Claim Missing Document
Check
Articles

The Effect of Implementing the STAD Type Cooperative Learning Model on Students’ Learning Outcomes in 7th Class PAI Subjects at SMPN 1 Junjung Sirih Pertiwi, Wilanda Intan; Zuliarni, Zuliarni; Darmansyah, Darmansyah; Rahmi, Ulfia
Jurnal Ilmiah Mandala Education (JIME) Vol 9, No 4 (2023): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v9i4.5880

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model pembelajaran kooperatif tipe STAD terhadap hasil belajar siswa  pada mata pelajaran PAI kelas VII SMPN 1 Junjung Sirih. Jenis penelitian ini adalah penelitian eksperimen semu. Sampel dalam penelitian ini sebanyak 60 peserta didik kelas VII. Teknik pengumpulan data yang digunakan adalah metode tes. Instrument tes digunakan untuk mengumpulkan data hasil belajar peserta didik setelah menerapkan pembelajaran kooperatif tipe STAD. Data dianalisis menggunakan statistik uji t dengan taraf signifikan 0,05. Hasil penelitian menunjukkan bahwa nilai rata-rata kelas eksperimen sebesar 76,83 dan nilai rata-rat kelas kontrol sebesar 68,67. Hasil hitung uji t (t-test) diperoleh thitung 2,548 lebih besar dari t tabel pada taraf signifikn 0,05 adalah 1,671. Dapat disimpulkan penerapan model pembelajaran kooperatif tipe STAD berpengaruh terhadap hasil belajar siswa pada mata pelajaran PAI kelas VII SMPN 1 Junjung Sirih.
Pengembangan Multimedia Pembelajaran Pada Mata Pelajaran Dasar Usaha Layanan Parawisata (DULP) di Kelas X SMKN 2 Kota Padang Ivandri Ravayadi; Rahmi, Ulfia
Jurnal Family Education Vol. 4 No. 3 (2024): Jurnal Family Education
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jfe.v4i3.230

Abstract

The objective of this research was to create a viable and practical multimedia learning product for class X DULP SMKN 2 Padang City that fulfils the criteria of material and media feasibility. This study employs the ADDIE paradigm, including the phases of Analysis, Design, Development, Implementation, and Evaluation, within the domain of research and development. The research participants included individuals with expertise in media, materials, learning, as well as teachers and students. The study approach included questionnaire tools and evaluation sheets. The used data analysis technique included both quantitative and qualitative analytical methodologies. The validator performed a product validity assessment on the material component and achieved an average score of 4.88, indicating a high degree of validity. The media components evaluated by the validator achieved an average score of 4.64, indicating a substantial degree of validity. Validator II achieved a mean score of 4.73, indicating a substantial degree of validity. Moreover, the evaluation of the feasibility of multimedia learning, based on the performed trials, yielded an average score of 4.67, indicating a noteworthy degree of practicality. The evaluation of the effectiveness of using multimedia yielded an average score of 85% and a completion rate of 90%, classifying it as "Highly Effective". Investigation into the development of educational multimedia for classroom instruction The study results suggest that incorporating multimedia into DULP courses is very effective in enhancing the learning process.
WORKSHOP PEMBUATAN ONLINE ASSESSMENT UNTUK MENGHINDARKAN SISWA DARI PENYALAHGUNAAN CHATGPT BAGI GURU-GURU SEJARAH SMA/MA KOTA SOLOK Syafril, Syafril; Rahmi, Ulfia; Ofianto, Ofianto; Azrul, Azrul
Jurnal Terapan Abdimas Vol 9, No 1 (2024)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/jta.v9i1.17536

