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Penerapan Model Pembelajaran Drill and Practice Menggunakan Media Focusky untuk Mengetahui Hasil Belajar TIK pada Siswa Kelas VIII SMPN Karangkancana Kabupaten Kuningan Sukardi, Dadi; Zakaria, Yoyo
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.v5i5.1811

Abstract

This study aims to determine the application of the drill and practice learning model using Focusky media to determine the ICT learning outcomes in grade VIII students of SMPN 1 Karangkancana, Kuningan Regency. The research method applied in this study is quantitative by applying a drill and practice learning model in grade VIII students of Karangkancana Junior High School. The results of the study show that the application of scientific research methods that use numbers to measure and analyze data. The hypothesis test was carried out by system experts, namely using the SPSS V26 application and produced a 100% result which was included in the "Very Feasible" category. The results of student responses to the results of the application of the drill and practice learning model using Focusky media obtained from hypothesis tests were also strengthened by the results of starting the pretest mean. 53.66, while the mean postest is 81.33 so that the difference between the pretest and the posttest is 27.67 The hypothesis results can be said to be significant and feasible, there is a significant increase after applying the drill and practice learning model
Pengaruh Penggunaan Media Pembelajaran E-Book (Flif Book Maker) Terhadap Minat Belajar Siswa pada Mata Pelajaran Ilmu Pengetahuan Alam di SMP Negeri 1 Cilebak Masluhin, Uhin; Zakaria, Yoyo
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.v5i5.1816

Abstract

Learning media is one of the means that can increase the effectiveness and efficiency of teaching and learning activities. The purpose of this study is to determine the effect of the use of e-book learning media (flif book maker) on students' interest in learning in Natural Sciences subjects at SMP Negeri 1 Cilebak. This study uses a quantitative research method with an experimental quasy type. The sample in this study is class VIII-A as many as 21 students as a control class or a class that is not given treatment with a preetest and class VIII-B as an experimental class as many as 21 students or a class that is given treatment and given a posttest. The data collection techniques used are prettest, posttest, and questionnaire questions. The results of hypothesis testing using the N-gain test were obtained with an average value of 71.9048 increase in the experimental group while the increase in the control class was 54.7619 so that it was known that the increase in the learning outcomes of the experimental class was 17.14286 compared to the control class. This study concludes that there is a significant influence between the learning process using conventional methods and learning using E-book media (Flipbook Maker) on students' learning interest
Penerapan Fingerprint dalam Meningkatkan Karakter Disiplin Siswa di SMA Negeri 1 Luragung Merliyani, Siska; Zakaria, Yoyo
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.v5i5.1882

Abstract

The purpose of the study was to analyze how the effectiveness of the implementation of fingerprint attendance at SMAN 1 Luragung on improving the character of student discipline at SMAN 1 Luragung. The method used in this study is a qualitative method with a qualitative design of a descriptive type. The research participants were 10 students in grade XI. The data collection technique uses interviews, observations, and documentation while the instrument used is an interview sheet. Data analysis techniques by means of data reduction, data presentation and verification or conclusion drawing. The results of the study show that the use of fingerprint attendance at SMA Negeri 1 Luragung is generally quite effective. This technique helps create a more organized and comfortable learning environment by improving student discipline and attendance management in general. The level of student attendance discipline at SMA Negeri 1 Luragung has increased significantly. Students become more responsible, punctual, and understand that discipline is the key to success, both in school and in everyday life. The implementation of the fingerprint system at SMA Negeri 1 Luragung has a significant effect on improving the character of student discipline. This system makes students more aware of the importance of responsibility and punctuality, thereby reducing the rate of tardiness and absenteeism.
Jum’at Menanam (JUNA) KKN Universitas Muhammadiyah Kuningan Berkolaborasi dengan Cabang Dinas Kehutanan Wilayah VIII Malasari, Mala Nur; Zakaria, Yoyo; Naji, Padli Ibnu
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jb.v6i1.11232

