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Journal : Indo-MathEdu Intellectuals Journal

Peningkatan Kemampuan Koneksi Matematis Melalui Computational Thinking Menggunakan Scartch di SMPN 4 Ciawigebang Candra, Chairil; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1739

Abstract

Mathematics learning at SMP Negeri 4 Ciawigebang generally still relies on textbooks and lecture methods, making the learning process monotonous and less interesting. This research aims to improve mathematical skills using Scratch media. The research method used was quantitative with a Quasi Experimental design, Pretest-Posttest Control Design, at SMP Negeri 4 Ciawigebang. The research population was students in grades 8b and 8e, totaling 54 students. Data was collected through observation, tests and questionnaires. The research results show that there is an increase in student learning outcomes after applying Scratch media to the material on two-variable linear equation systems.
Implementasi Media Pembelajaran Menggunakan Aplikasi Animaker untuk Meningkatkan Hasil Belajar Siswa SMK Andrean, Diky; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1740

Abstract

This research has a problem formulation of how to create learning media using the Animaker application, how to apply the Animaker application as a learning media in photography material, what are the student learning outcomes in photography material using learning media based on the Animaker application, with the aim of finding out how to create learning media using animaker application, to find out how to apply the animaker application as a learning medium in photography material, to find out student learning outcomes in photography material using learning media based on the animaker application. Research that uses a quantitative approach with Quasi Experimental methods, especially the Pretest-Posttest Control Group Design. This research will be carried out at SMK PGRI Ciawigebang with research subjects of 47 class X DKV students. Data collection instruments include questionnaires and tests, as well as data analysis techniques using inferential statistics. This research aims to evaluate the effect of using Animaker learning media on student learning outcomes in photography material. The benefits of this research are expected to increase student interest and learning achievement, as well as provide knowledge and experience for researchers. From the results of hypothesis testing using the t-test, it was found that there was a significant difference in the for students
Pengaruh Media Pembelajaran Quizizz Berbasis Game Edukasi Terhadap Hasil Belajar Siswa dalam Mata Pelajaran Seni Budaya Kelas VII MTs PUI Ciawigebang Nurpadilah, M. Ipad; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1756

Abstract

This study aims to determine the influence of the use of educational game based Quizizz learning media on student learning outcomes in the subject of Cultural Arts in grade VII MTs PUI Ciawigebang. The research method used is an experiment with a research design, namely a nonequivalent control group design. The research sample consisted of two classes, namely an experimental class consisting of 30 students using Quizizz learning media and a control class consisting of 30 students using conventional methods. The test statistics used for hypothesis testing are the Paired Sample T-Test. The results of data analysis showed that the average score of the pretest of the experimental class was 48.67 and the posttestwas 83.50, while the results of the control class pretest obtained a score of 53.67 and the posttest75.00. Based on data analysis, it can be concluded that there is a significant increase in student learning outcomes in the experimental class compared to the control class. Based on the results of the study, it was shown that there was an influence of the use of Quizizz learning media on the learning outcomes of grade VII students in the subject of Arts and Culture
Pemanfaatan Aplikasi Canva sebagai Media Pembelajaran Simulasi dan Komunikasi Digital di SMK Negeri 1 Kuningan Yulianti, Widia; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1758

Abstract

Penelitian ini membahas pemanfaatan aplikasi Canva sebagai media pembelajaran untuk pelajaran Simulasi Digital Komputer di SMK Negeri 1 Kuningan. Aplikasi Canva digunakan sebagai alat bantu desain untuk membuat media ajar yang menarik, seperti poster dan PowerPoint. Penelitian ini bertujuan untuk mendeskripsikan dan memahami bagaimana Canva digunakan dalam proses pembelajaran, dengan pendekatan kualitatif yang melibatkan observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa pemanfaatan Canva berjalan dengan baik, memudahkan guru dan siswa dalam menciptakan media pembelajaran yang praktis, menarik, dan meningkatkan kreativitas serta pemahaman materi. Canva juga menawarkan kemudahan akses dan berbagai fitur gratis yang bermanfaat dalam proses pembelajaran
Penerapan Media Pembelajaran Animasi Menggunakan Animiz untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Bahasa Indonesia Kelas X SMAN 1 Ciawigebang Distira, Dikri Adiya; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1766

Abstract

This research aims to utilize animation learning media developed using Animiz software, to improve students' academic achievement in Indonesian Language subjects in class X of SMAN 1 Ciawigebang. The approach used in this study is quantitative with experimental methods, especially using Quasi Experiment design. The research design applied is a nonequivalent control group design. This study adopts a Quasi Experiment design, in which two groups of classes are the subjects of the research: X-G class as the experimental class and X-J class as the control class. The experimental class uses Animiz media, while the control class follows conventional learning methods. Student learning outcome data is collected through pretest and posttest which involves observation and tests. The data analysis technique uses the t-test. The results of the study show that the application of Animiz Animation Maker animation learning media has succeeded in increasing students' understanding of poetry material in Indonesian Language subjects in class X of SMAN 1 Ciawigebang
Penerapan Model Pembelajaran SAVI (Somatic, Auditory, Visual, And Intellectual) untuk Menigkatkan Hasil Belajar Siswa Kelas X SMA Negeri 1 Ciawigebang Ardiansah, Adi; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1778

