Eldarni, Novrianti
Kurikulum Dan Teknologi Pendidikan Universitas Negeri Padang

Published : 4 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 4 Documents
Search

PENGEMBANGAN MODUL BERBASIS PROJECT BASED LEARNING PADA MATA PELAJARAN INFORMATIKA KELAS 10 DI SMA Putri Rahma Dani, Fetri Yeni J; Eldarni, Novrianti
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Order
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.7527

Abstract

This research was motivated by the teaching materials used by teachers, which were not specific or focused on student needs. These included the continued use of textbooks and the use of whiteboards that did not reflect project-based learning, resulting in a lack of student engagement. Students often felt bored during lessons, negatively impacting student learning outcomes. This necessitated the development of a Project-Based Learning Module for 10th-grade Informatics in high school, which could engage students and enhance their understanding of the material.This research employed Research & Development (R&D). The development model used was the ADDIE model, consisting of five stages: analysis, design, development, implementation, and evaluation. Data collection instruments used were observation, documentation, and questionnaires. Data analysis techniques used included validity and practicality. This research was conducted at SMA Negeri 1 Tanjung Mutiara. The results showed that the module had a material validation level of 98.6% (very valid), and a media validity level of 88.5% (very valid). The practicality test for the developed module was declared very practical at 93.2%. Thus, it can be concluded that the Project Based Learning Module in Informatics Subject for Grade 10 in Senior High School has been declared valid and practical.
Efektivitas Model Pembelajaran Inkuiri Terbimbing Terhadap Hasil Belajar Peserta Didik Mata Pelajaran IPA Kelas VII SMP Muhammadiyah 5 Padang Silvia Orinda; Fetri Yeni j; Eldarni; Novrianti
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8194

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar IPA peserta didik kelas VII SMP Muhammadiyah 5 Padang karena keterbatasan media pembelajaran, serta penggunaan model pembelajaran yang masih membuat peserta didik cenderung pasif dalam belajar. Tujuan penelitian ini untuk mengetahui efektivitas model pembelajaran inkuiri terbimbing berbantuan aplikasi solar system scope terhadap hasil belajar pada materi Bumi dan Tata Surya. Penelitian menggunakan pendekatan kuantitatif dengan metode quasi eksperimen desain nonequivalent control group tipe posttest-only. Subjek penelitian ini terdiri dari dua kelas, yaitu kelas eksperimen dengan model inkuiri terbimbing berbantuan aplikasi solar system scope dan kelas kontrol dengan model discovery learning. Data diperoleh melalui tes hasil belajar dan dianalisis dengan uji-t menggunakan aplikasi SPSS. Hasil penelitian menunjukkan rata-rata nilai posttest kelas eksperimen 86,54 lebih tinggi dibandingkan rata-rata kelas kontrol 63,87. Hasil analisis thitung yaitu sebesar 6,679 dengan signifikansi 0,000 < 0,05. Dengan demikian, model inkuiri terbimbing berbantuan aplikasi solar system scope efektif meningkatkan hasil belajar IPA.
Pengembangan multimedia interaktif berbasis STEM pada mata pelajaran informatika sekolah menengah atas Intan Syafitri; Novrianti Novrianti; Fitri Maiziani; Rahmi Pratiwi
JPGI (Jurnal Penelitian Guru Indonesia) Vol. 11 No. 2 (2026): JPGI
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/027129jpgi0005

Abstract

Penelitian ini bertujuan untuk mengembangkan, memvalidasi, dan menguji kepraktisan multimedia interaktif berbasis STEM pada mata pelajaran Informatika, khususnya pada materi Berpikir Komputasional, untuk siswa kelas X SMA. Penelitian ini menggunakan metode Research and Development (R&D) dengan model 4D (Define, Design, Develop, Disseminate). Produk dikembangkan menggunakan Construct 2 dan divalidasi oleh dua orang ahli media serta satu orang ahli materi, kemudian diuji cobakan kepada 28 siswa kelas X. Data dianalisis menggunakan skala Likert. Hasil penelitian menunjukkan bahwa multimedia yang dikembangkan memperoleh skor validitas 4,5 dari ahli materi, 4,1 dari validator media 1, dan 4,8 dari validator media 2, yang seluruhnya berkategori "Sangat Valid". Hasil uji praktikalitas menunjukkan nilai rata-rata 4,56 dengan kategori "Sangat Praktis". Temuan ini menunjukkan bahwa multimedia interaktif berbasis STEM ini valid dan praktis digunakan sebagai media pembelajaran pada mata pelajaran Informatika.
ANALISIS KAWASAN DESAIN DALAM PENINGKATAN KOMPETENSI MENDESAIN BAGI ANGGOTA UNIT DESAIN GRAFIS TEKNOLOGI PENDIDIKAN Rahmani; Novrianti; Amsal, Mutiara Felicita; Alkadri Masnur
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.56571

Abstract

This study aims to analyze the role of the design domain in enhancing the design competencies of members of the Graphic Design Unit in the Educational Technology Study Program at Universitas Negeri Padang. This research employed a descriptive quantitative approach, with data collected through questionnaires distributed to all members of the Graphic Design Unit. The research variables consisted of the design domain, focusing on message design and learner characteristics, and design competency, which included work attitude, knowledge, skills, and creativity. The findings indicate that all indicators were categorized as high to very high. The message design indicator was classified as very high, with a mean score of 4.10 and a percentage of 82%. The learner characteristics indicator showed that students were able to integrate theory and practice and adapt designs to users’ needs, with a mean score of 3.92 and a percentage of 78.40%, which falls within the high category. Furthermore, students’ design competencies demonstrated substantial improvement, as reflected in their professional work attitude, which achieved a mean score of 4.23 and a percentage of 84.60%, categorized as very high. Technical skills mastery obtained a mean score of 3.99 and a percentage of 79.80%, categorized as high. In addition, creativity achieved a mean score of 4.21 and a percentage of 84.20%, which was categorized as very high. In conclusion, the design domain makes a significant contribution to improving students’ design competencies. The Graphic Design Unit, as an organizational platform, also plays a strategic role in supporting the comprehensive development of students’ skills in both academic and non-academic aspects.