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Pengaruh Model Pembelajaran Inkuiri Terbimbing Terhadap Aktivitas Belajar Dan Kemampuan Berpikir Kritis Siswa Sadita, Syofia Engla; Zainil, Melva; Fitria, Yanti; Rahmi, Ulfia
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.11822

Abstract

This research is motivated by the low learning activity and critical thinking skills of students in science learning in elementary schools. Students tend to be passive and lack understanding of the material presented. One effort that can be made is to apply the Guided Inquiry learning model. This study aims to determine the effect of the guided inquiry learning model on students' learning activities and critical thinking skills in science learning. The research conducted was a quantitative study using a quasi-experimental design involving two groups, namely the control group using conventional methods and the experimental group using the guided inquiry learning model. Data were collected through pretest and posttest. The results showed that the experimental group that applied the guided inquiry learning model experienced a significant increase compared to the control group using conventional learning. After being treated using the inquiry learning model, learning activities increased by 30.87% and critical thinking skills increased by 73.52%. The t-test showed a significant difference (p = 0.000) both in learning activities and critical thinking skills. For the correlation test, it was obtained as much as 0.832 and the percentage of the influence of the learning activity variable and critical thinking ability was 69.20%. Then in the N-gain analysis, the learning activity of the experimental group had an N-gain of 0.76 in the high category while the control group data was obtained as much as 0.45 which was in the medium category. The N-Gain analysis of critical thinking ability for the experimental group was 0.76 in the high category, while for the control class it was 0.4988 in the medium category.
Development of Interactive IPAS Teaching Material Based on the Inquiry Model Using the Powtoon Application for Fourth Grade Elementary School Students Hidayat, Maimon; Rahmi, Ulfia; Jasrial; Zuwirna
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.12235

Abstract

This study aims to develop interactive teaching materials based on the inquiry model using the Powtoon application that are valid, practical, and effective for fourth-grade elementary school students. The background of this research includes the limited use of technology-based teaching materials, low student participation in science and social science learning, a lack of engaging instructional media, and the need for learning models that enhance critical thinking and problem-solving skills. The method used is Research and Development (R&D) with the 4D development model (Define, Design, Develop, and Disseminate). The validation results from subject matter experts, media experts, and language experts indicate that the developed teaching materials are highly valid, with a score of 90.04%. The materials include content aligned with the Competency Criteria and Learning Objectives, a systematic presentation following the inquiry model syntax, communicative language, and attractive visuals through Powtoon animations. In terms of practicality, both students and teachers rated the material as highly practical, with an average student response score of 86.98% and a teacher score of 92.67%. The effectiveness of the teaching material was evaluated through pretest and posttest, with an average N-Gain score of 0.79 (high category), showing a positive impact on student learning outcomes. These materials are proven to be valid, practical, and effective in improving student learning outcomes.
Analisis Pengembangan Kompetensi Guru Melalui Komunitas Belajar dalam Penerapan Kurikulum Merdeka di SMK Negeri 2 Padang Panjang Benzito, Vico; Zen, Zelhendri; Hidayati, Abna; Rahmi, Ulfia
JURNAL MANAJEMEN PENDIDIKAN DAN ILMU SOSIAL Vol. 6 No. 6 (2025): Jurnal Manajemen Pendidikan dan Ilmu Sosial (Oktober-November 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v6i6.6293

