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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
Development of Wordwall Media Based on Problem Based Learning in IPAS Learning for Fourth Grade Elementary School Wisda, Juni Faivantisa; Erita, Yeni; Zahara, Leni; Rayendra, Rayendra
Journal of Educational Sciences Vol. 10 No. 1 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.1.p.357-369

Abstract

This research aims to develop learning media using Wordwall based on Problem Based Learning (PBL) in the subject of Natural and Social Sciences (IPAS) for fourth grade elementary school students. The research method employed was Research and Development (R&D) using the ADDIE model, which includes analysis, design, development, implementation, and evaluation. The participants of this research were students from several elementary schools in Lubuk Begalung, Padang City. Data were collected through expert validation sheets, practicality questionnaires, and student achievement tests. The validation results by media, material, and language experts indicated that the developed media was highly valid. The practicality test showed that both teachers and students found the media easy to use, engaging, and beneficial. Furthermore, the effectiveness test using pre-test and post-test demonstrated significant improvement in student learning outcomes with an average N-Gain score of 0.72, categorized as high. Therefore, Wordwall media integrated with PBL can serve as an innovative solution to improve the quality of IPAS learning in elementary schools.
Development of Interactive Teaching Materials Based on Problem-Based Learning (PBL) in Indonesian Language Learning for Fifth Grade Elementary Students Santi, Arfa Novia; Muhammadi, Muhammadi; Adrias, Adrias; Rayendra, Rayendra
Journal of Educational Sciences Vol. 10 No. 1 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.1.p.2048-2059

Abstract

This study was conducted due to the limited use of interactive and technology-based teaching materials in Indonesian language learning at the elementary school level, which often relies on printed materials and results in low student engagement. The research aimed to develop Problem-Based Learning (PBL)-based interactive teaching materials to encourage active learning, provide immediate feedback, and support collaborative problem-solving for fifth-grade Indonesian language instruction. This research applied a research and development method using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The analysis stage involved observations and interviews with teachers and students from three elementary schools. The design and development stages focused on producing interactive multimedia-based teaching materials using Articulate Storyline 3. The product was then validated by experts to assess its content, language, and media feasibility. The validation results indicated that the teaching materials were categorized as very valid. Practicality testing showed average scores of 92.33% from teachers and 94.18% from students, both classified as very practical. Furthermore, the effectiveness test produced an N-Gain value of 0.8 (77.60%), indicating that the teaching materials were effective in improving student engagement and learning outcomes in Indonesian language learning.
Pengembangan Sistem Pendukung Keputusan Diagnosis Kanker Payudara Menggunakan Regresi Logistik Rayendra, Rayendra; Ikhsan, Ikhsan; Meri, Rozi; Ismael, Ismael; Eka Putra, Dian; Ahmad Efendi, Rostam; Ikhbal Salam, Riyan
Jurnal Pustaka AI (Pusat Akses Kajian Teknologi Artificial Intelligence) Vol 5 No 3 (2025): Pustaka AI (Pusat Akses Kajian Teknologi Artificial Intelligence)
Publisher : Pustaka Galeri Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55382/jurnalpustakaai.v5i3.1344

Abstract

Kanker payudara merupakan salah satu penyebab kematian tertinggi pada wanita di Indonesia. Diagnosis yang akurat dan cepat sangat penting untuk meningkatkan tingkat kesembuhan pasien. Penelitian ini bertujuan mengembangkan sistem pendukung keputusan untuk diagnosis kanker payudara menggunakan model regresi logistik yang dioptimasi. Metode penelitian menggunakan dataset Wisconsin Diagnostic Breast Cancer yang terdiri dari 569 sampel dengan 30 fitur morfologis sel. Data dibagi menjadi 75% data latih dan 25% data uji. Model regresi logistik diimplementasikan dengan regularisasi L2 dan dievaluasi menggunakan analisis ROC, optimasi ambang batas dengan Indeks Youden, serta kalibrasi probabilitas menggunakan Expected Calibration Error (ECE). Hasil penelitian menunjukkan model mencapai akurasi 95,8%, sensitivitas 96,2%, dan spesifisitas 95,6% dengan nilai AUC-ROC 0,993. Optimasi ambang batas menghasilkan nilai optimal 0,560 yang menyeimbangkan sensitivitas dan spesifisitas. Kalibrasi probabilitas menunjukkan ECE sebesar 0,0390 yang dapat ditingkatkan menjadi 0,0328 menggunakan regresi isotonik. Kata kunci: kanker payudara, sistem pendukung keputusan, regresi logistik, kalibrasi probabilitas, optimasi ambang batas
Development of Interactive Virtual Reality Learning Media Based on the RADEC Model for Science Learning in Elementary Schools Furkan, Izzan Muhammad; Amini, Risda; Muhammadi, Muhammadi; Rayendra, Rayendra
Journal of Educational Sciences Vol. 10 No. 3 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.3.p.343-358

