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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.
Pelatihan Multimedia dengan Articulate Storyline di Sekolah Dasar 07 Kubang Putiah Kabupaten Agam Anugrah, Septriyan; Austin, Diah Anggraini; Rayendra, Rayendra; Hendri, Nofri; Andika, Refiona
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 6 No. 4 (2025): Edisi Oktober - Desember
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v6i4.5670

Abstract

Pemanfaatan teknologi informasi dan komunikasi pada era saat ini telah menjadi penting terutama di bidang pendidikan. SD 07 Kubang Putiah telah menerapkan Kurikulum Merdeka Belajar dan penggunaan teknologi dalam proses pembelajarannya. Namun penerapan tersebut masih belum optimal dan menghadapi beberapa kendala yaitu terbatasnya media pembelajaran, minimnya pengetahuan guru tentang perangkat multimedia serta ketidakmerataan penguasaan teknologi di kalangan guru yang menghambat efektivitas pembelajaran. Pelatihan ini bertujuan untuk meningkatkan pemahaman guru-guru di SD 07 Kubang Putiah mengenai penggunaan Articulate Storyline dalam menciptakan konten pembelajaran interaktif. Metode yang digunakan meliputi pemaparan materi, praktik langsung dan sesi evaluasi. Sebanyak 20 guru dari berbagai bidang studi mengikuti pelatihan ini. Hasil pelatihan ini adalah adanya peningkatan keterampilan teknis guru dan keterlibatan siswa melalui materi yang lebih menarik serta penguatan kolaborasi antar pendidik di sekolah.
Pengembangan Media Pembelajaran Interaktif Pada Tema Menyayangi Tumbuhan Dan Hewan Kelas III Sekolah Dasar Salsabila Yunitari; Rayendra, Rayendra; Novrianti, Novrianti; Bentri, Alwen
Jurnal Pendidikan Tambusai Vol. 8 No. 1 (2024): April 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v8i1.12744

Abstract

Penelitian ini bertujuan untuk mendeskripsikan proses pengembangan media pembelajaran interaktif yang valid dan praktis. Penelitian ini menggunakan model pengembangan Borg and Gall melalui tahap perencanaan, pengembangan produk awal, validasi produk, tahap uji coba, dan hasil produk akhir. Media pembelajaran interaktif ini dikembangkan menggunakan software Powerpoint & iSpring Suite untuk media pembelajaran interaktif berbasis persentasi dan aplikasi yang relevan dengan kurikulum tematik kelas III SD. Hasil penelitian ini menunjukkan bahwa media pembelajaran interaktif pada tema menyayangi tumbuhan dan hewan yang dikembangkan mampu meningkatkan keaktifan dan keterlibatan siswa dalam proses pembelajaran. Selain itu, media ini juga dinilai sebagai alat yang valid dan praktis dalam meningkatkan keaktifan siswa dalam belajar. Hasil uji praktikalitas siswa dan wawancara dengan guru menunjukkan bahwa media pembelajaran interaktif ini mendapat respon positif dari semua pihak. Penelitian ini memberikan kontribusi penting dalam pengembangan media pembelajaran yang inovatif dan relevan dengan perkembangan teknologi. Diharapkan bahwa penggunaan media pembelajaran interaktif ini dapat memberikan alternatif pembelajaran yang lebih praktis di SD.
Pengembangan Media Video Pembelajaran pada Mata Pelajaran Ilmu Pengetahuan Sosial (IPS) Kelas VII di Sekolah Menengah Pertama Riska Yulia Sari; Rayendra, Rayendra; Zen, Zelhendri; Eldarni, Eldarni
Jurnal Pendidikan Tambusai Vol. 8 No. 1 (2024): April 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v8i1.12886

