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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)
Pengembangan Media Video Pembelajaran Mata Pelajaran Pendidikan Jasmani, Olahraga dan Kesehatan Kelas X SMA Azmi, Rahmatul; Syafril, Syafril; Rayendra, Rayendra; Masnur, Al-Kadri
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.v5i5.2006

Abstract

Analysis of the learning process shows several obstacles, including the use of suboptimal learning media, students' difficulties in mastering the material, and time limitations. Therefore, this study aims to develop video media as an effort to overcome these obstacles. This type of research is development research known as Research and Development (R&D) with a 4-D development model. This study uses quantitative data analysis techniques. The data used is the data from validation by one material expert and two media experts. The practicality test was carried out to 30 students of SMAN 1 Suliki District as many as 30 students in class X to test the practicality of the learning video products developed. The results of the material validation test showed an average of 4.86 categorized as "very valid", the results of the validation of two media experts in a row obtained an average score of 4.93 and 4.79 categorized as "Very Valid". Furthermore, the results of the product practicality test carried out are in the "practical" category for use with an average score of 4.36. Based on the results of the validity test and practicality test, it can be concluded that the learning video product developed is valid and practical and can be used in the learning process
Pengembangan Asesmen Pembelajaran Berbasis Game pada Mata Pelajaran IPA Kelas VII SMP Putri, Lini Oxtoria; Zen, Zelhendri; Rayendra, Rayendra; 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.v5i6.2104

Abstract

This study aims to develop a game-based learning assessment in science subjects in grade VII junior high school that is valid and practical. This type of research is Research and Development (R&D). The model used in this development research is a 4D model. The 4D model contains 4 (four) stages of development, including define, design, develop, and disseminate. The research data was obtained through questionnaires and validation sheets, then analyzed in a quantitative descriptive manner. The development process of this game-based learning assessment product has involved a validation stage by material and media experts. A science teacher in grade VII of SMP Negeri 5 Linggo Sari Baganti acted as a material expert, while two lecturers from the Department of Curriculum and Educational Technology of Padang State University acted as media experts. The validation results show that this product is considered very valid, both in terms of material content and design. Furthermore, the trial on 18 grade VII students also produced very positive data, with an average score of 4.71 for the practicality category. Based on these results, it can be concluded that this game-based learning assessment product has gone through a good development stage and is ready to be implemented in the learning process