-Modul) bertujuan agar siswa tetap dapat mempelajari materi mata pelajaran administrasi sistem jaringan secara mandiri tanpa harus melakukan pembelajaran tatap muka. Dalam pengembangannya, model pengembangan yang digunakan adalah model 4D, sedangkan dalam pembuatan aplikasinya menggunakan visual app builder FlutterFlow. Pengembangan ini menghasilkan sebuah aplikasi android E-Modul pada mata pelajaran administrasi sistem jaringan  yang sudah mengintegrasikan silabus, materi, jobsheet, video tutorial, dan evaluasi dalam satu aplikasi yang dapat digunakan oleh siswa untuk mempelajari materi pembelajaran diluar pembelajaran tatap muka. Aplikasi E-Modul yang dikembangkan telah melalui uji validitas dan praktikalitas. Hasil uji validitas menunjukkan nilai sebesar 89,75% sedangkan hasil uji praktikalitas menunjukkan nilai 94% oleh guru dan 81.4% oleh siswa.Kata kunci : E-Modul, Administrasi Sistem Jaringan, 4D, Android The success of a learning process to achieve learning objectives is inseparable from the media and teaching materials used. Given the limited face-to-face learning time with the volume of learning material that must be delivered, appropriate media and teaching materials are needed so that students can still carry out learning outside of face-to-face meetings. The development of the Electronic Module (E-Module) aims to enable students to learn network system administration subject matter independently without having to do face-to-face learning. In its development, the development model used is the 4D model, while in making the application it uses the FlutterFlow visual app builder. This development produces an Android E-Module application in the subject of network system administration which has integrated syllabus, materials, jobsheets, video tutorials, and evaluations in one application that can be used by students to study learning material outside of face-to-face learning. The developed E-Module application has gone through validity and practicality tests. The results of the validity test showed a value of 89.75% while the results of the practicality test showed a value of 94% by teachers and 81.4% by students.Keywords: E-Modul, Network System Administration, 4D, Android","PeriodicalId":383704,"journal":{"name":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131624051","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Pengembangan E-Modul Berbantuan Android Pada Materi Instalasi Sistem Operasi Android e模块的辅助开发关于操作系统安装材料
Voteteknika (Vocational Teknik Elektronika dan Informatika) Pub Date : 2022-09-30 DOI: 10.24036/voteteknika.v10i3.119258
Rizkayeni Marta, Ika Parma Dewi, Daniel Rinaldi, Anggit Aprianto, Resti Rahmi Khairati Costa
{"title":"Pengembangan E-Modul Berbantuan Android Pada Materi Instalasi Sistem Operasi","authors":"Rizkayeni Marta, Ika Parma Dewi, Daniel Rinaldi, Anggit Aprianto, Resti Rahmi Khairati Costa","doi":"10.24036/voteteknika.v10i3.119258","DOIUrl":"https://doi.org/10.24036/voteteknika.v10i3.119258","url":null,"abstract":"Hasil analisis penelitian pendahuluan yang peneliti lakukan di SMK Negeri 2 Padang menyatakan bahwa mata pelajaran komputer dan jaringan dasar pada materi Instalasi Sistem Operasi kesulitan memahami materi dikarenakan materi yang diberikan bersifat abstrak dan monoton. Sehingga sebanyak 92% siswa membutuhkan bahan ajar yang praktis dan menarik. Pendidik dapat memanfaatkan sarana media pembelajaran yang sanggup memberikan pemahaman bagi siswa pada sesuatu materi yang dipelajari. Salah satu media pembelajaran yang mengkombinasikan teknologi biasanya dipakai merupakan e- modul. Tujuan dari penelitian adalah menghasilkan produk berupa e-modul instalasi sistem operasi yang valid, dan praktis sebagai bahan ajar untuk guru dan sumber belajar untuk siswa kelas X teknik komputer jaringan. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model 4-D. Model 4-D merupakan model pengembangan dengan tahapan define (pendefinisian masalah), design (perancangan), development (pengembangan) dan dessiminate (penyebaran).. Hasil penelitian menyimpulkan bahwa: e-modul berbasis android yang dikembangkan memenuhi standar valid dan layak digunakan dengan rata-rata sebesar 83% dengan kategori sangat valid. Nilai praktikalitas e-modul dilihat dari respon guru dan siswa, dimana didapatkan nilai praktikalitas e-modul berbasis android sebesar 86,57% dengant kategori praktis. Selanjutnya uji pratkikalitas dilakukan terhadap siswa didapat hasil sebesar 86,23% yang apabila diinterpretasikan dengan taraf kepraktisan, maka dapat dikatakan media ini sangat praktis.Kata kunci: Android, E-Modul, Instalasi Sistem Operasi, Research and Development The results of the analysis of the preliminary research conducted by the researchers at SMK Negeri 2 Padang stated that the basic computer and network subjects in the Operating System Installation material had difficulty understanding the material because the material provided was abstract and monotonous. So that as many as 92% of students need practical and interesting teaching materials. Educators can take advantage of learning media facilities that can provide students with an understanding of the material being studied. One of the learning media that combines technology is usually used is an e-module. The purpose of the research is to produce a product in the form of an operating system installation e-module that is valid, and practical as a teaching material for teachers and a learning resource for students of class X computer network engineering. This research is a development research using a 4-D model. The 4-D model is a development model with the stages of define, design, development  and dessiminate. The results of the study conclude that: the android-based e-module developed meets valid standards and is suitable for use with an average of 83% with a very valid category. The practicality value of e-modules is seen from the responses of teachers and students, where the practical value of an Android-based e-module is","PeriodicalId":383704,"journal":{"name":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129513554","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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