Abstract

Video media is a type of audio-visual learning media that includes images, sound and movement, which can convery learning message to students. The use of learning media has not been effective, which makes it difficult for teachers to explain the material to students. One of the competencies of Educational Technology is to become a learning media developer. This development reserach follows the Borg&Gall model, and is tested for the validity and practicality of the media develop. These stages include: (1) planning, (2) initial product, (3) product validation, (4) testing, and (5) final product. The average score of this learning video media product by material expert was 4,84, categorized as “Very Suitable”. Furthermore, from media experts, the average score was obtained from media expert I was 4,73 and media expert II was 4,60, from this score the media could be categorized as “Very Feasible”. Meanwhile, the practicality test shows that this learning video media product received a positive response from users by obtaining an average score of 4,62 with a percentage of 92,40% with the criteria “Very Practical”.
Perbandingan Metode Simple Additive Weighting (SAW) dan Weight Product (WP) dalam Menentukan Penerima Zakat Rayendra, Rayendra
Journal of Information System Research (JOSH) Vol 5 No 2 (2024): Januari 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v5i2.4646

Abstract

Zakat is part of a person's assets, which according to Islam, if the assets exceed the nishab limit, the owner is obliged to hand them over to someone who has the right to receive them under certain conditions or is called mustahiq zakat. To determine zakat mustahiq, BAZNAS Solok City collects data on prospective zakat recipients and determines mustahiq based on criteria determined manually. Therefore, through this research, the Simple Additive Weighting (SAW) and Weighted Product (WP) methods are used to determine mustahiq zakat so that it can help BAZNAS Solok City in making decisions. There are five criteria used, residence status, monthly income, employment status, number of dependents, and monthly expenses. Monthly income is a cost criterion and the other is a profit criterion. After carrying out calculations using both methods, ranking results were obtained from prospective zakat recipients (mustahiq). In the SAW Method, the first ranking results were obtained for the fourth (A4) and ninth (A9) recipient candidates, as well as in the WP Method. However, there is a difference in ranking between third and fourth. It can be seen that the SAW and WP methods provide almost the same ranking results, but there are differences in several ranking orders even though the best rankings are in the same alternative. Through the sensitivity test, the results were obtained that the WP method has a higher sensitivity than the SAW method, that is 4,14% > 3,17%, so it can be concluded that the WP method is better used as decision support by decision makers, is BAZNAS Solok City.
Development of Learning Multimedia on Formal Object Material and Geography Material Objects for Class X SMA Aldonia, Jihan; Kurnia Yusri, Meldi Ade; Bentri, Alwen; Rayendra, Rayendra
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.v8i4.6149

Abstract

This research aims to develop instructional multimedia designed using Microsoft Office PowerPoint for the topics of formal and material objects in geography for 10th-grade students in Senior High School (SMA). The research follows the Borg and Gall model through stages of planning, initial product development, validation, testing, and final product. Instructional multimedia is created by utilizing Microsoft Office PowerPoint technology as a tool to create relevant presentation slides aligned with the Geography curriculum.The results of this study demonstrate that the developed instructional multimedia effectively enhances students' understanding of the concepts of formal and material objects in geography. Furthermore, this multimedia is considered a highly efficient tool in boosting motivation and interest in learning geography among students. Student satisfaction surveys and teacher interviews indicate that the instructional multimedia received positive responses from all parties.This research provides a significant contribution to the development of innovative and technology-relevant instructional media. It is hoped that the use of this multimedia will improve students' comprehension of formal and material object topics in geography and offer a more engaging and effective learning alternative in Senior High School.  
The Use of Phet Interactive Simulation Software in Physics Learning Liswar, Feby; Hidayati, Abna; Rayendra, Rayendra; Yeni, Fetri
Jurnal Penelitian Pendidikan IPA Vol 9 No SpecialIssue (2023): UNRAM journals and research based on science education, science applic
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9iSpecialIssue.5982