Abstract

 Abstract. Teachers' concerns about the development of AI, especially chatGPT, which provides opportunities for students to cheat, prompted the organization of an assessment workshop for teachers. Teachers' skills to design and conduct assessments of chatGPT abuse in history learning need to be improved. The goal is to prevent students from misusing chatGPT. The workshop training implementation activities were held in August 2023. The target audience in community service activities in the workshop for making online assessments are Solok city history teachers totaling 13 people. The problem found is that Solok City SMA/MA history teachers do not yet have the skills to design online assessments to avoid misuse of chatGPT by students. The problem was overcome by providing a workshop on making online assessments to prevent students from misusing chatGPT for teachers in the SMA/MA history MGMP of Solok City. The activity scenario consists of three steps. The first step is the introduction of AI technology in general. Second, the introduction of Chat GPT platform and technology and its function and online assessment application. The third step, designing an online assessment to minimize cheating with chatGPT. The success indicator of this workshop for MGMP history teachers is seen from the results of the pre and post-tests, as well as the results of the design of the online evaluation questions. Through this training, teachers have knowledge about AI and are able to design online assessments that minimize the misuse of chatGPT.  Abstrak. Kekhawatiran guru-guru terhadap perkembangan AI terutama chatGPT yang memberikan peluang untuk siswa melakukan kecurangan mendorong untuk menyelenggarakan workshop pembuatan assessment bagi guru. Keterampilan guru untuk merancang dan melakukan penilaian terhadap penyalahgunaan chatGPT dalam pembelajaran sejarah perlu ditingkatkan. Tujuannya agar siswa terhidar dari penyalahgunaan chatGPT. Kegiatan pelaksanaan pelatihan workshop diselenggarakan pada bulan Agustus 2023. Khalayak sasaran dalam kegiatan pengabdian kepada masyarakat pada workshop pembuatan online assessment adalah Guru-guru sejarah kota solok yan berjumlah 13 orang. Permasalahan yang ditemukan bahwa guru-guru sejarah SMA/MA Kota Solok belum memiliki keterampilan untuk merancang online assessment untuk menghindarkan penyalahgunaan chatGPT oleh siswa. Permasalahan tersebut diatasi dengan memberikan workshop pembuatan online assessment untuk menghindarkan siswa dari penyalahgunaan chatGPT bagi guru-guru di mgmp sejarah SMA/MA Kota Solok. Skenario kegiatan terdiri dari tiga langkah. Langkah pertama adalah pengenalan teknologi AI secara umum. Kedua, pengenalan platform dan teknologi chatGPT dan fungsinya dan aplikasi online assessment. Langkah ketiga, merancang online assesmnet untuk meminimalisir kecurangan dengan chatGPT. Indikator keberhasilan workshop bagi guru MGMP sejarah ini dilihat dari hasil pre-test dan post-test, serta hasil rancangan soal evaluasi online yang dirancang. Melalui pelatihan ini, guru-guru mempunyai pengatahuan tentang AI dan mampu merancang online assessment yang memiminalisir penyalahgunaan chatGPT. 
PELATIHAN WIRAUSAHA DIGITAL DENGAN SISTEM BLENDED LEARNING PADA KOMUNITAS BELAJAR DARON LABS DI KOTA PADANG Rahmi, Ulfia; Bentri, Alwen; Azrul, Azrul
Jurnal Terapan Abdimas Vol 4, No 2 (2019)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (780.196 KB) | DOI: 10.25273/jta.v4i2.4798