Abstract

Meninjau dari beragam potensi yang Desa Singkup miliki, mahasiswa KKN dari Universitas Muhammadiyah Kuningan kelompok Desa Singkup kemudian merancang beberapa program kerja. Salah satu di antaranya yaitu bernama Jum’at Menanam berkolaborasi dengan Cabang Dinas Kehutanan Wilayah VIII Kabupaten Kuningan yang berfokus di bidang pertanian dan perkebunan desa. Kegiatan ini dirancang bertujuan untuk dapat menambah dan memperluas area tutupan lahan dan hutan di wilayah desa agar dapat mengantisipasi ancaman bencana longsor dan juga banjir pada saat musim hujan. Serta membantu menyerap karbon dioksida sebagai hasil dari mitigasi perubahan iklim. Adanya penanaman ini juga diharapkan dapat meningkatkan ketersediaan bahan baku industri pengolahan kayu, pangan hingga energi terbarukan. Selain itu dengan adanya kegiatan penanaman ini dapat mengurangi polusi udara dan dari pemanasan global sehingga udara akan menjadi lebih segar dan sejuk. Sebagai desa yang terpilih untuk menghijaukan bumi sejahterakan kehidupan desa Singkup sendiri mempunyai pemandangan alam yang sangat indah dan udara yang sangat sejuk
Pengaruh Media Pembelajaran Gimkit Berbasis Game Edukasi Terhadap Hasil Belajar Siswa di MA Subulul Huda Darma Damayanti, Alfina; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3994

Abstract

The purpose of this study was to analyze the effect of using educational game-based learning media, namely Gimkit, at MA Subulul Huda Darma. The approach used in this study was a quasi-experimental design with a pretest-posttest design in the control group. The research sample consisted of two classes, namely an experimental class of 23 students who utilized Gimkit learning media, and a control class of 23 students who followed learning with conventional methods. To test the hypothesis, Paired Sample T-Test statistical test was used. The results of data analysis showed that the average value of the pretest in the experimental class was 58.91 with a posttest value of 81.09, while in the control class the pretest value was 51.74 and the posttest reached 75.22. This finding indicates that the use of Gimkit significantly improved student learning outcomes in the experimental class compared to the control class. Based on these results, it can be concluded that the application of Gimkit learning media has a positive influence on the achievement of student learning outcomes. In addition to improving academic achievement, Gimkit also increases student engagement, facilitates mastery of Indonesian History material in a more interesting and effective way, and develops higher order thinking skills, ranging from recall to analysis and evaluation, thus making Gimkit an effective innovative pedagogical strategy.  
Penerapan Model Pembelajaran Berbasis Proyek dengan Media Interaktif Educandy untuk Meningkatkan Hasil Belajar Siswa di SMP Negeri 7 Kuningan Wijayanti, Angeli Dwi Intan; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3995

Abstract

This research aims to determine the effect of implementing a project-based learning model combined with the interactive media Educandy on students' learning outcomes. The research method used is a quantitative research method. The research design used is the One-Group Pretest-Posttest Design, which involves a pretest before treatment and a posttest after treatment. The subjects of the study are students from SMP Negeri 7 Kuningan. The population of this study consists of 1,115 students from SMPN 7 Kuningan, comprising 398 from grade VII, 382 from grade VIII, and 335 from grade IX, with the research sample taken from grade VII G, amounting to 40 students, consisting of 22 boys and 18 girls. The data collection techniques include observation, tests (pretest and posttest), interviews, and the methods of data analysis include descriptive tests, hypothesis testing (T-test), normality tests, validity tests, and reliability tests. The data processing for this research uses SPSS 26 for Windows. The results of this research conducted a hypothesis test with an average pretest score of 59.88 and a posttest score of 81.63. The t-test calculation yielded a significance value of 0.000, which is less than 0.05. This indicates a difference; therefore, H0 is rejected and H1 is accepted. It can be concluded that there is a significant improvement in the average learning outcomes of the students.
Penerapan Model Pembelajaran Berbasis Proyek Menggunakan Trello untuk Meningkatkan Hasil Belajar Siswa Kelas VII SMP Pertiwi Cilimus Enjeli, Putri; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3997

