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Pengaruh Penggunaan Multimedia Presentasi Terhadap Hasil Belajar Informatika Siswa Kelas Vii Smpn 2 Batang Gasan tiara Tiara Sri Rahayu; Novrianti; Mutiara Felicita Amsal; Khairul Alfahani
Jurnal QOSIM : Jurnal Pendidikan, Sosial & Humaniora Vol 4 No 4 (2026): 2026
Publisher : Yayasan pendidikan dzurriyatul Quran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61104/jq.v4i4.9470

Abstract

Penelitian ini bertujuan untuk mengetahui apakah terdapat Pengaruh dari multimedia presentasi terhadap hasil belajar Informatika siswa kelas VII SMPN 2 Batang Gasan, ditemukannya permasalahan seperti media pembelajaran yang digunakan dalam pembelajaran Informatika kurang bervariasi sehingga siswa cepat merasa bosan saat belajar, rendahnya hasil belajar siswa yang belum mencukupi KKM 75. Jenis penelitian ini Adalah penelitian kuantitatif dengan menggunakan pendekatan Kuasi Eksperimen. Populasi pada penelitian ini Adalah siswa kelas VII SMPN 2 Batang Gasan. Teknik pengambilan sampel menggunakan Teknik Simple Random Sampling, Dimana sampel pada penelitian ini Siswa Kelas VII A (Kontrol), Dan Kelas VII B (Eksperimen) masing-masing kelas terdiri dari 26 siswa. Teknik pengumpulan data menggunakan tes yang berupa soal objektif sebanyak 20 soal yang telah diuji validitas. Setelah diperoleh data terhadap hasil belajar, dilakukan uji normalitas, uji homogenitas dan dilanjutkan uji-t. hasil penelitian ini menunjukkan nilai rata-rata siswa yang menggunakan multimedia presentasi yaitu 80,96 lebih tinggi dari kelas menggunakan media yang tersedia yaitu 74,04. Sedangkan dari perhitungan t-tes diperoleh thitung > ttabel yaitu, 2,3457 > 2,010 pada taraf signifikan α 0,05. Dengan demikian penerapan multimedia presentasi berpengaruh secara signifikan terhadap hasil belajar siswa kelas VII SMPN 2 Batang Gasan.
AR-Based SISKOMA Interactive Multimedia for Improving Conceptual Understanding in Junior High School Science Taufik Ilham S; Meldi Ade Kurnia Yusri; Mutiara Felicita Amsal; Khairul Alfahani
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 11 No. 1 (2026)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v11i12026p185-198

Abstract

This study aimed to develop and evaluate SISKOMA, an Augmented Reality (AR)-based interactive multimedia platform designed to improve students’ conceptual understanding of the Human Coordination System in junior high school science learning. The study employed a Research and Development (R&D) approach using the ADDIE instructional design model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The research involved 29 Grade IX students at SMPN 32 Padang selected through purposive sampling. SISKOMA was developed by integrating text, narration audio, animations, instructional videos, interactive quizzes, and WebAR-based three-dimensional visualizations within a single instructional environment. The multimedia design was grounded in Mayer’s Cognitive Theory of Multimedia Learning and Sweller’s Cognitive Load Theory. Data collection instruments included expert validation sheets, teacher and student practicality questionnaires, interviews, and pretest-posttest assessments. The results indicated that SISKOMA achieved a very valid classification from media experts (87.88%) and material experts (87.5%). Practicality assessments showed highly positive responses from teachers (90.2%) and students. Effectiveness analysis using the normalized gain (N-Gain) formula produced a score of 0.54, categorized as moderate improvement. These findings indicate that SISKOMA is a pedagogically feasible and practically accessible AR-based multimedia platform capable of supporting students’ conceptual understanding of abstract biological concepts. The study further highlights the importance of pedagogical integration, cognitive load management, and technological accessibility in optimizing AR-supported science learning.
Pengembangan Game Edukasi pada Materi Negara Kesatuan Republik Indonesia Kelas XI SMA Yola Sepkia; Mutiara Felicita Amsal; Khairul Alfahani
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.6563

