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Pengembangan Asesmen Berbasis HOTS Menggunakan Quizizz pada Mata Pelajaran Informatika Kelas X Amelia, Kiki; Rahmi, Ulfia; Novrianti, Novrianti; Ramayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1722

Abstract

Higher Order Thinking Skills (HOTS) is a learning assessment activity that trains students' higher order thinking skills. This is because there are no questions specifically designed to train students' higher-level thinking and the questions used by teachers in learning assessment activities are still in the types of remembering (C1), understanding (C2), and applying (C3) questions. This research aims to develop high-level thinking ability test questions that meet the requirements of question validity, reliability, and question accuracy. This type of research is Research and Development (R&D) which uses the ADDIE model with five stages, namely analysis, planning, development, and evaluation. The subject of this study is a student of class X of MAS Islamiyah Tamiang. The instruments used in this study are questionnaire response and interview instruments. The data analysis techniques used are construct validity, reliability, and practicality tests. Based on the results of the analysis obtained at the implementation stage, test questions were produced in accordance with the criteria that had been set, namely meeting valid, reliable and practical criteria used to find out the results of students' abilities during learning activities, judging from the results of the validity test categorized as valid categories. The reliability test results have a value of 0.863 including with a very high category, an average difficulty test result of 0.65 whose difficulty level has good quality and an average discriminating power test result of 0.58 with good ability and a practicality test of 82% with a very practical category
Pengaruh Penggunaan Animasi pada Mata Pelajaran IPAS Terhadap Hasil Belajar Siswa Kelas V SD Negeri 08 Kampung Batu Dalam Kabupaten Solok Handayani, Elsa; Zuliarni, Zuliarni; Hidayati, Abna; Eldarni, Eldarni; Rahmi, Ulfia
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1753

Abstract

The main problem is the low learning outcomes of students, which is caused by the lack of variety in teaching methods and the lack of use of digital media. This study aims to determine the influence of the use of animation as a learning medium for science and technology on the learning outcomes of grade V students at SD Negeri 08 Kampung Batu Dalam. The study used a quasi-experimental method with a posttest only control group design, involving students in grades V.a and V.b, each totaling 21 people. The data collection technique uses tests. Analysis of test result data using t-test. The results of the analysis showed that students who learned using animation obtained a higher average score (70.71) compared to students who used traditional methods (55.48). This proves that animation is effective in improving students' understanding and learning outcomes on human circulatory system materials that are abstract and require visualization
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
Efektivitas Penerapan Desain Instruksional Archerys Id Model Terhadap Pemahaman Etika dan Kinerja Siswa dalam Pembelajaran Informatika di SMP Pertiwi 2 Padang Maharani, Wury; Darmansyah, Darmansyah; Rahmi, Ulfia; Kurnia, Reni
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.v5i6.2072

Abstract

This study aims to test the effectiveness of the Archerys ID Model learning design in improving students' understanding of ethics and performance in informatics learning in grade VIII of SMP Pertiwi 2 Padang. The problems identified were low motivation and student performance due to monotonous learning methods and lack of confidence. This study uses mixed methods with quantitative data collection through pretest-posttest and questionnaire, as well as qualitative data through observation and interviews. This study involved grade VIII students who were randomly divided into two groups, namely the experimental group and the control group. The experimental group was taught using the Archerys ID model, while the control group used conventional learning methods. The results of quantitative data analysis showed a significant improvement in students' understanding of ethics and performance after the application of the Archerys ID model. Thus, it can be concluded that the Archerys ID Model learning design is effective in improving ethical understanding and student performance in informatics learning
Pengaruh Model PjBL Terhadap Hasil Belajar Siswa Kelas VIII pada Mata Pelajaran Bahasa Indonesia di MTs Muhammadiyah Padang Panjang Lestari, Ayu Indra; Anugrah, Septriyan; Bentri, Alwen; Rahmi, Ulfia
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.v5i6.2075

Abstract

This study aims to determine the influence of the project-based learning model on Indonesian subjects in grade VIII at MTS Muhammadiyah Padang Panjang. This research was carried out with a quantitative research method in the form of a Quasi Experiment. There were 70 students as a sample in class VIII consisting of 35 people in the experimental class and 35 people in the control class. The data collection technique used is a test at the beginning and at the end of Indonesian learning. The data analysis techniques are normality tests, homogeneity tests, and hypothesis tests with the t-test method. The results of the study show that the application of the Project Based Learning (PjBL) learning model has an effect on the learning outcomes of grade VIII students, as evidenced by the t-test value that has been carried out using Microsoft Excel in this study of 9.395 which is greater than the ttable 1.668 at the significance level of α 0.05, meaning that Ha is accepted and Ho is rejected. There is a significant difference between the average learning outcomes of students using the PjBL learning model. Therefore, it can be concluded that the application of the Project Based Learning model has an effect on student learning outcomes in Indonesian subject grade VIII MTS Kauman Muhammadiyah Padang Panjang
Hubungan Antara Kompetensi Pedagogik Mahasiswa Kampus Mengajar dengan Hasil Belajar Praktik Mengajar TP FIP UNP Maharani, Maharani; Yeni J, Fetri; Rahmi, Ulfia; Amsal, Mutiara Felicita
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.v5i6.2085

Abstract

This research was motivated by students who participated in the Teaching Campus (KM) who had not been able to master and apply pedagogic competencies properly while participating in the KM program. This study aims to determine the relationship between the pedagogic competence of teaching campus students and the learning outcomes of TP FIP UNP teaching practice. This research was conducted using a quantitative research method in the form of correlation. Where there are 31 sample students who took part in KM. The data collection technique is the learning outcomes of student teaching practice. The data analysis techniques are normality test and linearity test with product moment correlation test mode. Based on the person correlation test of variable X of 0.043, this value is between 0.00-0.19 which means that the level of closeness of the variable X with Y is very weak, the Pearson Correlation value in a negative form indicates that if the variable X increases, the Y variable decreases and indicates that the Pearson correlation relationship is not unidirectional. Therefore, it can be concluded that there is a significant relationship between pedagogic competence and the learning outcomes of KM students' teaching practice.
Pengaruh Pemanfaatan Media Video Youtube Terhadap Kemampuan Berpikir Kritis Siswa pada Mata Pelajaran Informatika Kelas VIII SMP Negeri 1 Painan Nurhalizah, Sry Sherly; Hidayati, Abna; Novrianti, Novrianti; Rahmi, Ulfia
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.v5i6.2099

Abstract

Critical thinking in informatics learning is an important competency that needs to be developed in students. This study aims to investigate the effect of the use of YouTube video media on the improvement of critical thinking skills of grade VIII students of SMP Negeri 1 Painan. Through a quantitative approach with an experimental design, this study compares the critical thinking skills of students who receive learning with YouTube video media (experimental class) with students who receive conventional learning (control class). The research sample was taken at a simple random rate from the student population of grade VIII, namely class VIII.6 (experimental class) and class VIII.4 (control class). Data collection was carried out using a questionnaire that had been validated, consisting of 26 statements to measure critical thinking skills. Data analysis was carried out in two stages, namely descriptive analysis to describe data characteristics and inferential analysis using a t-test to test the average difference in critical thinking skills between the two groups. The results showed that the average score of critical thinking ability of students in the experimental class (95.56) was significantly higher than that of the control class (87.36) with a significance value of 0.001. This indicates that the use of YouTube video media is effective in improving students' critical thinking skills in informatics subjects
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