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Journal : Indo-MathEdu Intellectuals Journal

Pengembangan Media E-Komik Edukatif pada Mata Pelajaran IPAS Kelas V Sekolah Dasar Sandika, Citra Rahma; Hendri, Nofri; v, Novrianti; Amilia, Winanda
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (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.v5i3.1488

Abstract

This research aims to develop educational e-comic media as a learning medium for science and science subjects in class V SDN 07 Pulau Air using the ADDIE model which includes five stages, namely Analysis, Design, Development, Implementation and Evaluation. Data collection was carried out by observation, interviews, questionnaires, and documentation. Data analysis in the research carried out validity tests, practicality tests and effectiveness tests. The validity test was carried out by 3 validators consisting of 1 material validator and 2 media validators. Product trials were carried out by 25 class V.A students at SDN 07 Pulau Air with the aim of finding out the practicality of the product being developed, and effectiveness testing was carried out by distributing pretest and posttest questions. The results of research on the development of educational e-comic media obtained an average score for material of 4.92 with very suitable criteria, and 4.95 for media with very suitable categories. The students' practicality test results obtained a total average of 4.5 in the very practical category. The results of the effectiveness test obtained t_count of 11.52 and t_table= 2.064. Thus we get t_count > t_table. Based on the results of validity, practicality, and effectiveness tests, it can be concluded that the use of digital e-comic media in science and science learning is very suitable for use and has a significant effect on the learning process
Pengembangan Multimedia Pembelajaran Interaktif pada Mata Pelajaran Geografi Kelas XI SMA Ningsih, Fitria; Novrianti, Novrianti; Eldarni, Eldarni; Hendri, Nofri
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.v5i4.1500

Abstract

The development of this interactive learning Multimedia was made as an effort to utilize the use of Microsoft Office Power Point media, and can develop every year, and has an impact on students. This research aims to produce a learning multimedia product in Geography class XI of high school that is valid and practical. This type of research is R&D using the Four-D (4D) model consisting of define, design, develop, and disseminate. Product validation consists of media validation and material validation. The practicality test was carried out for students in grade XI of SMAN2 Sutera. Based on the research of the material validator, 4.81 is classified as "very valid", 4.82 media validation results are classified as "very valid". This interactive multimedia is classified as "very practical" with a score of 4.76.
Pengembangan E-Modul Student Centered Learning pada Mata Pelajaran Pendidikan Pancasila kelas VII SMP Putri, Viona Aulia; Eldarni, Eldarni; Hendri, Nofri; Anugrah, Septriyan
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.v5i4.1509

Abstract

This research aims to develop e-module products that can be used in learning. This research uses the Research and Development (R&D) development method with the ADDIE development model which consists of 5 main stages, namely Analysis, Design, Development, Implementation, and Evaluation. The validity test was carried out by 3 validators, namely 1 material expert validator and 2 media expert validators. The data collection instrument used material validation assessment questionnaires, media validation, student response questionnaires, and pre-test post-test questions to test effectiveness. Based on the results of the feasibility test, the results were obtained from material validators with a percentage of 94.14% with a very valid category. The results of the joint validation of media expert I and media expert II validators were obtained with a percentage of 98.33% with a very valid category. The results of the feasibility test of the e-module developed were declared very practical, with a percentage of 93.58%. The results of the effectiveness test showed that the tcal>table so there was a significant difference between the pre-test and the post-test. The results of the effectiveness test show that this e-module product is effective and can be used. Based on the results of its validity, practicality, and effectiveness, it can be concluded that the Student Centered Learning (SCL) e-module developed is valid, practical, and effective to be used in learning Pancasila Education in grade VII of junior high school.
Pengaruh Model Problem Based Learning (PBL) Berbantuan Media Wordwall Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di SMAN 1 Gunung Talang Malna, Annisya Ammelda; Zen, Zelhendri; Syafril, Syafril; Hendri, Nofri
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.v5i4.1533

