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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)
Pengembangan Media Virtual Reality (VR) pada Materi Sistem Organ di SMP Kelas VIII Putri, Septia Eka; Hendri, Nofri; Yusri, Meldi Ade Kurnia; Masnur, Alkadri
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.v6i3.3361

Abstract

This research aims to develop Virtual Reality (VR) based learning media on the material of the human organ system for eighth-grade junior high school students. This study employs research and development (R&D) methods using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The learning media is developed using the Millealab application and implemented with the assistance of VR Box devices. Data was collected through expert validation sheets (materials and media), practicality questionnaires, and learning outcome tests for students. The data obtained was analyzed descriptively quantitatively to determine the level of validity, practicality, and effectiveness of the developed media. The research results showed that the developed VR media is valid, practical, and effective in improving students' learning outcomes. Thus, this VR media is suitable to be used as an innovative alternative in science learning, particularly for the material of organ systems.
Development of Interactive Multimedia in Class V Elementary School Science and Science Subjects Putra, Pelka Andesa; Zen, Zelhendri; Hendri, Nofri; Pratiwi, Rahmi
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 2 (2025): Jurnal Ilmiah Mandala Education (April)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i2.8608

Abstract

The development of technology brings changes in the use of learning media. One of the learning media that responds to technological developments is interactive multimedia. This study aims to produce interactive multimedia that is suitable for use as a learning media in the subject of Science for Grade V Elementary School. This study is a research and development study, with the selected development design using the ADDIE model (analyze, design, development, implementation, evaluation). The media that has been developed is evaluated by material experts and media experts to determine its feasibility. Based on the findings, media experts have an average feasibility value of 4.96 (very valid) by validator I, and an average of 4.68 (very valid) by validator II, while material experts have an average feasibility value of 4.74 (very valid). In addition, the results of the student response questionnaire after the trial of using interactive multimedia showed an average value of 4.81 (very practical), and the results of the effectiveness test of the post-test scores of students consisting of 20 students with the N-gain formula obtained a value of 0.73 (high). Thus, the development of interactive multimedia in the fifth grade science subjects isdeclared very valid and can be used without the need for improvement.
PENGARUH PENGGUNAAN APLIKASI CANVA TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN INFORMATIKA KELAS IX DI SMP NEGERI 1 PADANG: PENGARUH PENGGUNAAN APLIKASI CANVA TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN INFORMATIKA KELAS IX DI SMP NEGERI 1 PADANG Ananda, Auliya; Hendri, Nofri
Jurnal Teknologi Pendidikan Vol. 5 No. 2 (2025): Vol. 5 No. 2 (2025): Jurnal Teknologi Pendidikan (JTekpend)
Publisher : FKIP Palangka Raya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/jtekpend.v5i2.19060

Abstract

Abstrak Penelitian ini menggunakan pendekatan kuantitatif yang berbentuk Quasi Experiment. Populasi penelitian ini adalah seluruh siswa kelas IX SMP Negeri 1 Padang, dan teknik pengambilan sampel dengan teknik purposive sampling, yaitu kelas IX F berjumlah 32 siswa dan Kelas IX H berjumlah 32 siswa. Teknik pengumpulan data menggunakan tes, berupa pernyataan sebanyak 11 butir pernyataan dan teknik analisis data menggunakan uji normalitas, uji homogenitas, uji hipotesis, alat pengumpul data digunakan lembaran pernyataan. Kemudian data diolah dengan uji perbedaan (t-test) menggunakan bantuan aplikasi SPSS 23 for windows. Berdasarkan hasil analisis data penelitian yang telah dilakukan, data penelitian termasuk kedalam data normal, sehingga dilakukan uji independent simple t-test untuk melakukan uji statistik. Berdasarkan hasil output uji independent simple t-test dengan SPSS 23 yang telah peneliti lakukan di atas dapat diketahui bahwa nilai sig (2-tailed) bernilai 0,0001 < 0,05. Dengan demikian dapat disimpulkan bahwa, H0 ditolak yang artinya Ha diterima. Hal ini berarti uji hipotesis menunjukkan bahwa terdapat perbedaan yang signifikan antara kelas kontrol dan kelas eksperimen serta terdapat pengaruh yang signifikan (nyata) antara penggunaan aplikasi Canva melalui Akun Belajar.Id terhadap hasil belajar siswa pada mata pelajaran Informatika kelas IX di SMP Negeri 1 Padang. Kata kunci: Canva, Akun Belajar.Id, Hasil Belajar, Informatika. Abstract This study used a quantitative approach in the form of a Quasi Experiment. The population of this study were all students of class IX SMP Negeri 1 Padang, and the sampling technique was purposive sampling technique, namely class IX F totaling 32 students and class IX H totaling 32 students. Data collection techniques using tests, in the form of statements as many as 11 statement items and data analysis techniques using normality tests, homogeneity tests, hypothesis tests, data collection tools used statement sheets. Then the data is processed by the difference test (t-test) using the help of the SPSS 23 for windows application. Based on the results of the research data analysis that has been carried out, the research data is included in normal data, so an independent simple t-test is carried out to conduct statistical tests. Based on the results of the independent simple t-test output with SPSS 23 that the researcher has done above, it can be seen that the sig (2-tailed) value is 0.0001 <0.05. Thus it can be concluded that, H0 is rejected which means Ha is accepted. This means that the hypothesis test shows that there is a significant difference between the control class and the experimental class and there is a significant (real) influence between the use of the Canva application through the Learning.Id account on student learning outcomes in class IX Informatics subjects at SMP Negeri 1 Padang. Keywords: Canva, Learning Account.Id, Learning Outcomes, Informatics.
Pengembangan Game RPG Edukasi Pada Materi Narative Text Mata Pelajaran Bahasa Inggris Kelas VIII SMP/MTs Fikri, Aufa Deza; Anugrah, Septriyan; Hendri, Nofri; Yusri, Meldi Ade Kurnia
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 6 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i6.644