Abstract

This study aims to analyze the implementation of a project-based learning model using Trello to improve the learning outcomes of seventh-grade students at SMP Pertiwi Cilimus. The method used in this research is a quantitative method with a pre-experimental research approach. The population of this study consists of all seventh-grade students of SMP Pertiwi Cilimus, with a sample of 22 students from class VII A, comprising 14 male students and 8 female students. The data collection techniques used include observation and pre-test post-test. The data analysis technique used is quantitative data analysis, specifically the t-test. The research results show a significant increase in student learning outcomes. This is evidenced by the increase in the average student score from 72.27 in the pre-test to 81.14 in the post-test. This difference is statistically significant through the results of the Paired Sample T-Test (Sig. = .000). It can be concluded that the application of the project-based learning model assisted by Trello has a significant effect on improving the learning outcomes of students in class VII A of SMP Pertiwi Cilimus.
Penerapan Metode Cooperative Script Menggunakan Media Mind Mapping untuk Meningkatkan Pemahaman Siswa pada Mata Pelajaran IPS di MTsN 3 Kuningan Ridzik, Azmi Abu; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4093

Abstract

This study aims to determine the effectiveness of implementing the Cooperative Script method using Mind Mapping media in improving students’ comprehension in Social Studies subjects at MTsN 3 Kuningan. The scope of the study focuses on ninth-grade students with a total sample of 30 participants. This research employed an experimental method with a pretest-posttest control group design. Data were collected through written tests administered before (pretest) and after (posttest) the learning method was applied. Data analysis was conducted using the t-test to examine differences in learning outcomes before and after treatment. The results showed a significant improvement in students’ comprehension, with the posttest mean score (80.00) being higher than the pretest mean score (50.00). The t-count value (2.382) was greater than the t-table value (2.042), with a significance level of 0.000 (< 0.05), indicating that the alternative hypothesis was accepted. It can be concluded that the Cooperative Script method combined with Mind Mapping media is effective in enhancing students’ learning outcomes. The implications of this research suggest that teachers can utilize this method and media to create more active, creative, and motivating learning environments for better material comprehension.
Penerapan Metode Pembelajaran Discovery Learning Menggunakan Aplikasi Quizizz untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran TIK di SMPN 1 Lebakwangi Yasa, Regita Amelia; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4097

Abstract

This study was motivated by the low learning outcomes of students in Information and Communication Technology (ICT) at SMPN 1 Lebakwangi due to the use of conventional methods that are passive and lack interactivity. To address this issue, the Discovery Learning method was implemented with the assistance of the Quizizz application as an interactive, enjoyable, and educational game-based platform capable of providing immediate feedback. The objective of this study is to determine students' learning outcomes before and after the implementation of Discovery Learning assisted by Quizizz, as well as to analyze its impact on improving learning outcomes. The research method used a quasi-experimental design with a One Group Pretest-Posttest design. The research sample consisted of 31 ninth-grade students from Class IX A, selected using purposive sampling. Data were collected through observation, learning achievement tests (pretest and posttest), and student response questionnaires, then analyzed using normality, homogeneity, and t-tests with the help of SPSS version 26. The results of the study showed a significant increase in the average learning achievement of students. Student responses were also very positive; they felt more active, motivated, and able to understand the material more easily
Pengaruh Media Visualisasi Infografis Berbasis Coreldraw untuk Meningkatkan Pemahaman Siswa dalam Mata Pelajaran Desain Grafis Kelas X RPL di SMK Pertiwi Kuningan Arsyad, Firdaus; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4113

Abstract

The purpose of this study was to determine the effect of using infographic visualization media based on CorelDRAW on improving students' understanding in the subject of Graphic Design class X RPL at SMK Pertiwi Kuningan. The research method used was a quantitative method with a pre-test - post-test control design. The population of the study consisted of students of class X RPL. The sample used in this study was students of class X RPL 3 with a total of 36 students, and the sampling technique used was purposive sampling. Data collection techniques were carried out through observation, test techniques, and questionnaires. The data analysis technique in this study was normality test, homogeneity test, and hypothesis testing (T-Test). The results of the study showed an increase in students' understanding after using infographic visualization media based on CorelDRAW. Based on the calculation of hypothesis testing (t-test), it was known that the average post-test score was 85.00, while the pre-test score was 70.00, so it was known that the post-test score was higher than the pre-test score. It was also known that the t-count value was 1.906, and the t-table value was 1.688. Therefore, it can be concluded that t-count > t-table (1.906 > 1.688) and the significance value was less than 0.05 (p = 0.000 < 0.05), so it can be stated that there was a significant difference in the increase in learning outcomes between the pre-test and post-test scores. Thus, it can be concluded that H0 was rejected and Ha was accepted.