Abstract

This research is motivated by the low learning outcomes of students in Informatics subjects caused using a learning model that is still centered on teachers and the limited use of learning media. The purpose of this study is to find out whether there is an effect of the use of the Problem Based Learning (PBL) model assisted by wordwall media on student learning outcomes in informatics subjects at SMAN 1 Gunung Talang. The research was conducted using a quantitative method using Quasy Experimental Research. The population of this study is 305 students of class X with a sample of 50 students selected using the purposive sampling technique. Data analysis using t-test. The results of data analysis showed that the average post-test score of students in the experimental class was 78.40, while in the control class it was 64.68. Statistical testing shows that the tcount value of 10.78 exceeds the ttable value of 2.01 at a significant level α 0.05. Thus, it can be concluded that the problem-based learning model assisted by wordwalls has a significant impact on the learning outcomes of students in Informatics subjects at SMAN 1 Gunung Talang
Pengembangan Game Edukasi Pengetahuan Sampah Organik dan Non Organik pada Kegiatan P5 Kelas IV Sekolah Dasar Putri, Sherly Dwi; Anugrah, Septriyan; Hendri, Nofri; Rahmayanti, Elsa
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.v5i4.1735

Abstract

This research aims to develop educational game products for use in learning. This research uses the Research and Development (R&D) development method with a 4D development model which consists of 4 stages, namely define, design, development and disseminate. The validity test was carried out by 3 experts, namely 1 material expert validator and 2 media expert validators. Based on validity tests by material experts, results were obtained with a percentage of 85.4% in the valid category. The results of the validity test with media expert I and media expert II obtained a percentage of 96% with a very valid category. The practicality test results obtained a percentage of 95% in the very practical category. Based on the results of validity and practicality, it can be concluded that the educational games in Activity P5 are valid and practical to use in learning
Pengembangan Media Pembelajaran Game Edukasi pada Mata Pelajaran Bahasa Arab Kelas VIII di SMP Akbar, Kihsan Ramdana; Hendri, Nofri; Eldarni, Eldarni; Pratiwi, Rahmi
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.v5i4.1760

Abstract

This research aims to develop educational game learning media in grade VIII Arabic subjects in junior high school. The research was conducted using the type of research and development (R&D) with the Hannafin and Peck development model. The data collection instruments in this study used validation sheets, student response questionnaires, and post-test pre-test questions. The validity of the product was tested by two media experts and one material expert. The practicality test was aimed at grade VIII students of SMP Muhammadiyah 6 Padang. Pre-test and post-test scores are used to assess the effectiveness of using educational games. Based on the results of the assessment from the media and material validators, the results of material validation 4.5 were categorized as valid. For the media aspect, a score of 4.93 was obtained from media expert 1, which is in the valid category, while media expert 2 with a score of 4.67 in the valid category. After the media was declared valid and feasible, it was then tested on 26 students in grade VIII of junior high school with a practicality score of 0.72 in the practical category. The effectiveness test was carried out with a G-Score of 0.73 in the high effectiveness category, so that the use of educational game learning media was declared effective because there was a significant difference between learning values before and after using educational games. It can be concluded that the educational game learning media that has been developed is valid, practical, and effective to be used in learning Arabic
Pengembangan Media E-Komik Edukatif pada Mata Pelajaran IPAS Kelas V Sekolah Dasar Sandika, Citra Rahma; Hendri, Nofri; v, Novrianti; Amilia, Winanda
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (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.v5i3.1488

