Claim Missing Document
Check
Articles

Found 18 Documents
Search

EFEKTIVITAS COMPUTER BASED TESTING SEBAGAI SARANA TES HASIL BELAJAR Maiziani, Fitri
Jurnal Kiprah Vol 4 No 1 (2016): KIPRAH
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (312.297 KB) | DOI: 10.31629/kiprah.v4i1.406

Abstract

Belajar merupakan sebuah proses yang terpenting didalam sebuah pendidikan. Terjadinya proses belajar ditandakan dengan adanya perubahan- perubahan pada ranah kognitif, afektif, dan psikomotor pada diri peserta didik. Secara umum proses belajar memiliki tujuan sebagai wadah untuk mencerdaskan generasi bangsa. Secara khusus, belajaar memiliki tujuan untuk memberikan bekal berupa pengetahuan, pengalaman, keterampilan, dan pengembangan sikap kepada peserta didik.Untuk melihat ketercapaian dari tujuan belajar, maka perlu untuk diukur keberhasilan dari belajar. Hasil belajar merupakan sebuah patokan untuk mengetahui apakah proses belajar yang dilakukan oleh peserta didik dalam rangka mencapai tujuan belajar yang telah ditetapkan sebelum nya telah tercapai atau belum. Hasil belajar juga dapat bermanfaat sebagai bahan pertimbangan untuk pelaksanaan proses belajar selanjutanya. Melalui hasil belajar, juga dapat dilakukan proses evaluasi pelaksanaan belajar dan pembelajaran yang telah berlangsung. Pentingnya diketahui terhadap keberhasilan proses belajar siswa, secara berkesinambungan guru perlu melakukan penilaian dan pengukuran terhadap hasil belajar siswa. Tes merupakan salah satu instrument dalam melakukan evauasi keberhasilan belajar.Namun pada pelaksanaannya terkadang terjadi beberapa masalah. Jika masalah-masalah yang terjadi tidak dibenahi, maka makna serta fungsi pengukuran dan penilaian akan bergeser. Menyikapi permasalahan tersebut, maka dibutuhkan sebuah solusi dalam proses pelaksanaan tes. Salah satu solusi yang dapat diberikan dalam mengatasi permasalahan tes hasil belajar yaitu pemanfaatan Computer Based Testing dalam pelaksanaan tes hasil belajar. Melalui jurnal ilmiah ini akan dipaparkan pemanfaatan Computer-Based Testing (CBT) sebagai sarana tes hasil belajar. Tujuan dari penulisan jurnal ilmiah ini untuk melihat kefektivan pemanfaatan Computer-Based Testing (CBT) sebagai sarana tes hasil belajar.
Kompetensi Media Pembelajaran Berbasis Teknologi Informasi dan Komunikasi oleh Guru di SMA Winanda Amilia; Fitri Maiziani
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 2 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (856.348 KB) | DOI: 10.24036/et.v8i2.110984

Abstract

Government Regulation of the Republic of Indonesia Number 74 of 2008 concerning teachers article 3 describes the 4 competencies that a teacher must have. These competencies are pedagogical competence, personality competence, social competence and professional competence. Pedagogic competence and professional competence are closely related to the use of technology in learning. Learning media is a tool or intermediary that functions to facilitate the teaching and learning process so that communication between teachers and students is more effective. This research was conducted to determine the competence of learning media based on Information and Communication Technology by teachers at Senior High Schools in Padang City. The research was conducted in the form of a combination approach that combines quantitative and qualitative methods. these are selected according to the problem under study. The combination of these two approaches will strengthen the study related to the overall phenomenon under study. To obtain quantitative data, a questionnaire was developed based on research indicators.
Validasi Pengembangan Media Edukasi Protokol Covid Berbasis Sablon dalam Bentuk Pouch Bagi Siswa Sekolah Dasar di Kota Padang Fitri Maiziani; Dedi Supendra
Jurnal Inovasi Pendidikan dan Pembelajaran Sekolah Dasar Vol 5, No 1 (2021): JIPPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jippsd.v5i1.112937

Abstract

The Covid-19 pandemic has had an impact on all lines of life, including the education aspect. Entering the New Normal Era, the implementation of learning in schools is regulated following the health protocol. The purpose of this study was to see the validity of the development of Screen Printing-Based Covid Protocol Educational Media in Pouch Form for Elementary School Students in Padang City. The research method used is development research with a 4D model. This research procedure uses quantitative and qualitative data by using research instrument validity questionnaire sheets distributed to experts (validators). The results of this study obtained validity from very valid health experts, from valid media experts, from valid graphic design experts, and from Very Valid Elementary School Education experts
The Practicality Test Of Audio-Based Podcast Media For Online Learning Dedi Supendra; Grahita Kusumastuti; Fitri Maiziani; Elsa Rahmayanti
SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS) Vol 10, No 2 (2022): SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS): Publishing May 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/spektrumpls.v10i2.116977

