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Journal : Indo-MathEdu Intellectuals Journal

Pengaruh Penggunaan Multimedia Berbasis Aplikasi Cyberlink Power Director Terhadap Hasil Belajar Siswa Kelas VII SMP Islam Plus Baitussalam Pitria, Dina; 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.v6i3.3345

Abstract

Learning at SMP Islam Plus Baitussalam still uses textbooks learning medium and the lecture method, where only the teacher provides explanations, making the learning process monotonous. The objective of this research is to improve student learning outcomes by implementing multimedia based on Power Director. The research method used in this study is a quantitative method with a Quasi Experimental type and a Pretest-Posttest Control Design. The population used in this study consists of students from class VII-Uwais Al-Qarni and VII-Fatimah, totaling 44 students. Data collection techniques through observation, test techniques, and questionnaires. The data analysis techniques in this study are normality test, homogeneity test, and hypothesis test (T-Test). The research results show a difference in learning outcomes between students taught using conventional methods and those using PowerDirector multimedia learning on the topic of Indonesia's natural resource potential. Based on the hypothesis test, the average increase in learning scores for the experimental group is 76.00, while the control group is 67.33. The increase in the learning outcome scores of the experimental group was 8.67 higher compared to the control group. The t-test results show that indicating a significant difference in the improvement of learning outcomes between the experimental group and the control group. Thus, the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted.
Pengaruh Media Pembelajaran Quizlet Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di SMPN 4 Kuningan Dwi Utami, Ovy; 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.v6i3.3346

Abstract

The effect of Quizlet learning on student learning outcomes in Informatics subjects at SMPN 4 Kuningan. This research uses a quantitative research method. The research design used in this study is a quasi-experimental with a pretest-posttest control group design. The population in this study consists of all eighth-grade students at SMPN 4 Kuningan, totaling 350 students. The sampling technique used in this study is Cluster Sampling. The sample in this study consists of 70 students. The data analysis techniques in this study include normality test, homogeneity test, and hypothesis testing using the t-test. The research results show an increase in learning outcomes, with an average pretest score of 44.29 and a posttest score of 77.14. The hypothesis test results show that the t-value of 33.955 is greater than the table t-value of 1.690 and the significance value (2-tailed) of 0.000 < 0.050. Therefore, it can be concluded that there is a significant difference between the pretest and posttest results. Thus, the null hypothesis is rejected and the alternative hypothesis is accepted, meaning that the use of Quizlet is effective in improving students' learning outcomes
Penggunaan Media Wordwall dalam Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran IPA SMP Negeri 1 Lebakwangi Nurfarizki, Rifal; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (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.v6i4.3376

Abstract

This study aims to describe the research plan on improving students' learning motivation in Science subjects using Wordwall learning media. This study was conducted using the Quasi Experiment method and using the Nonequivalent Control Group Design. This study was located at SMP Negeri 1 Lebakwangi and involved two classes as research samples, namely class VII D with 34 students and class VII E with 34 students. The data collection technique in this study was using a questionnaire. The results of this study were that the average learning motivation of students in the class using Wordwall media (62.32) was higher than the class without Wordwall (38.88). This difference of 23.44 points was statistically significant (p = 0.000), which indicated that the use of Wordwall was effective in improving students' learning motivation in Science subjects at SMP Negeri 1 Lebakwangi. Based on the results of the Independent Samples T-Test.
Perbandingan Efektivitas Pembelajaran Menggunakan ChatGPT dan Buku Teks Terhadap Hasil Belajar dan Prestasi Siswa SMP Negeri 7 Kuningan Ibrahim, Maolana; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (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.v6i6.4165

Abstract

This study aims to determine the differences in the effectiveness of learning using ChatGPT and textbooks on learning outcomes and student achievement at SMP Negeri 7 Kuningan. This study uses a quantitative approach with a quasi-experimental design (post-test only control group design). The study population was all seventh-grade students of SMP Negeri 7 Kuningan, with class VII A as the control group (textbook learning) and class VII B as the experimental group (learning using ChatGPT), each totaling 40 students. The research instruments included learning outcome tests (pretest and posttest), student response questionnaires, and observations. Data analysis was carried out using the Shapiro-Wilk normality test, Levene's homogeneity test, and the mean difference test with the independent sample t-test. The results showed a significant difference (p < 0.05) between the experimental and control groups. The average posttest score for the experimental group was 82.75, while the control group's score was only 74.25. Furthermore, more than 85% of students responded positively to the use of ChatGPT, especially in terms of interest, engagement, and learning independence. Observations also showed that students who used ChatGPT were more active in asking questions and discussing. Thus, ChatGPT proved more effective than textbooks in improving student learning outcomes and achievement.
Efektivitas Model Pembelajaran Problem Based Learning (PBL) Terhadap Kemampuan Desain Grafis Siswa pada Mata Pelajaran Proses Cetak Digital pada Kelas XI Jurusan Grafika Eem Sukaemah, Sulan; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (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.v6i6.4346

Abstract

This study aims to evaluate the effectiveness of problem-based learning (PBL) in improving the graphic design skills of 11th grade students majoring in graphics in the subject of Digital Printing Process using CorelDraw. The background of this study stems from the low creativity and design skills of students due to conventional learning methods that are still teacher-centered. The method used is a quasi-experiment with a non-equivalent pretest-posttest control group design. Data were collected through observation, tests (pretest and posttest), and questionnaires. The data were then analyzed descriptively and quantitatively. The results indicate that the implementation of PBL significantly enhances students’ learning motivation, higher-order thinking skills (HOTS), and graphic design learning outcomes. The Mann-Whitney test produced a significance value of 0.000 < 0.05, confirming a significant difference in effectiveness between the experimental and control classes. The average N-Gain value was 0.8293, categorized as high (g > 0.7). The validity test showed that the research instruments were valid (r_calculated > r_table = 0.805), and the reliability test with Cronbach’s Alpha > 0.6 indicated that the instruments were reliable. The average pretest score of 62.42 increased to 93.94 after implementing PBL. Therefore, it can be concluded that the Problem-Based Learning model is effective in improving students’ graphic design abilities in the Digital Printing Process subject.
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