Claim Missing Document
Check
Articles

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
Efektivitas Media Pop-Up Book Berbasis Augmented Reality dalam Mengoptimalkan Literasi Awal Anak Usia Dini tentang Budaya Nusantara Mardiansyah, Ramos; Dini, Rahma; Sandeya, Resi; Sandri. P, Widya Suhada; Afnida, Mutia; Syafnita, Tisna; Hendri, Nofri
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 2 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v9i2.6062

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji efektivitas media Pop-Up Book berbasis Augmented Reality dalam meningkatkan literasi awal anak usia dini pada materi budaya Nusantara. Sampel penelitian terdiri dari anak usia 5-6 tahun. Penelitian dilakukan dengan menggunakan metode one group pretest-posttest dan dianalisis menggunakan uji t-dependen dan uji N-Gain Score. Media pembelajaran ini dirancang untuk mengenalkan anak pada budaya Nusantara dengan menggunakan pendekatan Whole Language. Berdasarkan hasil paired sampel t-test dan uji N-Gain Skor, media pop-up book berbasis augmented reality dapat mengoptimalkan literasi awal anak pada materi budaya Nusantara secara efektif. Media ini memungkinkan anak untuk dapa berinteraksi secara lansung dengan materi pembelajaran melalui kombinasi visual pop-up book dan teknologi augmented reality, sehingga mampu meningkatkan keterlibatan dan pemahaman mereka terhadap budaya Nusantara. Dengan demikian, media pop-up book berbasis augmented reality merupakan inovasi yang mendukung pembelajaran yang lebih imersif, interaktif, dan menyenangkan bagi anak usia dini.
Optimizing Sentiment Analysis on Imbalanced Hotel Review Data Using SMOTE and Ensemble Machine Learning Techniques Putra, Pandu Pratama; Anam, M. Khairul; Chan, Andi Supriadi; Hadi, Abrar; Hendri, Nofri; Masnur, Alkadri
Journal of Applied Data Sciences Vol 6, No 2: MAY 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i2.618

Abstract

This research addresses the challenge of imbalanced sentiment classes in hotel review datasets obtained from Traveloka by integrating SMOTE (Synthetic Minority Oversampling Technique) with ensemble machine learning methods. The study aimed to enhance the classification of Positive, Negative, and Neutral sentiments in customer reviews. Data preprocessing techniques, including tokenization, stemming, and stopword removal, prepared the textual data for analysis. Various machine learning models—CART, KNN, Naive Bayes, and Random Forest—were evaluated individually and in ensemble configurations such as Bagging, Stacking, Soft Voting, and Hard Voting. The Stacking ensemble approach, utilizing Logistic Regression as a meta-classifier, demonstrated superior performance with an accuracy, precision, recall, and F1-score of 88%, outperforming Bagging (86%), Hard Voting (84%), and Soft Voting (81%). The findings highlight the effectiveness of SMOTE in balancing sentiment classes, particularly improving the classification of underrepresented Neutral and Negative categories. The novelty of this study lies in the comprehensive use of ensemble techniques combined with SMOTE, which significantly enhanced prediction stability and accuracy compared to previous approaches. These results provide valuable insights into leveraging advanced machine learning techniques for sentiment analysis, offering practical implications for improving customer experience and service quality in the hospitality industry.
Efektivitas Media Pop-Up Book Berbasis Augmented Reality dalam Mengoptimalkan Literasi Awal Anak Usia Dini tentang Budaya Nusantara Mardiansyah, Ramos; Dini, Rahma; Sandeya, Resi; Sandri. P, Widya Suhada; Afnida, Mutia; Syafnita, Tisna; Hendri, Nofri
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 2 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v9i2.6062