Abstract

The low level of student engagement in Pancasila and Citizenship Education (PPKn) learning indicates the need for innovative learning media that are appropriate to the characteristics of the digital generation. Learning that is still dominated by non-interactive media tends to be less able to encourage active participation and focus on student learning. This study aims to develop an adventure educational game based on the Zep Quiz digital platform on the sub-material of Threats, Challenges, Obstacles, and Disturbances (ATHG) in the material of the Unitary State of the Republic of Indonesia (NKRI) for grade XI high school students that meets the criteria of validity and practicality. The study uses a Research and Development approach with a 4D development model that includes the stages of define, design, develop, and disseminate. The research subjects consisted of 35 grade XI students of SMAN 4 Pariaman. Data were collected through validation sheets from material and media experts, as well as student practicality questionnaires using a Likert scale. The data analysis technique was carried out descriptively quantitatively by calculating the percentage of the product's validity and practicality levels. The results of the study indicate that the developed educational game has a very valid level of material and media validity, and a very practical level among students. These findings indicate that the Zep Quiz-based educational game is suitable for use as a supplementary learning medium to increase student engagement in PPKn learning in high school.
Pengembangan Media Gamifikasi Berbantuan Crossword Puzzle untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Informatika Kelas VIII SMP Salsa Elza Monika; Zelhendri Zen; Meldi Ade Kurnia Yusri; Khairul Alfahani
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.6733

Abstract

This study aimed to develop a web-based HTML5 gamification learning media in the form of a digital crossword puzzle on the topic of Digital Literacy that meets valid, practical, and effective qualifications. This study was a Research and Development (R&D) project using the 4D development model (Define, Design, Develop, and Disseminate). Data collection instruments included expert validation sheets (material and media), practicality questionnaires (student responses), and effectiveness scales (user engagement questionnaires). Data were analyzed using both quantitative and qualitative methods. The results showed that: (1) The material validity test by educational practitioners achieved a score of 92% ("Very Valid"). Media validity by Media Expert I scored 98.94% ("Very Valid") and Media Expert II scored 95.8% ("Very Valid"). (2) The practicality test based on grade VIII student response questionnaires reached an average percentage of 88.8% ("Very Practical"), driven by the flexibility of cross-platform accessibility without requiring application installation. (3) The effectiveness test based on the user engagement scale achieved an average percentage of 87.1% ("Very Effective"). The integration of real-time feedback and time-challenge elements successfully stimulated students' cognitive focus, intrinsic motivation, and critical thinking skills. Based on these findings, it is concluded that this crossword puzzle gamification media is feasible, practical, and highly effective for utilization as an innovative learning tool in junior high school Informatics
Pengembangan Multimedia Interaktif Berbasis Teori Kognitif Bruner pada Mata Pelajaran Biologi Kelas X di SMA Ananda Salsabilla Mutfi; Darmansyah; Mutiara Felicita Amsal; Khairul Alfahani
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

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

Abstract

This research was motivated by the low learning outcomes of students in Biology and the limited use of interactive learning media at SMA Negeri 2 Padang Panjang. The study aimed to develop an interactive multimedia based on Bruner's Cognitive Theory for the Ecosystem topic in Grade X Senior High School that is valid and practical for use in learning activities. This study employed a Research and Development (R&D) method using the 4D model, consisting of the Define, Design, Develop, and Disseminate stages. The product was developed using Articulate Storyline by integrating Bruner’s representation stages, namely enactive, iconic, and symbolic. The validity test was conducted by material and media experts, while the practicality test involved Grade X students of SMA Negeri 2 Padang Panjang. The results showed that the developed interactive multimedia obtained a material validity score of 4.91, categorized as very valid, and a practicality score of 83.51, categorized as very practical. Therefore, the Bruner Cognitive Theory-based interactive multimedia developed in this study is feasible to be used as a Biology learning medium to help students understand concepts in a more interesting, active, and meaningful way  
PENGEMBANGAN GAME ADVENTURE TEKNODIGITALIN PADA MATA PELAJARAN INFORMATIKA KELAS SMA/SEDERAJAT Maisyarah; Meldi Ade Kurnia Yusri; Nofri Hendri; Khairul Alfahani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15665

Abstract

The development of this adventure game was undertaken to address challenges in the computer science curriculum, specifically the limited diversity of teaching materials, which often diminishes students' interest in learning and hinders their understanding without visual examples. This study aims to create a valid and practical adventure game for tenth-grade high school students or equivalent levels. The research employed a Research and Development (R&D) methodology using the 4D development model—Define, Design, Develop, Disseminate. Validity testing was conducted by three experts: one content validator and two media validators. Practicality testing involved tenth-grade students, followed by dissemination and effectiveness evaluation with computer science teachers and tenth-grade students at two different schools. The validity assessment conducted by subject matter experts yielded a 93.7% score, classified as very valid. The combined validity assessment results from Media Expert I and Media Expert II reached 97.8%, categorized as very valid. The practicality assessment achieved a 95.2% score, deemed very practical. The teacher effectiveness evaluation demonstrated a 90% score, labeled very effective, while the student effectiveness score was 91.9%, also rated very effective. Based on these results regarding validity, practicality, and effectiveness, it can be concluded that the developed adventure game is suitable for use in Informatics education.