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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.
Pengembangan Media Pembelajaran Game Edukasi pada Materi Panca Indra Manusia Kelas IV SDN 21 Bunga Pasang Kahilah, Natasha Dwi; Anugrah, Septriyan; Hendri, Nofri; Kurnia, Reni
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.3858

Abstract

This research is motivated by the low level of students’ understanding of the human five senses material due to the limited availability of interactive learning media. Teachers still rely on traditional lectures and conventional media, resulting in low student engagement and difficulty in grasping the material. The aim of this study is to develop an interactive educational game as a learning medium to improve the understanding of fourth-grade students at SDN 21 Bunga Pasang. This study uses the Research and Development (R&D) method with the 4D model (Define, Design, Develop, Disseminate). The research stages include needs analysis, design, expert validation, limited trials, and product dissemination. The media was developed using Construct 2 and accessed via Chromebook. Data were collected through validation questionnaires, practicality assessments, and effectiveness tests, then analyzed both quantitatively and qualitatively. The results show that the media is highly valid with an average score of 4.93 from the material expert, and 4.10 and 4.53 from two media validators. The practicality reached 90.9% (very practical), and the effectiveness test yielded an N-Gain score of 71.83% (moderately effective). Therefore, the educational game media is considered feasible, practical, and reasonably effective in enhancing students’ understanding of the human five senses material
Pengembangan Game Edukatif pada Mata Pelajaran Bahasa Indonesia Kelas V Sekolah Dasar Suherman, Abiem Haekal; Hendri, Nofri; Anugrah, Septrian; Masnur, Alkadri
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.v6i6.672

Abstract

Pengembangan game edukatif dilatar belakangi rendahnya keterlibatan aktif siswa di dalam kelas. Rendahnya antusias siswa dalam mengikuti pembelajaran membuat siswa kurang memperhatikan penjelasan guru serta masih terbatasnya variasi media pembelajaran yang digunakan. Untuk mengatasi permasalahan tersebut, dikembangkan game edukatif berbasis Construct 2 yang diharapkan dapat membantu guru menghadirkan pembelajaran lebih menarik dan interaktif. Game edukatif pada mata pelajaran Bahasa Indonesia di SDN 18 Payakumbuh dirancang agar siswa dapat belajar sambil bermain sehingga tercipta suasana belajar yang menyenangkan, sekaligus meningkatkan pemahaman terhadap materi yang dipelajari. Jenis penelitian ini adalah penelitian pengembangan yang dikenal dengan istilah Reasearch Development (RD) dengan model pengembangan 4D. Model pengembangan ini terdiri dari empat tahapan yaitu,tahapan pertama pendefenisian (define), tahapan kedua desain (design), tahapan ketiga pengembangan (development), dan tahapan keempat penyebaran (disseminate). Uji validator media dilakukan oleh tiga orang validator yang terdiri dari dua orang validator ahli media dan satu orang validator ahli materi. Uji praktikalitas dilakukan kepada peserta didik SDN 18 Payakumbuh sebanyak 22 siswa kelas V untuk menguji kepraktisan produk game edukatif yang dirancang menggunakan aplikasi Construct 2. Hasil penelitian menunjukkan bahwa game edukatif yang dikembangkan memperoleh validasi materi dengan persentase 86,6% dan termasuk dalam kategori “Sangat Valid”. Validasi media yang dilakukan oleh ahli media I memperoleh persentase 98%, sedangkan ahli media II memperoleh 93,33%, keduanya juga berada pada kategori “Sangat Valid”. Uji praktikalitas oleh peserta didik mencapai 89,24% dengan kategori “Sangat Praktis”. Selanjutnya, uji efektivitas menunjukkan adanya peningkatan hasil belajar sebesar 79,73% sehingga dikategorikan “Sangat Efektif”. Dengan demikian, dapat disimpulkan bahwa game edukatif yang dikembangkan terbukti valid, praktis, dan efektif digunakan sebagai media pembelajaran Bahasa Indonesia kelas V SD, khususnya pada materi membedakan teks fiksi dan nonfiksi.
Mapping Global Research on Instructional Media and STEM Education: A Bibliometric Analysis Alfahani, Khairul; Muthie, Imam; Hendri, Nofri; Masriani, Elsa
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.4019