Abstract

This research aims to develop educational e-comic media as a learning medium for science and science subjects in class V SDN 07 Pulau Air using the ADDIE model which includes five stages, namely Analysis, Design, Development, Implementation and Evaluation. Data collection was carried out by observation, interviews, questionnaires, and documentation. Data analysis in the research carried out validity tests, practicality tests and effectiveness tests. The validity test was carried out by 3 validators consisting of 1 material validator and 2 media validators. Product trials were carried out by 25 class V.A students at SDN 07 Pulau Air with the aim of finding out the practicality of the product being developed, and effectiveness testing was carried out by distributing pretest and posttest questions. The results of research on the development of educational e-comic media obtained an average score for material of 4.92 with very suitable criteria, and 4.95 for media with very suitable categories. The students' practicality test results obtained a total average of 4.5 in the very practical category. The results of the effectiveness test obtained t_count of 11.52 and t_table= 2.064. Thus we get t_count > t_table. Based on the results of validity, practicality, and effectiveness tests, it can be concluded that the use of digital e-comic media in science and science learning is very suitable for use and has a significant effect on the learning process
Efektivitas Pemanfaatan Media Video Pembelajaran bagi Siswa Fase E Pada Mata Pelajara Informatika di SMAN 1 Matur Wulandari, Lusi; Syafril, Syafril; Hendri, Nofri; Rahmayanti, Elsa; Amsal, Mutiara Felicita
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.v5i5.1885

Abstract

The learning process carried out by teachers does not utilize media that is in accordance with informatics materials, resulting in a lack of enthusiasm and interest for students. This study aims to determine the effectiveness of the use of learning video media for phase E students in the Informatics subject at SMAN 1 Matur. The type of research used is a quantitative approach with a quasi-experimental method. The research design used is a Nonequivalent Control Group with a design form that provides different treatment to each class. The sampling technique used in this study is purposive sampling. The data needed was obtained from the students' learning outcomes, written and practical tests. The data obtained were analyzed using a t-test which was previously carried out first a normality test and a homogeneity test
Pengembangan Multimedia Interaktif Berbasis TPACK pada Mata Pelajaran Informatika Kelas VII di SMP Anisya, Anisya; Anugrah, Septriyan; Hendri, Nofri; Masnur, Alkadri
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.v5i5.1925

Abstract

The research aims to develop framework-based interactive multimedia on Techonogical Pedagogical Content Knowledge in informatics subjects at the junior high school level. The type of research used is the Research and Development (R&D) method with a development model (Analysis, Design, Development, Implementation, Evaluation). At the development stage, an analysis of needs in the field, storyboard design, media development using the articulate storyline application, and product trials were carried out to students. The instruments used in the study consist of observations, questionnaires, and learning outcome tests with the aim of determining the practicality and effectiveness of the products developed. The validation test data from the material aspect obtained a score of 4.00 with the criterion of "Strongly Agree". Meanwhile, in terms of media tested by two media validators, the average score from validator 1 was 3.85 with the "Valid" category and from media expert 2 was 4.74 with the "Very Valid" category. The results of the practicality test were obtained with a score of 4,210 in the category "Very Practical". The results of the effectiveness test obtained an average N-gain score of 71.24% which is included in the category of "Quite Effective". Based on the assessment that has been obtained, the TPACK-based interactive multimedia developed is very feasible and effective to be used in learning activities
Pengaruh Penggunaan Game Edukasi Terhadap Motivasi Belajar Siswa Kelas XI di SMA Negeri 1 Kabun Lisnaini, Winda; Hendri, Nofri; Novrianti, Novrianti; Anugrah, Septriyan
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.v5i5.1987

Abstract

The learning carried out at SMA Negeri 1 Kabun is known that the learning motivation of students is still low, this is due to the large number of students who have low motivation to learn, and teachers still use conventional media so that learning is less effective. This study aims to find out how much educational games affect the learning motivation of grade XI students in high school. This type of research is a quantitative approach in the form of Quasy Experiment with a type of nonequivalent control group design. The data collection technique used is a questionnaire. The data analysis techniques are normality test, homogeneous test, and hypothesis test with an independent test method of t-test samples. Where there were 70 students as a sample in class XI consisting of 35 people in the experimental class and 35 people in the control class. The results of the study showed that the use of educational games influenced the learning motivation of grade XI students, as evidenced by the sig value (2-tailed) which was 0.000, the value was less than 0.05 and the average score of the experimental class was higher than the average score of the control class, which was 87.97 > 69.69. From the hypothesis test that has been carried out, it can be concluded that the hypothesis Ha was accepted, and Ho was rejected, namely the Influence of Educational Games on Class XI Learning Motivation at SMA Negeri 1 Kabun