Abstract

Abstract. Nowadays, Indonesia is preparing for a crucial and profitable period, namely the demographic bonus which is expected to reach the point in the years of 2025-2030, but the number of unemployed are increase every year. Regarding the problem, the government has also encouraged the public to open employment opportunities with entrepreneurship. Daron Labs is a group of people who form a learning community to develop beginner entrepreneurial skills. Entrepreneurial skills transmitted by Daron Labs to prepare the community to become digital entrepreneurs, including: video makers, web designers, graphic design, and programmers. Members of this learning community are free to choose the material of interest according to the needs of each member. In this Community Service, the learning community of Daron Labs chose the location of Padang City with the consideration that the city of Padang represented the people of West Sumatra. The Daron Labs Padang community accepts members of the learning community from all community groups to develop their entrepreneurial skills. The methods offered for organizing the Daron Labs learning community through a blended learning for three months. Face-to-face meetings are twice a month and material is sent every week. Participants' responses indicate that this program is expected to continue and provide debriefing in other fields of digital entrepreneurship. Abstrak. Indonesia pada saat ini mempersiapkan diri untuk masa yang krusial sekaligus menguntungkan yaitu bonus demografi yang diperkirakan akan terjadi puncaknya pada tahun 2025-2030, namun jumlah pengangguran terus meningkat. Terkait masalah tersebut, pemerintah mendorong masyarakat membuka lapangan pekerjaan dengan berwirausaha. Daron Labs merupakan sekelompok masyarakat yang membentuk komunitas belajar untuk mengembangkan keterampilan wirausaha. Keterampilan berwirausaha yang dilakukan oleh Daron Labs untuk mempersiapkan wirausahawan digital meliputi videomaker, webdesigner, desain grafis, dan programer. Anggota komunitas belajar ini bebas memilih materi yang diminati sesuai dengan kebutuhan anggota. Pada Pengabdian kepada Masyarakat ini komunitas belajar Daron Labs memilih lokasi Kota Padang dengan pertimbangan bahwa kota Padang merepresentasikan masyarakat Sumatera Barat. Komunitas Daron Labs Padang menerima anggota komunitas belajar dari seluruh kalangan masyarakat. Metode yang ditawarkan untuk penyelenggaraan komunitas belajar Daron Labs melalui sistem blended learning yang diselenggarakan selama tiga bulan. Pertemuan tatap muka diselenggarakan dua kali dalam satu bulan dan setiap minggunya dikirimkan materi kepada peserta belajar. Respon peserta menunjukkan bahwa program ini diharapkan terus berlanjut dan memberikan pembekalan pada bidang wirausaha digital lainnya.
Pengembangan Electronic Dictionary Card Berbasis Multimedia Interaktif Pada Mata Pelajaran Bahasa Inggris Kelas VII SMP Fitra; Rahmi, Ulfia; Hendri, Nofri; Eldarni
Journal of Pedagogy and Online Learning Vol. 2 No. 2 (2023): JPOL Volume 2 Nomor 2 Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i2.40

Abstract

Penelitian ini bertujuan mengembangkan multimedia pembelajaran interaktif yaitu E-Dictionary Card yang valid, praktis, dan efektif pada pembelajaran Bahasa Inggris. Keterbatasan perbendaharaan kosakata dan penggunaan buku teks, LKS, dan powerpoint yang dianggap menjenuhkan oleh peserta didik melatarbelakangi proses pengembangan yang dilakukan. Penelitian ini merupakan penelitian Research & Development (R&D) menggunakan model pengembangan ADDIE. E-Dictionary Card yang dikembangkan dilakukan uji validitas kepada 3 orang expert, uji praktikalitas kepada 20 orang, dan uji efektivitas kepada 20 orang. Hasil penelitian pengembangan yang dilakukan memperoleh tingkat validitas 3,9 untuk validasi materi, 3,875 untuk validasi media, 3,56 untuk uji praktikalitas, dan signifikansi (p value) sebesar 0.00 untuk uji efektivitas. Sehingga, dapat disimpulkan bahwa multimedia yang dikembangkan dinyatakan valid, praktis, dan efektif untuk digunakan pada pembelajaran Bahasa Inggris kelas VII SMP.
Peningkatan Keterampilan Berbicara Siswa dengan Bercerita di Sekolah Dasar Delvia, Riri; Taufina, Taufina; Rahmi, ulfia; Zuleni, Eva
Jurnal Basicedu Vol. 3 No. 4 (2019)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v3i4.230

Abstract

Penelitian dilatarbelakangi dari kenyataan di Sekolah Dasar, bahwa kemampuan berbicara siswa masih rendah. Siswa tidak berani mengeluarkan pendapat, malu berbicara di depan kelas, grogi, dan tersendat-sendat saat berbicara. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK) dengan dua siklus. Setiap siklus terdiri dari tahap perencanaan, tahap pelaksanaan, tahap pengamatan dan refleksi. Penelitian ini dilaksanakan di SD Negeri 36 Gunung Sarik Padang, subjek dalam penelitian ini adalah siswa kelas III sebanyak 30 siswa dan peneliti sebagai praktisi. Hasil penelitian menunjukkan adanya peningkatan keterampilan berbicara siswa dengan metode bercerita. Hasil akhir dari kegiatan siswa berbicara dengan bercerita terjadi peningkatan dari nilai 67,64 dengan taraf cukup menjadi 80,14 berada pada taraf baik. Pada siklus I hanya terdapat 12 siswa yang tuntas (40%), sedangkan pada siklus II meningkat menjadi 26 siswa yang tuntas (87%). Hasil penelitian ini menunjukkan bahwa kegiatan bercerita terbukti dapat meningkatkan keterampilan berbicara siswa.
PERBEDAAN AKTIVITAS BELAJAR SISWA TERHADAP MODEL COOPERATIVE LEARNING TIPE SNOWBALL THROWING DAN TIPE THINK PAIR SHARE DI SEKOLAH DASAR Yoserizal, Yoserizal; Rahmi, Ulfia
Jurnal Basicedu Vol. 3 No. 4 (2019)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v3i4.247