Abstract

The outbreak of Covid-19 pandemic has been given an impatful consequence to the change of learning system from conventional to virtual meeting. The learning resources, at the beginning, are delivered by the teachers directly in the classroom and textbooks then become ineffective ways because the distance issue between the teachers and the students. Furthermore, a variety of digital based learning media then is developed, including implementing the Podcast in the learning and teaching process. This study aims at analyzing the practicality test of Podcast in Introduction to Education Course. About 121 students were involved to participate in giving their perspectives and opinion toward the developed media. The test had been conducted three times, namely: individual test, small group test, and field test. From the examination, it can be concluded that the result of individual test is enough practical with 78,6%, small group test is practical (83,3%) and field test is practical (88,4%). In the meantime, the students gave some positive reason on applying Podcast in learning, such as: the accessibily, flexibility, and the connectivity.
Falsafah Teknologi Pendidikan Terhadap Desain Instruksional Pelatihan Fitri Maiziani; Siti Masitoh; Mochamad Nursalim
Cendikia : Media Jurnal Ilmiah Pendidikan Vol 13 No 2 (2022): November: Education Science
Publisher : Institute of Computer Science (IOCS)

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

Abstract

Pendidikan adalah usaha sadar dalam meningkatkan kualitas sumber daya manusia, tidak hanya pada pendidikan formal, namun juga pada pendidikan non formal seperti pendidikan pada sebuah pelatihan. Pendidikan dapat berjalan baik maka harus di dukung dengan proses pembelajaran yang baik pula. Pembelajaran yang baik dapat tercipta di awali dengan desain pembelajaran yang baik pula. Untuk menghasilkan desain pembelajaran yang baik maka dibutuhkan proses berfikir secara mendalam. Melakukan proses berfikir secara mendalam ini di sebut dengan proses berfilsafat. Filsafat adalah kegiatan berfikir manusia dalam menghasilkan sebuah konsep. Tujuan dari literature review ini adalah untuk mendeskripsikan falsafah teknologi pendidikan dalam melakukan desain pembelajaran pada pendidikan pelatihan. Metode penulisan artikel ini adalah menggunakan literature review, dimana dibahas beberapa artikel dan buku terkait filsafat pendidikan, filsafat teknologi pendidikan, desain instruksional, dan pelatihan. Hasil dari literature review ini adalah dalam mendesain pembelajaran pada sebuah kepelatihan perlu adalanya landasan berfikir dan berfikir secara filsafat untuk menetapkan tujuan pelatihan, pemilihan materi pelatihan, pemilihan strategi pelatihan, dan model kepelatihan yang tepat bagi pelaksanaan kepelatihan
Pengembangan Desain Pesan Podcast Sebagai Media Pembelajaran Bahasa Inggris Muhammad Ilwan Al-Asmahi; Novrianti Novrianti; Zuliarni Zuliarni; Fitri Maiziani
Jurnal Literasi Digital Vol. 2 No. 2 (2022): Juli 2022
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54065/jld.2.2.2022.229

Abstract

The development of Podcast Message Design is carried out as an effort to solve learning problems where the lack of learning media used by teachers during the learning process has an impact on the low interest in learning and motivation of students. Podcast is one of the media that can support student learning both at school and individually at home. Learning media can be used as an alternative to reduce problems in learning in students' listening skills, so that learning can be fun. This study aims to develop a Podcast media in the eighth grade English subject in order to produce a media that is valid and suitable for use by teachers and students. This type of research is research and development (Research & Development) with a 4D model (Defind, Design, Development, Disseminate). The product validity test developed was carried out by three validators consisting of one material expert and two media experts. The product trial or practicality was carried out to the students of class VIII SMP with a total of 22 students to test the practicality of the podcast media product for Class VIII SMP English Subjects that had been designed. Based on the results of the assessment of the material validator and media validator, the material validation results obtained an average of 4.8 categorized as "very suitable", the validation results from the media validator 1 obtained an average of 4.5 categorized as "appropriate" and the media validator 2 obtained an average of 4.78 is categorized as "very feasible". This podcast media is said to be "practical" based on a practicality test with an average value of 4.57. Based on the results of the validity and practicality tests, it can be concluded that the Media Podcast for Class VIII Junior High School English Subjects that was developed is suitable for use in English Class VIII Junior High School Subjects.
Pengaruh Penggunaan Media Pembelajaran Interaktif Teka-Teki Silang (TTS) Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Sejarah Kelas X Gustiani, Rahma; Hidayati, Abna; Maiziani, Fitri; Pratiwi, Rahmi
Journal of Innovative and Creativity Vol. 6 No. 2 (2026)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