Abstract

This study was motivated by low student engagement, limited use of innovative learning media, and students’ difficulties in understanding abstract concepts, particularly the human digestive system in Integrated Science and Social Studies learning at the elementary school level. The study aimed to develop an interactive Virtual Reality learning medium based on the RADEC (Read, Answer, Discuss, Explain, Create) approach for fifth-grade students. The research employed a Research and Development design using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The developed VR-based RADEC medium was validated by material, language, and media experts, achieving a validity score of 92.66%, categorized as highly valid. Practicality testing conducted in four elementary schools showed very high practicality, with student and teacher response scores of 93.8% and 96.2%, respectively. Effectiveness testing using pre-test and post-test results demonstrated a significant improvement in student learning outcomes, indicated by an average N-Gain score of 0.76, classified as high. These findings indicate that the developed VR-based RADEC interactive learning medium is valid, practical, and effective. Furthermore, it supports the implementation of the Merdeka Curriculum by providing realistic, engaging learning experiences that enhance student motivation and learning achievement.
Development of Problem Based Learning-Based Student Worksheets to Improve 4C Skills in Science Learning in Elementary Schools Qodri, Laura Lailatul; Erita, Yeni; Zahara, Leni; Rayendra, Rayendra
Jurnal Penelitian Pendidikan IPA Vol 12 No 1 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i1.13475

Abstract

Education in the 21st century requires a shift toward student-centered learning and the strengthening of 4C skills (Creativity, Critical Thinking, Collaboration, and Communication) as mandated by the Pancasila Student Profile and the Merdeka Curriculum. Needs analysis in elementary schools shows that existing LKPD are still traditional, lack problem-solving components, do not facilitate collaboration, and have not supported higher-order thinking. This condition indicates the urgency of developing contextual and interactive LKPD based on Problem-Based Learning (PBL) to reinforce students’ 4C skills in grade IV IPAS lessons. This study aims to develop PBL-based LKPD to improve students’ 4C skills using the ADDIE model. The research was conducted in SDN 02 Maek, SDN 06 Maek, and SDN 07 Maek involving 30 students and 3 teachers. The product’s validity met the required standards, with media validation at 71.6% (valid), language validation at 80% (valid), and content validation at 66% (valid). Practicality testing showed scores of 86.3% from teachers (very practical) and 82.6% from students (very practical). The LKPD’s effectiveness was demonstrated through an average N-Gain of 0.77 (high). Thus, the developed LKPD is categorized as valid, very practical, and effective in strengthening 4C skills in grade IV IPAS learning.
PENGEMBANGAN MULTIMEDIA INTERAKTIF MATERI BANGUN DATAR UNTUK MEMFASILITASI KEMAMPUAN KOMUNIKASI MATEMATIKA SEKOLAH DASAR Sari, Ratu Amalia; Bentri, Alwen; Ahmad, Syafri; Rayendra, Rayendra
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.14420

Abstract

Penelitian ini terinspirasi oleh keterbatasan alat pembelajaran sekolah dasar yang membantu siswa menjelaskan konsep matematika menggunakan simbol, visual, dan grafik, khususnya dalam geometri bidang. Untuk pembelajaran yang lebih bermakna, siswa membutuhkan media yang menyajikan ide-ide abstrak dan merepresentasikan kehidupan sehari-hari. Multimedia interaktif berbasis program Smart Apps Creator dengan konten geometri bidang akan dikembangkan dan diuji untuk meningkatkan kemampuan komunikasi matematika siswa. Paradigma ADDIE digunakan untuk penelitian dan pengembangan, yang mencakup analisis, desain, pengembangan, implementasi, dan evaluasi. Lembar validasi, kuesioner kepraktisan, dan ujian hasil belajar dengan indikator komunikasi matematika merupakan alat studi. Penelitian ini menemukan bahwa (1) multimedia interaktif berbasis Smart Apps Creator sangat valid berdasarkan 93% ahli materi, 88% ahli media, dan 95% ahli bahasa. (2) Uji kepraktisan menghasilkan 90% pada uji coba kelompok kecil, 92% pada uji coba kelompok besar, dan 100% dari komentar pengajar. (3) Multimedia interaktif meningkatkan kemampuan komunikasi matematika siswa, dengan skor posttest rata-rata 87,16 dan analisis Skor N-Gain sebesar 73,91%, menjadikannya sangat efektif. Dengan demikian, multimedia interaktif berbasis Smart Apps Creator pada platform datar valid, praktis, dan efektif serta dapat meningkatkan kemampuan komunikasi matematika siswa sekolah dasar.This study is inspired by the limits of primary school learning tools that help pupils explain mathematical concepts using symbols, visuals, and graphs, particularly in plane geometry. For more meaningful learning, students need media that presents abstract ideas and represents daily life. Interactive multimedia based on the Smart Apps Creator program on plane geometry content will be developed and tested to improve students' mathematical communication abilities. The ADDIE paradigm is used for R&D, which covers analysis, design, development, implementation, and evaluation. Validation sheets, practicality questionnaires, and learning results exams with mathematical communication indicators are study tools. The research found that (1) interactive multimedia based on Smart Apps Creator is extremely valid based on 93% material experts, 88% media experts, and 95% language experts. 2) The practicality test yields 90% in small group trials, 92% in large group trials, and 100% from instructor comments. (3) Interactive multimedia improves students' mathematical communication abilities, with an average posttest score of 87.16 and an N-Gain Score analysis of 73.91%, making it extremely successful. Thus, interactive multimedia based on Smart Apps Creator on flat forms is valid, practical, and successful and may improve primary school pupils' mathematical communication abilities.
Analisis Persepsi Guru menggunakan Smart LMS dengan Pendekatan Model Penerimaan Teknologi (TAM) Faranda, Nadya; Rayendra, Rayendra; Rahmi, Ulfia; Anugrah, Septriyan; Saputra, Indra
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.14162