Abstract

Penelitian peningkatan kompetensi guru melalui komunitas belajar terhadap penerapan kurikulum merdeka di SMK Negeri 2 Padang Panjang ini bertujuan untuk melakukan analisis terhadap peningkatan kompetensisi guru terkait aspek pedagogi, profesional dan sosial melalui komunitas belajar dalam penerapan kurikulum merdeka di SMK Negeri 2 Padang Panjang, Kota Padang Panjang, Sumatera Barat. Penerapan kurikulum merdeka sudah dilakukan sejak tahun 2023 di SMK Negeri 2 Padang Panjang. Kurikulum merdeka membawa paradigma baru dalam pembelajaran, seperti penerpan pembelajaran berdiefrensiasi, pengembangan modul ajar yang berorientasi pada siswa, analisis materi esensial, pemilihan strategi, metoda dan media yang disesuaikan dengan gaya belajar siswa, serta evaluasi dan tindak lanjut pembelajaran serta pengembangan karakter siswa melalui kegiatan projek penguatan profil pelajar Pancasila (P5). Hal tersebut membutuhkan peningkatan kompetensi guru, agar penerapan kurikulum merdeka berjalan lebih efektif dan efisien. Salah satu kegiatan yang dapat meningkatkan kompetensi guru adalah melalui Komunitas Belajar. Jenis penelitian kualitatif dengan pendekatan deskriptif analisis Metode pengumpulan datadilakukan melalui observasi, wawancara, dan studi dokumentasi. Pengumpulan data dilakukan dengan teknik snow ball, dan analisis datanya menggunakan langkah-langkah dari Milles dan Huberman. Keabsahan data dilakukan dengan menggunakan triangulasi sumber dan waktu. Temuan hasil penelitian ini antara lain, 1). Penerapan Kurikulum Merdeka di SMK Negeri 2 Padang Panjang sudah berjalan dengan baik, 2). Kegiatan komunitas belajar efektif meningkatkan kompetensi guru dalam penerapan kurikulum merdeka, 3). Kompetensi guru dalam aspek pedagogi dan profesional menjadi aspek kompetensi dengan peningkatan paling signifikan yang dirasakan oleh guru setelah mengikuti kegiatan komunitas belajar.
Pengembangan Game Edukasi pada Mata Pelajaran IPS Kelas VII SMP Defsry, Bagus; Hendri, Nofri; Novrianti, Novrianti; Rahmi, Ulfia
Jurnal Pendidikan Tambusai Vol. 8 No. 2 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini dilatar belakangi beberapa fakta temuan dilapangan. Hal ini dikarenakan, peserta didik kesulitan dalam memahami materi mengenai pemahaman lokasi melalui peta. Penelitian ini bertujuan untuk menghasilkan media game edukasi pada mata pelajaran IPS kelas VII SMP yang valid dan praktis. Jenis penelitian ini adalah penelitian pengembangan yang dikenal dengan istilah Research and Development (R&D), menggunakan model 4D. Model pengembangan 4D terdiri dari empat tahap dalam pengembangan yaitu, Define (defenisi), Design (perancangan), Development (pengembangan) dan Disseminate (penyebaran). Uji validasi produk dilakukan oleh 3 validator yaitu 1 validator materi dan 2 validator media. Uji coba produk dilakukan oleh 1 orang guru IPS dan 24 peserta didik kelas VII SMP Angkasa Lanud Sutan Sjahrir Padang dengan tujuan untuk mengetahui kepraktisan produk yang dikembangkan. Hasil penelitian pengembangan game edukasi yang dikembangkan memperoleh tingkat validitas 94% untuk materi dengan kategori “Sangat Layak”, 96% untuk media dengan kategori “Sangat Layak”. Hasil respon peserta didik mendapatkan tingkat kepraktisan 91% dengan kategori “Sangat Praktis”. Berdasarkan uji validitas dan praktikalitas dapat disimpulkan bahwa media game edukasi yang dihasilkan ini layak sehingga dapat digunakan pada mata pelajaran IPS kelas VII SMP.
Pengembangan E-Modul Pada Mata Pelajaran Informatika Kelas X SMK Wahyu Ningsih, Siska; Rahmi, Ulfia; Anugrah, Septriyan; Masnur, Alkadri
Jurnal Pendidikan Tambusai Vol. 8 No. 3 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Abstract