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

Abstract

Permasalahan yang ditemukan di lapangan yaitu sebagian siswa kelas X SMKN 1 Bukit Sundi kurang aktif dalam proses pembelajaran, guru belum menggunakan media pembelajaran interaktif Teka-Teki Silang (TTS) dalam proses pembelajaran pada mata pelajaran Sejarah. Penelitian ini dilakukan untuk mengetahui pengaruh penggunaan media pembelajaran Teka-Teki Silang (TTS) pada mata pelajaran Sejarah kelas X SMK. Penelitian dilakukan dengan menggunakan metode kuantitatif quasi eksperimen, menggunakan dua kelas yang terdiri dari 30 orang masing-masing kelas. Pengumpulan data dengan menggunakan tes dalam bentuk objektif sebanyak 20 butir soal. Teknik analisis data yang digunakan yaitu uji normalitas, homogenitas dan uji-t. Data hasil penelitian diperoleh nilai rata-rata kelompok eksperimen sebesar 86,83 lebih tinggi dari rata-rata kelompok kontrol sebesar 79,67. Dari analisis uji-t diperoleh thitung > ttabel dengan taraf signifikan 0,05. Maka disimpulkan terdapat pengaruh signifikan terhadap hasil belajar siswa pada mata pelajaran Sejarah kelas X SMKN 1 Bukit Sundi
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.
Development of Interactive Markerless Augmented Reality Media for the Human Respiratory System in Grade VIII Junior High School Science Garcinia Mangostana Juarsyah; Abna Hidayati; Fitri Maiziani; Rosmaria
Indonesian Technology and Education Journal Vol 4 No 1 (2026): April
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v4i1.1324

Abstract

This study aimed to develop and evaluate an interactive Markerless Augmented Reality (AR) learning medium for the human respiratory system topic in Grade VIII Junior High School science, addressing the limitations of conventional instructional media in visualizing abstract internal physiological processes that cannot be directly observed by students. A Research and Development (R&D) approach was employed using the 4D development model (Define, Design, Develop, Disseminate), with the media developed using Unity, Vuforia Engine, Blender, and Figma and delivered as an Android application; data were collected through material and media validation questionnaires, a student practicality questionnaire, and pre-test/post-test instruments analysed using the Normalized Gain (N-Gain) formula. Material validation yielded 96.25% (Very Valid), media validation reached 98.67% (Very Valid) after two iterative revision rounds, practicality testing with 32 Grade VIII students produced 94.69% (Very Practical), and effectiveness testing yielded a mean N-Gain of 0.62, categorized as Moderate according to Hake's (1998) framework and classified as Effective enough based on the percentage criteria applied in this study, with post-test mean (85.00) surpassing the minimum mastery criterion of 80. The developed media demonstrates strong potential as a promising model for technology-based science instruction at the junior high school level; however, the findings are subject to limitations as the study was conducted within a single school, covered a single content topic, was restricted to Android platform compatibility, and was evaluated within a single instructional session, which may limit the generalisability of the results. This study contributes an empirically validated Markerless AR application specifically developed for the human respiratory system, an abstract internal physiological topic at the Grade VIII level that remains comparatively underserved in existing AR-based science education research, with the integrated evaluation of validity, practicality, and effectiveness within a single 4D development cycle offering a methodologically complete quality-assurance framework for future AR media developers.
Development of Augmented Reality Learning Media Based on Assemblr Studio Web for Grade VII Junior High School Informatics Subjects Bella Anjani; Fetri Yeni J; Novrianti; Fitri Maiziani
Journal of Multidisciplinary Science: MIKAILALSYS Vol 4 No 3 (2026): Journal of Multidisciplinary Science: MIKAILALSYS
Publisher : Darul Yasin Al Sys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/mikailalsys.v4i3.11539

Abstract

Local Area Network (LAN) concepts in the seventh-grade Informatics curriculum are relatively abstract, making it difficult for students to understand network topologies, inter-device relationships, and data communication processes. This study aimed to develop Augmented Reality (AR)-based learning media using Assemblr Studio Web and evaluate its validity and practicality for teaching LAN concepts. The study employed a Research and Development approach based on the 4D model, comprising the define, design, develop, and disseminate stages. Conducted at SMP Negeri 4 Palupuh, the study involved one subject-matter expert, two media experts, and 24 seventh-grade students. Data were collected using validation sheets and practicality questionnaires and analysed through mean scores and percentages. The findings showed that the developed learning media obtained a material validity score of 4.46 and a media validity score of 4.74, both of which were categorised as highly valid. The practicality assessment yielded a score of 86%, indicating that the media was highly practical for classroom use. The AR-based media provided interactive visualisations of Bus, Star, and Ring network topologies, thereby facilitating students’ understanding of LAN structures, relationships among devices, and data communication processes. The study concludes that the developed AR learning media is valid and practical for use in seventh-grade Informatics instruction. These findings demonstrate the potential of AR technology to support the concrete visualisation of abstract concepts, promote interactive learning, and strengthen the pedagogical integration of digital technology in Informatics education.