Abstract

This research aims to determine the effectiveness of implementing the SAVI (Somatic, Auditory, Visual, Intellectual) learning model in improving the learning outcomes of class X SMA Negeri 1 Ciawigebang. SAVI is a somatic, auditory, visual intellectual learning approach and is supported by Accelerated Learning theory, Left Brain Theory, Right Brain Theory, Multiple Intelligence Theory and holistic (comprehensive) education. The SAVI approach is learning that combines physical movement with intellectual activity and the use of all the senses. This research uses a quasi-experimental method with a pretest-posttest control group design. The population of class X which consists of 12 classes is 432 students. The sample for this research was 72 class X students of SMA Negeri 1 Ciawigebang who were divided into two groups, namely the experimental group and the control group. The experimental class was given the SAVI learning method while the control class used the conventional method. The design used in this research is nonequivalent control group design. Learning outcome data was obtained from the pretest and posttest. The data collection techniques used in this research were observation, tests and questionnaires. the results of hypothesis testing using the t-test showed that Tcount > Ttable (2.414 > 2.032) and the significance value was more than 0.05 (p=0.029 < 0.05), so it could be stated that there was a significant difference in the increase in learning outcome scores in Thus, it can be concluded that the experimental group and the control group show that H0 is rejected and H1 is accepted
Implementasi Platform Digital Artificial Intelligence (AI) sebagai Media Pembelajaran Desain Grafis untuk Mengetahui Respon Siswa Desain Komunikasi Visual di SMKN 1 Japara Sulaeman, Ibnu; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1781

Abstract

This study aims to implement Artificial Intelligence (AI) digital platforms as a learning medium for graphic design to foster innovative ideas among students in the Visual Communication Design (DKV) program. The research method employed is qualitative with a descriptive approach, focusing on social reality by examining experiences as the primary data for understanding that reality. The primary focus of this research is to assess students' responses to AI as a learning medium for graphic design. The subjects of the study are 27 students from class XI DKV 1 and 27 students from class XI DKV 2, totaling 54 respondents. The data collected shows an average evaluation score of 80%, which falls into the "good" category across all assessment indicators. These indicators include the usefulness, ease of use, ease of learning the material, and students' satisfaction with the learning process. The results indicate that students' satisfaction with AI-based learning is very high, demonstrating that this method is not only effective but also provides an experience that enhances students' creativity
Penerapan Model Pembelajaran SAVI (Somatic, Auditory, Visual, And Intellectual) untuk Menigkatkan Hasil Belajar Siswa Kelas X SMA Negeri 1 Ciawigebang Ardiansah, Adi; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1778

Abstract

This research aims to determine the effectiveness of implementing the SAVI (Somatic, Auditory, Visual, Intellectual) learning model in improving the learning outcomes of class X SMA Negeri 1 Ciawigebang. SAVI is a somatic, auditory, visual intellectual learning approach and is supported by Accelerated Learning theory, Left Brain Theory, Right Brain Theory, Multiple Intelligence Theory and holistic (comprehensive) education. The SAVI approach is learning that combines physical movement with intellectual activity and the use of all the senses. This research uses a quasi-experimental method with a pretest-posttest control group design. The population of class X which consists of 12 classes is 432 students. The sample for this research was 72 class X students of SMA Negeri 1 Ciawigebang who were divided into two groups, namely the experimental group and the control group. The experimental class was given the SAVI learning method while the control class used the conventional method. The design used in this research is nonequivalent control group design. Learning outcome data was obtained from the pretest and posttest. The data collection techniques used in this research were observation, tests and questionnaires. the results of hypothesis testing using the t-test showed that Tcount > Ttable (2.414 > 2.032) and the significance value was more than 0.05 (p=0.029 < 0.05), so it could be stated that there was a significant difference in the increase in learning outcome scores in Thus, it can be concluded that the experimental group and the control group show that H0 is rejected and H1 is accepted
Implementasi Platform Digital Artificial Intelligence (AI) sebagai Media Pembelajaran Desain Grafis untuk Mengetahui Respon Siswa Desain Komunikasi Visual di SMKN 1 Japara Sulaeman, Ibnu; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1781

Abstract

This study aims to implement Artificial Intelligence (AI) digital platforms as a learning medium for graphic design to foster innovative ideas among students in the Visual Communication Design (DKV) program. The research method employed is qualitative with a descriptive approach, focusing on social reality by examining experiences as the primary data for understanding that reality. The primary focus of this research is to assess students' responses to AI as a learning medium for graphic design. The subjects of the study are 27 students from class XI DKV 1 and 27 students from class XI DKV 2, totaling 54 respondents. The data collected shows an average evaluation score of 80%, which falls into the "good" category across all assessment indicators. These indicators include the usefulness, ease of use, ease of learning the material, and students' satisfaction with the learning process. The results indicate that students' satisfaction with AI-based learning is very high, demonstrating that this method is not only effective but also provides an experience that enhances students' creativity
Efektivitas Gamifikasi Pembelajaran Melalui Blooket untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran TIK Kelas VIII-A di SMP Al-Ihya Cihaur Awaliyah, Fitri; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i3.3334

Abstract

The purpose of this study was to determine the significant difference in students’ learning outcomes before and after the implementation of learning gamification through Blooket.This research is a quantitative study using a Pre-Experimental Design with the One Group Pretest-Posttest Design model. The sampling technique employed in this study was a census/total sampling method. The study involved 18 students from class VIII A at SMP Al-Ihya Cihaur. The data collection technique used was testing. The research instruments consisted of pre-test and post-test questions. The data analysis techniques used in this study included descriptive analysis, normality test, and t-test. Based on the research findings, there was a difference in students' learning outcomes before and after the treatment. The results of the hypothesis test showed that the average post-treatment score in the experimental group reached 78,95, while the pre-treatment score was 50,53. Thus, there was a difference of 28,42 points, indicating a higher improvement in the post-treatment scores. The t-test resulted in a significance value of p = 0.000, which is less than 0.05. This indicates a significant difference between the scores before and after the treatment. Therefore, the null hypothesis (H0) is rejected, and the alternative hypothesis (Ha) is accepted