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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 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.