Abstract

This research aims to map and analyze global trends in the use of digital learning media in STEM (Science, Technology, Engineering, and Mathematics) education through bibliometric analysis. Using data from journals indexed in Scopus, this study employs a Systematic Literature Review (SLR) approach to identify research patterns and areas that require further attention. The analysis results indicate that between the years 2015 and 2024, there was a significant increase in the number of publications, peaking in 2024, with 24 documents published. The United States emerged as the main contributor with 51 documents, emphasizing the dominance of educational institutions in the country. Additionally, keywords such as 'digital media,' 'STEM,' and 'learning media' highlight a major focus on the integration of technology in learning. Nevertheless, the number of publications still below 1000 documents indicates that there are still many aspects to explore. This research shows that digital learning media in STEM education is increasingly favored by educators. With the growing attention from researchers and academics in conducting studies on digital learning media and STEM, support from the government and more in-depth research must be developed. Recommendations for further research include deeper exploration of technology integration methods and their impact on student learning outcomes, as well as considering local contexts and languages in research. Thus, this research makes an important contribution to the literature and paves the way for more contextual research in the future.
Pengaruh Penggunaan Video Pembelajaran Terhadap Motivasi dan Hasil Belajar Siswa Kelas VII Mata Pelajaran Sejarah Kebudayaan Islam di MTsN 3 Kota Padang Shahfitri, Rahma Diyanti; Eldarni, Eldarni; Hendri, Nofri; Pratiwi, Rahmi
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.v6i6.4284

Abstract

The learning of Islamic Cultural History (SKI) at MTsN 3 Kota Padang still faces obstacles, particularly regarding limited learning resources, the complexity of the material, as well as low student motivation and learning outcomes. This study aims to determine the effect of using learning videos on the motivation and learning outcomes of Grade VII students. The study uses a quantitative approach with a Quasi Experimental Nonequivalent Control Group Design. The research subjects were 61 students, consisting of 30 students in the experimental class using learning videos and 31 students in the control class using PowerPoint media. Data were collected through learning motivation questionnaires and learning outcome tests, then analyzed using Independent Sample t-test, Welch’s t-test, and MANOVA. The analysis results showed a significance value of 0.000 < 0.05, which means that the use of learning videos has a significant effect on students' motivation and learning outcomes.
Integration of ICT in Islamic Education in Junior High Schools Iskandar, M Yakub; Hendri, Nofri; Asril, Zainal; Irfan, Muhammad; Efendi, Efendi; Alatise, Toyosi
Khalifa Journal of Islamic Education Vol 8 No 1 (2024): March
Publisher : Islamic Studies and Development Center (ISDC) Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/kjie.v5i1.272

Abstract

This study was motivated by the teaching and learning process of Islamic Religious Education and Ethics in one of the junior high school classes in Indonesia, which still uses the lecture method and only uses textbooks as teaching media. As a result, students do not understand and are not actively involved in the learning process. Teachers have not fully optimized the available learning media, including interactive multimedia, and there are limitations in teachers' ability to develop learning media, so that learning becomes interesting and students can understand the material. This study aims to develop valid and practical interactive multimedia products for Islamic Religious Education and Ethics lessons. This research is a research and development (R&D) study using the development model proposed by Borg & Gall. The development procedure in this study consists of five stages, namely: i) planning, ii) initial product development, iii) product validation, iv) product testing, and v) final product. Product validity testing was conducted by three validators, namely one subject matter expert and two media experts. Product testing was conducted on 20 high school students with the aim of determining the practicality of the developed product. The data collection tool was a questionnaire. The results of the product validity test by subject matter experts obtained an average score of 4.71 in the valid category, while the media aspect obtained an average score of 4.69 in the valid category. The results of the practicality test analysis obtained an average score of 4.66, placing the interactive multimedia product in the “good or practical” category. Based on the validity and practicality test results, it can be concluded that the interactive multimedia produced is feasible for use in Islamic Religious Education and Ethics lessons at the junior high school level in Indonesia.
Pengembangan Multimedia Pembelajaran Menggunakan Google Sites pada Materi Zat dan Perubahannya Vanesa, Adilla Zikra; Rayendra, Rayendra; Hendri, Nofri; Pratiwi, Rahmi
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.v6i6.712

Abstract

Penelitian ini bertujuan untuk merancang dan mengembangkan multimedia pembelajaran menggunakan Google Sites pada materi Zat dan Perubahannya kelas VII SMP, serta menguji tingkat validitas, praktikalitas, dan efektivitas media yang dikembangkan. Jenis penelitian yang digunakan adalah Research and Development (RD) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian terdiri atas satu orang guru IPA dan 21 siswa kelas VII SMP Negeri 5 Sungai Limau.Instrumen penelitian meliputi angket validasi ahli, angket praktikalitas siswa, serta tes hasil belajar (pre-test dan post-test). Hasil validasi menunjukkan bahwa media pembelajaran berbasis Google Sites memiliki tingkat kelayakan yang sangat tinggi dengan nilai validitas 95% dari ahli materi dan 98% dari ahli media, keduanya termasuk kategori “Sangat Valid.” Uji praktikalitas memperoleh skor 93,6% dengan kategori “Sangat Praktis.” Hasil uji efektivitas melalui analisis N-Gain menunjukkan rata-rata 84% dengan kategori “Sangat Efektif. Kesimpulan yang didapatkan media pembelajaran berbasis Google Sites yang dikembangkan sangat layak, praktis, dan efektif digunakan sebagai inovasi pembelajaran digital untuk meningkatkan hasil belajar siswa pada materi Zat dan Perubahannya.