Pengembangan e-modul ini bertujuan untuk mengatasi pembelajaran yang berpusat pada guru dan metode ceramah dikelas, yang kurang mendukung pembelajaran mandiri dan kurang memanfaatkan teknologi. E-modul dikembangkan untuk mata pelajaran Informatika kelas X SMK menggunakan aplikasi Flip PDF Professional. Penelitian ini menggunakan metode pengembangan Research and Development (R&D) dengan model pengembangan ADDIE. Pada tahap analisis digunakan untuk mendapatkan informasi mengenai keadaan di lapangan. Subjek penelitian ini yaitu peserta didik kelas X Kuliner 2 SMK Negeri 1 Sintuk Toboh Gadang. Uji validitas dilakukan oleh 3 validator yaitu 1 orang validator ahli materi dan 2 orang validator ahli media. Instrumen pengumpulan data menggunakan observasi, angket penilaian validasi materi, validasi media, angket respon siswa, dan soal-soal pretest posttest untuk uji efektivitas. Berdasarkan hasil uji kelayakan, diperoleh hasil dari validator materi dengan persentase 98% dengan kategori sangat valid. Hasil validasi bersama validator ahli media I diperoleh dengan persentase 98% dan ahli media II diperoleh dengan persentase 97% dengan kategori sangat valid. Hasil uji kepraktisan e-modul yang dikembangkan dinyatakan sangat praktis, dengan persentase 92%. Hasil uji efektivitas diperoleh rata-rata N-gain score yaitu sebesar 0,71 dengan persentase 71,12% dengan kategori tinggi. Berdasarkan hasil analisis data dapat disimpulkan bahwa e-modul yang dikembangkan valid, praktis, dan efektif digunakan pada mata pelajaran Informatika kelas X SMK.
Pengaruh Model Kooperatif Tipe Think Talk Write Berbantuan Video Animasi Terhadap Aktivitas dan Hasil Belajar TIK Kelas VIII di SMPN 1 Pangkalan Kuras Kabupaten Palalawan Safitri, Novia Irna; Rahmi, Ulfia; Eldarni, Eldarni; Zen, Zelhendri
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 16, No 2 (2022)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v16i2.12773

Abstract

The beginning of this research was due to students' problems with activities and student learning outcomes. During the passive student learning process,no one asked or contributed to the learning activity. Many student learning outcomes are less than the predetermined KKM value. This research was conducted with the aim of knowing the effect of using the Think Talk Write type learning model with the help of learning videos in ICT learning on the activities and learning outcomes of class VIII students. This research was conducted at SMPN 1 Pangkalan Kuras. This type of research is a quasi-experimental with a population of all class VIII SMPN 1 Pangkalan Kuras for the academic year 2021/2022 which opens seven classes. The sample is represented by class 8B as the experimental class and 8F as the control class. The sampling technique used was purposive sampling. The instruments used for data collection are questionnaires and tests. Data analysis used normality test and homogeneity test and t-test was performed to prove the hypothesis. The result is a significant effect of the use of the Think Talk Write cooperative learning model on activities and learning outcomes on basic computer operating materials taught using cooperative learning models and assisted by animated videos which are higher than student learning outcomes and learning motivation taught by learning models conventional video-assisted animation.
The Influence of Using Multimedia-Based Microsoft Power Point on Class VI Science Learning Outcomes at SDN 03 Alai ajis, yovie As Sami; Zuliarni, Zuliarni; Bentri, Alwen; Rahmi, Ulfia
JUPE : Jurnal Pendidikan Mandala Vol 8, No 4 (2023): JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v8i4.6191

Abstract

The use of learning media is one way to develop education, the influence of media use provides results that show the extent to which the success of learning media has an impact on education so that the supporting factors and disadvantages will be known. The learning media examined in this research is Microsoft Powerpoint or PPT learning media. This research aims to determine the significant influence of using multimedia-based Microsoft Power Point media on the science learning outcomes of class VI students at SDN 03 Alai Padang. The research results show that the average score obtained from the learning outcomes of students who use Microsoft Power Point-based multimedia (experimental class) is higher. This is in accordance with the average student learning outcomes in the experimental class of 75.17, which is higher than the control class, namely 63.92. Based on the results of the t test, the calculated t is 2.083 and the t table with a significance level of 0.05 is 2.004. So if we compare the numbers 2.083 > 2.004 then it can be interpreted that H1 is accepted. So it can be concluded that the use of multimedia-based Microsoft Power Point has a significant effect on the science learning outcomes of class VI students at SDN 03 Alai.
Development of Tutorial Learning Videos on Physical Education Subjects, Football Material in Class VIII SMP Putra, Donal Andika; Zuliarni, Zuliarni; Yeni, Fetri; Rahmi, Ulfia
JUPE : Jurnal Pendidikan Mandala Vol 8, No 4 (2023): JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v8i4.6134