Abstract

Penelitian ini bertujuan untuk menjelaskan perbedaan aktivitas belajar siswa dengan menggunakan model Cooperative Learning tipe Snowball Throwing dan menggunakan model pembelajaran Think Pair Share. Jenis penelitian ini adalah quasi experiment dengan desain the static group comparison design. Populasi penelitian ini seluruh siswa kelas IV SDN Gugus II Kecamatan Sungai Geringging. Pengambilan sampel dilakukan secara simple random sampling. Sampel  penelitian siswa didapatkan kelas IV SDN 03 Sungai Geringging dan siswa kelas IV SDN 23 Sungai Geringging. Data penelitian dikumpulkan dengan mengamati proses pembelajaran selama model diterapkan melalui lembar observasi. Teknik analisis data menggunakan uji chi kuadrad. Hasil penelitian menunjukan bahwa tidak terdapat perbedaan aktivitas belajar siswa yang signifikan yang diajarkan menggunakan model Snowball Throwing dengan aktivitas belajar siswa yang diajarkan menggunakan model Think Pair Share, dengan nilai chihitung sebesar 1,094 dan chitabel 11,07 dengan taraf signifikan 5%. Nilai chihitung
Pengembangan Multimedia Interaktif Menggunakan Aplikasi Articulate Storyline pada Mata Pelajaran Informatika Kelas X SMA Rahmi, Azizu; Yeni J, Fetri; Rahmi, Ulfia; Amilia, Winanda
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.v5i5.1862

Abstract

Learning in the classroom, teachers have not optimized the use of media other than LKS, so students tend to be bored because they do not understand the material because the images are not clear in the LKS. This research aims to produce interactive multimedia that is valid and practical so that it can be used by teachers, especially in informatics subjects. This type of research is Research and Development (R&D) research, the development model used is the 4-D (Define, Design, Development, & Disseminate) development model. The subject of the study is class X students of SMA Pertiwi 1 Padang with a total of 20 students. In the research process, data collection by observation and using questionnaires. Data processing obtained from media validation, material validation and student practicality tests with assessment using a Likert scale questionnaire with a score range of 1 to 5. Validity Test, validation from material experts with an average score of 4.87 in the very valid category, validation results from media experts obtained an overall average of 4.85 in the very valid category. The results of the practicality test on students obtained an average score of 4.62 with the category of very practical. Based on these results, interactive multimedia using the Articulate Storyline application in the informatics subject class X of high school is very valid and practical to be used as a learning medium
Efektivitas Penggunaan Media Interaktif Berbantuan Quizizz Paper Mode Terhadap Hasil Belajar Siswa pada Mata Pelajaran Tematik Kelas IV SD Sederajat Sandria, Detriana; Yusri, Meldi Ade Kurnia; Hidayati, Abna; Rahmi, Ulfia
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.v5i5.1956