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji efektivitas media Pop-Up Book berbasis Augmented Reality dalam meningkatkan literasi awal anak usia dini pada materi budaya Nusantara. Sampel penelitian terdiri dari anak usia 5-6 tahun. Penelitian dilakukan dengan menggunakan metode one group pretest-posttest dan dianalisis menggunakan uji t-dependen dan uji N-Gain Score. Media pembelajaran ini dirancang untuk mengenalkan anak pada budaya Nusantara dengan menggunakan pendekatan Whole Language. Berdasarkan hasil paired sampel t-test dan uji N-Gain Skor, media pop-up book berbasis augmented reality dapat mengoptimalkan literasi awal anak pada materi budaya Nusantara secara efektif. Media ini memungkinkan anak untuk dapa berinteraksi secara lansung dengan materi pembelajaran melalui kombinasi visual pop-up book dan teknologi augmented reality, sehingga mampu meningkatkan keterlibatan dan pemahaman mereka terhadap budaya Nusantara. Dengan demikian, media pop-up book berbasis augmented reality merupakan inovasi yang mendukung pembelajaran yang lebih imersif, interaktif, dan menyenangkan bagi anak usia dini.
Identifikasi Tingkat Self-Efficacy dalam Literasi Digital pada Generasi Z pada Mahasiswa Perguruan Tinggi Rayendra, Rayendra; Anugrah, Septriyan; Hendri, Nofri; Austin, Diah Anggraini; Hardika, Jodi
Pedagogi: Jurnal Ilmu Pendidikan Vol 25 No 1 (2025): Pedagogi: Jurnal Ilmu Pendidikan
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pedagogi.v25i1.2401

Abstract

Current students need to be aware that self-efficacy in digital literacy is essential to ensure openness to technology and to possess the competence to manage available information. Digital literacy is related to the skills required to live, learn, and work in a digital society. Students who have self-efficacy in digital literacy skills will be able to strategically use technology to find and evaluate information, connect and collaborate with others, produce and share content, and use the internet and technology to achieve various personal, academic, and professional goals. This research is conducted in the form of a quantitative approach using Two-way ANOVA data analysis. The aim of this research is to describe self-efficacy in digital literacy skills among Generation Z students and the use of information and communication technology in learning.
Pengembangan Multimedia Interaktif Menggunakan Articulate Storyline pada Mata Pelajaran IPAS Kelas V SD Yudhani, Abelta Putri; Hendri, Nofri; Pratiwi, Rahmi; Kurnia, Reni
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.v6i3.3161

Abstract

This research aims to develop interactive multimedia using Articulate Storyline in the subject of social sciences for grade V of elementary school, especially as a solution to the lack of learning media used in the teaching and learning process. This study uses a Research & Development (R&D) approach with the ADDIE development model which includes five stages, namely analysis, design, development, implementation, and evaluation. The data collected includes qualitative and quantitative data. The results of the study showed that the average validation score by material experts was 4.91 with the category of "very valid". Validation by media expert 1 obtained an average score of 4.77 with the category of "very valid", and media expert 2 gave an average value of 4.51 which is included in the category of "very valid". Furthermore, the practicality test conducted on 15 students produced an average value of 4.9 which is included in the category of "very practical". Finally, an effectiveness test was carried out with an average N-Gain score of 66.67% which is included in the category of "Quite Effective". Based on these results, interactive multimedia using Articulate Storyline in the subject of Social Sciences for grade V of elementary school is declared feasible to be used in the learning process
Pengembangan Media Pembelajaran E-Comic pada Mata Pelajaran PAI Kelas VII SMP Busro, Fauziah Salsabil; Hendri, Nofri; Novrianti, Novrianti; Kurnia, Reni
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.v6i3.3190

Abstract

This research aims to produce a valid and practical product in the form of an E-Comic for the PAI subject in the 7th grade of junior high school so it can be used in learning. This type of research is Research and Development (R&D) using the 4D development model, which consists of the stages of define, design, development, and disseminate. Data collection is conducted through observations, interviews, questionnaires, and documentation. The results of product development are obtained through validation and practicality testing. The results of product development are obtained through validity and practicality tests. The validity test was carried out by 3 validators, namely 2 media validators and 1 material validator. In the first stage, the average percentage of the two validators was 87.1% and the average percentage of 90% of the two validators in the second stage, both of which were categorized as “Very Valid”. Then, the average percentage of expert validators on the first and second day was 93.3% and 97.8% which were categorized as “Very Valid”. The practicality test of e-comic media conducted on seventh grade students of SMP Negeri 1 Solok is 87.9% and falls into the “Very Practical” category. Based on the validity and practicality tests, e-comic in learning Islamic Religious Education class VII SMP is valid and practical for use in learning.
Pengaruh Penggunaan Media Video Pembelajaran Terhadap Hasil Belajar Siswa pada Mata Pelajaran PAI Kelas V SDN 07 Padang Leban Tapan Septriani, Nola; Hendri, Nofri; Anugrah, Septriyan; Amsal, Mutiara Felicita
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.v6i3.3194

