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Journal : Indo-MathEdu Intellectuals Journal

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
Pengembangan Media Video Animasi Pembelajaran Berbasis Pendekatan Inkuiri pada Mata Pelajaran Bahasa Inggris Kelas VIII SMP Yuninda Rekka, Yuninda Rekka Puttri; Hendri, Nofri; Darmansyah, Darmansyah; Yusri, Meldi Ade Kurnia
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (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.v5i6.2062

Abstract

The development of learning video media is carried out as an effort to solve student learning problems. This Learning Media can be used as an alternative to reduce problems in learning. This study aims to produce products in English class VIII subjects and determine the quality of validity and practicality of the products developed so that they are feasible to use. This study is a type of Research and Development (R&D) development or by using a 4-D development model (four-D model). This Model consists of 4 stages of development include Define, Design, Develop, Disseminate. The product validity test was conducted by 3 validators, namely 2 media validators and 1 material validator. Practicalities test was conducted on 31 students of Class VIII SMP Negeri 1 Junjung Sirih. The results of this study explain that the average percentage of media validators I and II respectively is 97.5% and 96.25% with the category of "Very Valid".  From the assessment of material experts, an average percentage of 94.54% was obtained with the category of "Very Valid". For the assessment of practicality from students, a percentage of 93.22% was obtained with the product category "Very Practical" Based on these calculations, it can be concluded that the learning animation video media based on the inquiry approach in English subjects developed "Very Feasible" is used in learning
Pengaruh Model Game Based Learning Terhadap Aktivitas dan Hasil Belajar Komputer Siswa Kelas V di SD Plus Marhamah Putri, Rizki Maelta; Zuwirna, Zuwirna; Yeni J, Fetri; Hendri, Nofri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (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.v5i6.2086

Abstract

The variation of the game-based learning model and aims to determine its influence on the activities and learning outcomes of grade V students at SD Plus Marhamah. The research method applied in this study is quantitative with a quasy experiment design. The sampling technique uses purposive sampling. The sample was represented by class V.B as the control group and class V.C as the experimental group, each totaling 25 students. Data was collected through questionnaires for learning activities and tests for learning outcomes. Data analysis included normality test, homogeneity test, and t-test at a significance level of 0.05 to see the difference between the control group and the experiment. The results of the study showed that there was a significant influence of the application of the game-based learning model on student activities and learning outcomes. Based on this parametric statistical test (one tailed test), significant differences can be seen between the experimental class and the control class, both in activities and learning outcomes. Thus, it can be concluded that the game-based learning model has a positive and significant impact on the activities and learning outcomes of grade V students at SD Plus Marhamah
Pengembangan Learning Management System (LMS) Menggunakan Moodle Pada Fase E di SMAN 1 Lubuk Alung Usman, Shelby; Rahmi, Ulfia; Hendri, Nofri; Pratiwi, Rahmi
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (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.v5i6.2102

Abstract

This research aims to increase student engagement in learning through the development and implementation of interactive features on Moodle. Some of the features developed include quizzes, interactive discussion forums, and learning videos. This type of research is Research and Development with a 4D development model. Research data was collected through questionnaires and validation sheets. Data analysis was carried out in a quantitative descriptive manner to determine the level of student involvement and the quality of the LMS. At the development stage, validation tests were carried out by four validators, three media validators and one material. A practicality trial was carried out on Phase E students of SMAN 1 Lubuk Alung totaling 36 students to test the practicality of the LMS developed. The assessment results from the material validators received an average score of 4.6 with the category "very valid". The results of the validation of media experts with validator I got an average score of 4.95 with the category "very valid" while the results of validation by validator II got an average score of 4.95 with the category "very valid" and the results of validator III got an average score of 4.95 with the category "very valid". This LMS can be said to be practical because it has conducted a practicality test with an average score of 4.37 and an effectiveness test with a score of 4.18. Based on the results of the validity, practicality and effectiveness tests, it can be concluded that this LMS is feasible to be implemented in the school
Analisis Persepsi Siswa Terhadap Penggunaan Website Testportal Sebagai Alat Evaluasi Hasil Belajar Siswa pada Mata Pelajaran Informatika Kelas X Rahman, Awani; Hidayati, Abna; Hendri, Nofri; Rahmi, Ulfia
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (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.v6i1.2717

Abstract

This study aims to describe students' perception of the use of the testportal website as a learning outcome evaluation tool. This type of research uses a descriptive method with a quantitative approach. The sampling technique used the purposive sampling technique and the research sample was 56 students in class X at SMA Negeri 1 Padang. The research instrument used was a questionnaire with a total of 40 questions distributed through a google form. The analysis technique used was percentage and chi squared with a significance level of 5% (=0.05). The results of the study show that first, students' perception of the use of the testportal website is good with a percentage of 76.5. Second, the testportal website as a learning outcome evaluation tool is good with a percentage of 80.33%. Third, there was a significant relationship between students' perception of the use of the testportal website and the testportal website as a tool for evaluating learning outcomes with the value of the table count of 40.12>>9488. It can be concluded that students' perception of the use of the testportal website as a tool for evaluating learning outcomes in class X informatics subjects is good