Abstract

Physics learning is a discipline that requires in-depth understanding and a strong grasp of concepts. The use of technology in physics learning has become very essential, such as in the use of PhET interactive simulation software. This article aims to explore literature studies regarding the use of PhET software in the context of physics learning and its positive impact on students' abilities. The literature review method was carried out by searching for articles and journals related to the use of PhET in physics learning. The study results show that the use of PhET in physics learning can increase students' understanding of physics concepts and motivate them to study physics. Strategies for using PhET in physics learning include using it as a tool in explaining physics concepts, creating virtual experiments by students, and preparing virtual experiment reports. This article is an effective and efficient alternative for increasing students' understanding of PhET in physics learning
Development of Interactive Learning Media Mobile Learning In Science for Class VIII Junior High School Hardika, Jodi; Ridwan, Ridwan; Bentri, Alwen; Hakim, Ramalis; Rayendra, Rayendra; Yeni J, Fetri
Jurnal Penelitian Pendidikan IPA Vol 10 No 11 (2024): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i11.8630

Abstract

This research focuses on the development of interactive mobile learning media for science subjects in eighth-grade junior high school. The identified problems are the lack of student engagement and the limitations of easily damaged learning media. Additionally, educators face difficulties in using technology in the teaching and learning process. This study uses the research and development (R&D) method with a 4-D model. The product's validity was assessed by six experts—two media experts, two language experts, and two subject matter experts—who rated it as "Highly Valid" with an average percentage of 92%, 89%, and 97%, respectively. The practicality test showed that the media is very practical, with an average percentage of 87% from teachers and 96.7% from students. The effectiveness of the media was measured by the gain score, which showed a value of 0.62, categorized as "Moderate," and the average student learning outcome after using the media was 81.4, categorized as "Very Good." Based on these results, the interactive mobile learning media for science subjects in eighth-grade junior high school has been proven to be valid, practical, and effective in improving student learning outcomes
Pengembangan Multimedia Pembelajaran pada Pembelajaran Informatika Kelas VIII di SMP Negeri 1 Kinali Gusfianora, Fara; Eldarni, Eldarni; Syafril, Syafril; Rayendra, Rayendra
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.v5i4.1592

Abstract

This research aims to produce multimedia learning in informatics subjects using a 4D (four-D) development model which includes four stages, namely define, design, development, and dissemination. In the Development Step, a media validity test was carried out with two media expert validators and one material expert validator, then a practicality test was carried out on 30 junior high school grade VIII students to test the practicality of the multimedia learning developed. The results of the media validity assessment with validator I got a percentage of 94.67 with the category "very valid" and the results with validator II got a percentage of 97.33 with the category "very valid". The validity of the material obtained by the material validator obtained a percentage of 96.36 with the category of "very valid". Multimedia learning is said to be practical based on a practicality test with a percentage of 95.43 with the category "very practical". The steps taken in analyzing the respondents and then finding the percentage of the average results can be determined by the assessment criteria for the practicality test. Based on the results of the validity and practicality test, it can be concluded that the learning multimedia product in the informatics subject is very feasible to be used in the learning process.
Pengaruh Bahasa Pemrograman Scratch pada Mata Pelajaran Informatika untuk Meningkatkan Self Efficacy Siswa Kelas VIII di SMP 8 Padang Azaharani, Meissy Anggun; Hidayati, Abna; Rayendra, Rayendra; Rahmayanti, 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.v5i4.1742

Abstract

The importance of learning Informatics is not only limited to mastering techniques and practical skills in technology development, but also in forming students' self-efficacy or self-confidence in overcoming challenges and solving problems in the digital world. This study aims to analyze the influence of Scratch programming language on informatics subjects to improve the self-efficacy of grade VIII students at SMP 8 Padang. This type of research is quantitative research with an experimental method. The design used in this research is a Quasi Experimental Design in the form of a Nonequivalent Control Group Design. The data collection technique used is a Likert scale questionnaire. The experimental group used the scratch programming language with a total of 32 students, and the control group used the blookly programming language with a total of 32 students. For hypothesis testing, this study uses t-test statistics with a significant level of 5% (= 0.05) and N-Gain test. The results of the study showed that the use of scratch programming language influenced the self-efficacy of grade VIII students of SMP 8 Padang with a significance value of 0.001. This means a significant t-value (p = 0.001 < 0.005). In the N-Gain analysis, the experimental class experienced an increase in self-efficacy score of 0.54 (medium category), while the control class only 0.07 (low category)