Abstract

This study aims to see the impact of using video learning media on students' learning outcomes in the subject of PAI in grade V at SDN 07 Padang Leban. This research uses quantitative research with a quasi-experimental type to compare the learning outcomes of students in the experimental class and the control class. The sample of this research consists of students from class V.A and V.B with a total of 17 students per class. The data collection technique used objective test questions totaling 50 items. The obtained data were analyzed using homogeneity tests, normality tests, and difference tests (t-tests). The research results show that the average score of the experimental class, which is 90.82, is higher than the average score of the control class, which is 74.94. From the t-test analysis, it was obtained that t_calculated > t_table, which is 2.89 > 2.03 at a significance level of α 0.05, thus Ho is rejected and Ha is accepted. Therefore, it can be concluded that the use of learning videos has a significant effect on students' learning outcomes in the PAI subject for grade V at SDN 07 Padang Leban Tapa.
Pengembangan Media Pembelajaran Mobile Learning Berbasis Android pada Mata Pelajaran Informatika Fase E di Tingkat SMA Aulia, Aniza Ulfa; Hendri, Nofri; Pratiwi, Rahmi; Kurnia, Reni
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.v6i3.3224

Abstract

This research is based on the low utilization of smartphone devices as effective learning media, as well as the limitations of time and supporting media in Informatics learning at SMAN 1 Lembah Gumanti. The purpose of this research is to develop mobile learning media based on Android to support the Informatics learning process in Phase E at the high school level. The research employs the Research and Development (R&D) method with the ADDIE development model (Analyze, Design, Develop, Implement, Evaluate). Validation is conducted by material and media experts, while practicality and effectiveness tests involve students in grade X Phase E. The validation test data from the material aspect obtained an average score of 3.79 with the criteria 'Very Valid'. The validation results of the media aspect received a score of 3.00 from media expert 1, categorized as "Valid," and an average score of 3.67 from media expert 2, categorized as "Very Valid." The practicality test resulted in an average score of 3.51, with the criteria of "Very Practical." The effectiveness test yielded an average N-gain score of 71.59%, categorized as High or "Effective." Thus, this Android-based mobile learning instructional media is deemed valid, practical, and effective in enhancing students' understanding and learning outcomes in the subject of Computer Science at high school.
Efektifitas Penerapan Kurikulum Perlebahan dalam Meningkatkan Pengetahuan Masyarakat di Desa Muara Sikabaluan Kepulauan Mentawai Mardiansyah, Ramos; Eldarni; Hidayati, Abna; Hendri, Nofri
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.v6i3.3250

Abstract

This study aims to examine the effectiveness of the application of beekeeping curriculum in improving the knowledge of learning citizens in the honey bee school program in the village of muara sikabaluan, Mentawai Islands. The sample used in this study amounted to 25 people. The research was conducted using one group pretest-posttest method and analyzed using Shapiro-Wilk test and statistical test with paired sample T test. Based on the results of the pretest and posttest, the application of the beekeeping curriculum was able to significantly improve the knowledge and skills of learning citizens with an average of 2.35 to 3.30. Furthermore, based on the results of the paired sample T-test, it is concluded that the beekeeping curriculum has a significant effect on increasing the knowledge of learning citizens. This shows that the beekeeping curriculum has a positive and significant effect on increasing the knowledge and skills of learning citizens. With this increase in knowledge, it is expected that the community will be able to protect the forest area and utilize the forest in developing non-timber forest products (HHBK)