Abstract

This study aims to analyze the acceptance of the LMS Pintar Kemenag online training platform among public and private Madrasah Tsanawiyah teachers in Padang City using the Technology Acceptance Model (TAM). A quantitative survey was conducted involving 285 teachers, and the data were analyzed using descriptive statistics with SEMPLS. The results indicate high mean scores across all TAM constructs Perceived Ease of Use, Perceived Usefulness, Attitude Toward Using, and Behavioral Intention to Use showing a strong level of technology acceptance. Teachers consider the platform easy to operate and beneficial for professional development; consequently, they develop favorable attitudes and a sustained intention to use it for training and learning activities. These findings reinforce the relationship between perceived ease, perceived usefulness, and behavioral intention as proposed in TAM, while also highlighting the strategic role of digital platforms in supporting teacher competency development within religious education institutions. In conclusion, LMS Pintar Kemenag has been positively accepted by teachers, and its continued improvement is essential to enhance the effectiveness and sustainability of online professional training programs
Pelatihan Pengenalan Flowgorithm sebagai Solusi Inovatif untuk Mendekomposisi Abstraksi Algoritma untuk Guru MGMP Informatika SMA Kota Padang Sonatha, Yance; Azmi, Meri; Rayendra, Rayendra; Rasyidah, Rasyidah; Suryani, Ade Irma
Jurnal Abdi Masyarakat Indonesia Vol 6 No 1 (2026): JAMSI - Januari 2026
Publisher : CV Firmos

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54082/jamsi.2378

Abstract

Perkembangan teknologi digital menuntut penguasaan keterampilan berpikir komputasional, di mana pemahaman algoritma menjadi fondasi kritis. Namun, pembelajaran algoritma di tingkat sekolah menengah sering terkendala oleh sifatnya yang abstrak. Observasi awal terhadap Guru MGMP Informatika Kota Padang menunjukkan 56% dari 25 responden belum pernah menggunakan alat bantu visual untuk pengajaran algoritma. Pengabdian masyarakat ini bertujuan untuk menjembatani kesenjangan tersebut melalui introduksi dan pelatihan Flowgorithm, sebuah perangkat lunak untuk memvisualisasikan algoritma dalam bentuk flowchart interaktif. Metode pelaksanaan mencakup tahap perencanaan, pendahuluan (pre-test), pelatihan (12 Agustus 2025), pendampingan intensif, dan evaluasi (post-test). Hasil kegiatan menunjukkan peningkatan kompetensi guru yang signifikan. Sebanyak 96% peserta mengalami peningkatan pemahaman konsep algoritma, 92% peserta menjadi terampil menggunakan Flowgorithm, dan 92% lainnya melaporkan peningkatan kepercayaan diri dalam mengajar. Analisis mengungkap bahwa pendekatan "learning by doing", relevansi materi dengan kurikulum, dan antarmuka Flowgorithm yang user-friendly menjadi faktor kunci keberhasilan. Disimpulkan bahwa Flowgorithm efektif sebagai media transisi dari konsep algoritma abstrak ke implementasi nyata, sehingga direkomendasikan untuk diadopsi secara lebih luas dan didukung dengan pelatihan lanjutan.