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Pengembangan Media Pembelajaran Google Site Materi Perubahan Iklim untuk Kelas 10 MA Al-Fattahiyyah Ayu Siti Nur Afifah; Fahrur Rozy
AKSIOMA : Jurnal Sains Ekonomi dan Edukasi Vol. 3 No. 1 (2026): AKSIOMA : Jurnal Sains, Ekonomi dan Edukasi
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/aksioma.v3i1.2176

Abstract

Several tenth-grade students at MA Al-Fattahiyyah perceive physics as a difficult and uninteresting subject. Current conventional teaching methods require innovation to boost student motivation. To address this, interactive learning media using Google Sites is proposed to create a more engaging and active learning environment. This study aims to develop a valid and feasible learning medium on climate change for tenth-grade students at MA Al-Fattahiyyah. The research employs a Research and Development (R&D) method, using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation. The content aligns with the school's current instructional modules. Participants include two media experts, one subject matter expert, and tenth-grade students. Research instruments include interview guidelines, validation checklists, and user response questionnaires. Validation by the two media experts yielded scores of 82 percent and 97 percent, while the subject expert gave 88 percent. Field testing with small and large groups of students showed scores of 90 percent and 91 percent, respectively. The average score was 90 percent, indicating the media is “Highly Valid”. These results show that the developed media is suitable for classroom use and can enhance the quality of physics instruction by making learning more interactive, engaging, and pedagogically effective.
Pengembangan Media Pembelajaran Interaktif Berbasis Audio Visual Menggunakan Canva pada Pelajaran Sistem Komputer untuk Siswa Kelas VII di SMP Islam Al Fattahiyyah Mohammad Aziz Setya Kusuma; Fahrur Rozy
AKSIOMA : Jurnal Sains Ekonomi dan Edukasi Vol. 3 No. 1 (2026): AKSIOMA : Jurnal Sains, Ekonomi dan Edukasi
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/aksioma.v3i1.2198

Abstract

Low student motivation and learning outcomes in the Computer Systems subject at SMP Islam Al Fattahiyyah have become a major issue that needs to be addressed. This study aimed to develop interactive audio-visual learning media using Canva to create a more engaging and effective learning experience. The research employed a Research and Development (R&D) method with the ADDIE development model, which includes needs analysis, media design, product development, implementation through small and large group trials, and feasibility evaluation. The instruments used comprised interview guidelines, student needs questionnaires, expert validation sheets, and student response questionnaires. Validation results showed feasibility scores of 88.8% in the first media expert assessment, 92% in the second, 81.6% from another media expert, and 92.94% from the material expert. The small group trial reached 86.125%, and the large group trial achieved 84%, with an overall average of 88.76%, categorized as highly feasible. These findings indicate that interactive learning media based on Canva are effective in improving student motivation and understanding of computer systems material.
Pengembangan Game Edukasi Construct 2 pada Pembelajaran Biologi Materi Hormon pada Reproduksi Manusia Nasikhatul Khusna; Fahrur Rozy
AKSIOMA : Jurnal Sains Ekonomi dan Edukasi Vol. 3 No. 1 (2026): AKSIOMA : Jurnal Sains, Ekonomi dan Edukasi
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/aksioma.v3i1.2232

Abstract

Educational game learning media provides a systematically arranged digital platform for self-study. These games can effectively complement traditional teaching materials, supporting students' independent learning both at home and outside regular school hours. This researchspecifically aimed to develop a feasible educational game using Construct 2 for Biology Subject on Human Reproduction Hormones, targeting Class XI Science students at MA Al Fatahiyyah.The study employed a Research and Development (R&D) approach, guided by the ADDIE development model (Analyze, Design, Develop, Implement, Evaluate). The content of the developed game media was carefully aligned with the Class XI MA Al Fatahiyyah syllabus,focusing on the "Hormones in Human Reproduction" topic. Research subjects included two media expert lecturers, one biology teacher serving as a material expert, and Class XI students from MAAl Fatahiyyah. Feasibility was assessed using media and material assessment sheets, alongside student response questionnaires. Research findings indicate the developed educational game media is highly feasible for use as a teaching aid. Scores reflected strong approval: 93% from media expert 1, 81% from media expert 2, and 93% from the material expert. Student feedback was also very positive, with 84% from small group testing and 87.89% from large group (field) testing. The overall average percentage reached 86,65%, categorizing the developed educational game learning media as "Very Good." It's concluded that this Construct 2-based educational game on human reproduction hormones is a viable and effective tool to support learning activities for Class XI students at MA Al Fatahiyyah.