Abstract

The development of this learning video media was carried out as an effort to solve student learning problems. This learning media can be used as an alternative to reduce problems in learning. This research aims to produce products for class VIII physical education subjects and determine the quality, validity and practicality of the products developed so that they are suitable for use. This type of research is development research, known as Research and Development (R&D), using the ADDIE development model. The development procedure in this research consists of 4 stages, namely: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The product validity test was carried out by 3 validators, namely 1 material expert validator and 2 media expert validators. The practicality test was carried out on 15 class VIII students at SMP Angkasa Lanud Sutan Sjahrir Padang. The development of learning video media using the Kinemaster application for Physical Education subjects for class VIII SMP has been carried out in accordance with development procedures which produce learning media in video form. This product has gone through the validation stage. Based on the results of the material validation assessment from the physical education teacher at Angkasa Lanud Padang Middle School and media validation, namely the Curriculum and Education Technology lecturer, the validation results from media expert I have been categorized as "very valid" with an average of 4.94 and the results from media expert II were categorized as "very valid" with an average of 4.64. Meanwhile, the final validation results from material experts were categorized as "very suitable" with an average of 4.75. The practicality test results for learning media products averaged 4.64 in the "Very Practical" category. Based on these results, it can be concluded that the learning video media using the Kinemaster application in Physical Education subjects is declared to be very valid and very practical.
Assessing historical thinking skills in high school history education: a Padlet-based approach Ofianto, Ofianto; Rahmi, Ulfia; Syafrini, Delmira; Ningsih, Tri Zahra
Journal of Education and Learning (EduLearn) Vol 18, No 3: August 2024
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v18i3.21260

Abstract

This research is focused on assessing how the incorporation of Padlet technology affects the evaluation of historical thinking skills in high school history education. The research methodology involved a pretest-posttest approach with a randomly selected group of 70 students. The research tool employed questionnaires aligned with the study’s objectives. Data analysis utilized comparative statistics, specifically the paired sample t-test. The outcomes of the study reveal a significant positive impact resulting from the integration of Padlet technology in assessing historical thinking skills. This is substantiated by the sign value being less than 0.05 for all aspects examined. Consequently, this research provides compelling evidence that this approach can serve as an effective alternative for improving the quality of history education at the high school level. The findings of this study have important implications for educators, learners, and other stakeholders. These results may be used by educators to create more successful teaching strategies that will improve their students' historical thinking and comprehension. As a personal learning tool, Padlet technology can help students comprehend the historical subjects they are studying better. For those involved, this study offers compelling proof that using Padlet technology in high school history curricula may improve its caliber.
PENGARUH FANTASY DAN REWARD TERHADAP PERILAKU PENGGUNA GAME EDUKASI DI SMP NEGERI 33 PADANG Lubis, Maysaroh; Rahmi, Ulfia; Kurnia, Reni; Masnur, Alkadri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31586

Abstract

Penelitian ini dilatarbelakangi oleh banyaknya penelitian sebelumnya yang sudah mengembangkan game edukasi, namun sulit diterima oleh siswa dalam pembelajaran. Hal ini menunjukkan bahwa rendahnya minat terhadap game edukasi yang dirancang untuk mendukung proses pembelajaran Salah satu penyebabnya belum teridentifikasi faktor-faktor yang mempengaruhi perilaku siswa dalam menggunakan game edukasi. Penelitian ini bertujuan untuk membuktikan pengaruh fantasy dan reward terhadap perilaku pengguna game edukasi di SMP Negeri 33 Padang. Jenis penelitian ini adalah penelitian kuantitatif dengan metode survey. Populasi dalam penelitian ini adalah seluruh siswa SMP Negeri 33 Padang yang berjumlah 538 siswa, dengan teknik total sampling. Teknik pengumpulan data menggunakan angket skala likeart yang telah diuji validitas dan reabilitasnya. Data analisis menggunakan uji regresi linier berganda dengan bantuan program SPSS Versi 20.00. Hasil analisis menunjukkan bahwa elemen fantasy dan reward secara simultan berpengaruh signifikan terhadap perilaku pengguna game edukasi dengan nilai signifikansi 0,000 < 0,05, nilai analisis regresi linier berganda antara fantasy dan reward terhadap perilaku pengguna game di SMP Negeri 33 Padang terdapat pengaruh dengan nilai sebesar 51,14% sementara 48,6% dipengaruhi oleh variabel lain di luar penelitian ini. Temuan ini menegaskan bahwa hipotesis yang diajukan diterima, hasil penelitian membuktikan adanya pengaruh fantasy dan reward terhadap perilaku pengguna game edukasi di SMP Negeri 33 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