Abstract

Pengembangan game edukasi ini dilatarbelakangi oleh rendahnya keaktifan siswa dalam pembelajaran Bahasa Inggris, yang salah satunya disebabkan oleh kurangnya pemanfaatan media pembelajaran yang inovatif dan interaktif. Pembelajaran yang masih didominasi oleh penggunaan media konvensional sering kali memakan banyak waktu, sehingga menghambat pencapaian tujuan pembelajaran. Kondisi tersebut berdampak pada rendahnya hasil belajar siswa dalam mata pelajaran Bahasa Inggris. Oleh karena itu, diperlukan solusi berupa media pembelajaran berbasis teknologi yang mampu meningkatkan partisipasi dan pemahaman siswa secara lebih efektif. Penelitian ini menggunakan pendekatan Research Development (RD) dengan model pengembangan ADDIE yang mencakup lima tahap, yaitu analysis (analisis), design (desain), development (pengembangan), implementation (implementasi), dan evaluation (evaluasi). Uji validitas pada penelitian melibatkan dua validator media dan satu validator materi. Validator media merupakan Dosen dari Departemen Kurikulum dan Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang. Sedang validator materi merupakan guru mata pelajaran Bahasa Inggris MTsN 6 Tanah Datar. Uji praktikalitas produk melibatkan 20 siswa kelas VIII MTsN 6 Tanah Datar.Hasil penelitian menunjukkan bahwa rata-rata skor validasi oleh ahli materi adalah 4,16 dengan kategori “Sangat Valid”. Validasi oleh ahli media 1 memperoleh skor rata-rata 4,75 dengan kategori “Sangat Valid”, dan ahli media 2 memberikan nilai rata-rata sebesar 4,41 yang termasuk kategori “Sangat Valid”. Selanjutnya, uji praktikalitas yang dilakukan kepada 20 siswa menghasilkan nilai rata-rata sebesar 4,44 yang masuk kategori “Sangat Praktis”. Terakhir, dilakukan uji efektivitas dengan diperoleh rata-rata N-Gain score sebesar 57,11% yang termasuk ke dalam kategori ”Cukup Efektif”. Berdasarkan hasil tersebut, game RPG edukasi pada materi Narative Text mata pelajaran bahasa inggris kelas VIII SMP/MTs dinyatakan layak digunakan dalam proses pembelajaran.
Co-Authors Abna Hidayati Abrar Hadi Adam Malik Akbar, Kihsan Ramdana Alatise, Toyosi Alfahani, Khairul Alkadri Masnur Amilia, Winanda Anam, M Khairul Ananda, Auliya Andi Supriadi Chan, Andi Supriadi Anisya Anisya Anugrah, Septrian Anugrah, Septriyan Asshiddiq, Affan Aulia, Aniza Ulfa Aulia, Vanisa Austin, Diah Anggraini Ayu Wahyuni Busro, Fauziah Salsabil DARMANSYAH . Dedi Supendra Defsry, Bagus Dini, Rahma Efendi Efendi Eldarni Eldarni Fahriza, Halfiz Fetri Yeni J Fikri, Aufa Deza Fitri, Miftahul fitria ningsih Handika, Refiona Hardika, Jodi Hariadi, Syarif Novalin Imam Muthie Irmy, Ahmad Syarif Iskandar, M Yakub Kahilah, Natasha Dwi Kurnia, Reni Lisnaini, Winda Lusi Wulandari Malna, Annisya Ammelda Mardiansyah, Ramos Marnita, Selfi Marnita Masriani, Elsa Meldi Ade Kurnia yusri Meriyani, Annisa Muhammad Irfan Mutia Afnida Mutiara Felicita Amsal Novrianti Pandu Pratama Putra, Pandu Pratama Prasetia, Anggi Putra, Pelka Andesa Putri, Rizki Maelta Putri, Septia Eka Putri, Sherly Dwi Putri, Viona Aulia Rahman, Awani Rahmayanti, Elsa Rahmi Pratiwi, Rahmi Rahmi, Ulfia Rayendra Rayendra Ricardo, Riche RR. Ella Evrita Hestiandari Salmanura, Fadhila Sandeya, Resi Sandika, Citra Rahma Sandri. P, Widya Suhada Septriani, Nola Shahfitri, Rahma Diyanti Solly Aryza Suherman, Abiem Haekal Suryani, Epi Syafril Syafril tanjung, Yudi aksan Tisna Syafnita Usman, Shelby v, Novrianti Vanesa, Adilla Zikra Yudhani, Abelta Putri Yuninda Rekka, Yuninda Rekka Puttri Zainal Asril Zen, Zelhendri Zuliarni Zuliarni Zuwirna, Zuwirna