Abstract

This study aims to determine the effectiveness of interactive media assisted by quizizz paper mode on student learning outcomes in Thematic Subjects in grade IV elementary school equivalent. This study uses a quantitative approach with the Quasy Experiment type of research. The design of this study uses a type of one group pretest-posttest design. The population in this study is grade IV elementary school students equivalent to sampling using the Purposive Sampling technique. At SDN 01 Koto Tangah Simalanggang with a total of 20 students. The data collection technique is carried out by, namely first conducting an initial test, providing treatment, final test and documentation. The data analysis technique was carried out by comparing pretest and posttest scores using the Wilcoxon Test. The results of the study showed an average score of 70.55 for the pretest while an average score of 83.9 for the posttest. So the data obtained will be analyzed using the Wilcoxon test with decision making if the value of Asymp.sig < 0.05, then the hypothesis is accepted, if the value of Asymp.Sig > 0.05, then the hypothesis is rejected.  Based on the output of "Test Statistics", it is known that Asymp.Sig (2-tailed) is worth 0.000. Because the value of 0.000 < 0.05 can be concluded that "Hypothesis Accepted" means that there is a difference between the learning outcomes for the pretest and posttest. So it can be concluded that the use of interactive media assisted by paper mode is effective in improving student learning outcomes
Pengaruh Pemanfaatan Multimedia Berbasis Autoplay Terhadap Hasil Belajar Siswa Pada Mata Pelajaran IPS Kelas VIII di SMP 29 Padang Rahmi, Nur; Yeni J, Fetri; Rahmi, Ulfia; 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.v5i5.1971

Abstract

The purpose of this study is to reveal the effect of the use of multimedia autoplay on student learning outcomes in social studies class VIII at SMPN 29 Padang. The research method used in this study is quantitative research using the experimental method, which is to present the phenomenon as it is with its appearance, in accordance with the research frame of reference. The population in this study is all grade VIII students for the 2023/2024 Academic Year. The sample was taken using the purposive sampling technique consisting of class VIII 8 as many as 30 students as an experimental class and class VIII 9 as many as 32 students as a control class. The technique used in collecting data is the learning outcome in social studies subjects in the form of multiple choice with 30 questions. The data analysis technique of this study uses a t-test. The results showed that the average score of the experimental class that utilized autoplay-based multimedia was 78.7, which was higher than the average score of the control class that used textbooks and teaching materials, which was 60.06. Based on the results of the t-test calculation, it can be concluded that the use of autoplay-based multimedia is effective and efficient on the learning outcomes of grade VIII students in social studies subjects at SMPN 29 Padang
Co-Authors Abna Hidayati Adree Octova Adrias Adrias ajis, yovie As Sami Aliffia, Viona Alkadri Masnur Alora, Jean Vicky Amali Putra Amilia, Winanda Anggraeni, Aisyah Anugrah, Septriyan Arini, Fitri Dwi Astari, Sovia Ayubi, Thariq Al Azrul, Azrul Benzito, Vico DARMANSYAH . Defsry, Bagus Delmira Syafrini Delvia, Riri Desyandri Desyandri Dhinda Tiarani, Siti Eldarni Eldarni Elvirawaty Fetri Yeni J Fitra Fitri Yani Fitria, Yanti Handayani, Elsa Hartati, Serni Mulia hendri, nofri Hidayat, Maimon Ivandri Ravayadi Jasrial Kadri, Hanif Al Kiki Amelia, Kiki Kurnia, Reni Kurnia, Suci Kurnia, Ulil Lestari, Ayu Indra Lubis, Maysaroh Maharani Maharani, Maharani Maharani, Wury Maria Montessori Marta, Armen Meldi Ade Kurnia yusri Muhammadi Muhammadi, Muhammadi Mutiara Felicita Amsal Muzaki, Akbar Ningsih, Tri Zahra Nora, Desri Nora. AN, Desri Novrianti Nurhalizah, Sry Sherly Ofianto, Ofianto Padrius Pertiwi, Wilanda Intan Putra, Donal Andika Putri, Lidya Indah Putri, Maidiya Putri, Qorina Cantika Raden Mohamad Herdian Bhakti Rahmadini, Silvia Rahman, Awani Rahmi Pratiwi, Rahmi Rahmi, Azizu Ramayanti, Elsa Rayendra, Rayendra Ridwan Sadita, Syofia Engla Safitri, Novia Irna Sandria, Detriana Sanjaya, Wiwit Sofiati Solly Aryza Syafira Yudha, Nurul Syafril Syafril Taufina Taufina, Taufina Ummul Khaira, Ummul Usman, Shelby Valensi, Bunga Wahyu Ningsih, Siska Wulandari, Citra Yalvema Miaz Yani, Meri Yeni Erita Yeni, Fetri Yoserizal Yoserizal Yulistina, Nova Yupika, Retna Zainil, Melva Zen, Zelhendri Zuleni, Eva Zuliarni Zuliarni Zuwirna