Claim Missing Document
Check
Articles

Found 30 Documents
Search

Pengembangan Aplikasi Mobile dengan Teknologi Virtual Reality (VR) untuk Meningkatkan Minat Belajar Siswa dalam Mata Pelajaran Bahasa Indonesia di MTs Negeri 12 Kuningan Aryanto, Aryanto; 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.v6i6.4154

Abstract

This study aims to examine the effectiveness of a Virtual Reality (VR)-based mobile application in increasing students' interest and understanding of Indonesian language subjects. The study used a pre-experimental method with a One Group Pretest–Posttest Design. The population was from class VIII A to D with a sample of class VIII B of 29 students selected. Data analysis techniques included normality, homogeneity, paired sample t-test, validity, and reliability tests. The research results indicate a significant improvement in student learning outcomes after the treatment. The average pretest score of the students is 54.14, while the average posttest score increased to 75.52. The normality test shows that the data is normally distributed, the homogeneity test shows homogeneous variance, and the Paired Sample t-Test produces a significance value of 0.001 < 0.05, indicating a significant difference between the pretest and posttest. The validity test shows that most of the items are valid, while the reliability of the instrument has a Cronbach's Alpha value of 0.602, which falls into the reliable category. These findings prove that the use of VR through the VR3D Movies application is effective in increasing students' interest and learning outcomes, as evidenced by the increase in enthusiasm, motivation, and active engagement during learning.
Pengaruh Penggunaan Media Quizizz Terhadap Minat Belajar Siswa pada Mata Pelajaran Sejarah Kebudayaan di Sekolah MTs Nurul Huda Timbang Febriani, Juwita; 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.v6i6.4169

Abstract

This study aims to determine the effect of using the interactive learning media Quizizz on students' learning interest in the subject of Islamic Cultural History at MTs Nurul Huda Timbang. The method used in this study was a pre-experimental one-group pretest-posttest design. The sample size was 29 students in grade IX 3. The instrument used was a student learning interest questionnaire. Data analysis used a paired sample t-test. The results showed an increase in the average score of students' learning interest from 36.76 in the pretest to 39.59 in the posttest. The t-test obtained a significance value (sig. 2-tailed) of 0.005 < 0.05, indicating a difference in the average student learning interest before and after using Quizizz. Therefore, it can be concluded that the use of Quizizz media has an effect on the subject of Islamic Cultural History at MTs Nurul Huda Timbang.  
Pengaruh Penerapan Media Pembelajaran Flipbook Maker Terhadap Hasil Belajar Siswa pada Mata Pelajaran Dasar-Dasar Desain Grafis di SMK Negeri 1 Luragung Firmansyah, Muhamad Fahmi; 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.v6i6.4351

Abstract

This study was motivated by the lack of Flipbook Maker-based learning media in Computer Graphics classes at vocational schools, resulting in conventional learning processes that are less appealing to students. This study aims to develop and determine the effectiveness of Flipbook Maker-based learning media in improving student learning outcomes. The research method used is quantitative with a pre-experimental design using the One Group Pretest-Posttest model. The research subjects were 30 students in class X DKV 1 at SMK Negeri 1 Luragung. Data were collected through learning outcome tests in the form of pre-tests and post-tests, as well as student response questionnaires to determine the practicality of the media. Data analysis was conducted by comparing the average pretest and posttest scores and calculating the increase in learning outcomes using gain scores. The results showed that the average pretest score of 63.67 increased to 79.17 on the posttest, with a difference of 15.5 points. This increase shows that the use of Flipbook Maker media is effective in improving student learning outcomes in Computer Graphics. In addition, student response to this media was very good, as it was considered interesting, easy to use, and helpful in understanding the material. Thus, Flipbook Maker-based learning media is suitable for use as an innovative alternative in technology-based learning in vocational schools
Penerapan Metode Pembelajaran Project Based Learning untuk Meningkatkan Minat Belajar Siswa pada Mata Pelajaran TIK di SMP Negeri 1 Kramatmulya Nirwana, Putri; Zakaria, Yoyo
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

Pembelajaran metode PjBL berbasis proyek pada mata pelajaran TIK, minat belajar salah satu pengaruh besar terhadap aktivitas proses pembelajaran. Di SMPN 1 kramatmulya menjadi alasan peneliti untuk menerapkan metode PjBL karena sebelumnya masih menggunakan metode ceramah. Peneliti menerapkan metode PjBL dengan menggunakan metode penelitiannya menggunakan Pra-ekspermen dengan pendekatan “one grup pretest-posttest design”. Satu kelas yang akan mewakili untuk di terapkannya metode PjBL. Populasi yang akan digunakan adalah siswa kelas VIII-D yang berjumlah 23 orang terdiri dari 12 laki-laki dan 11 perempuan. Teknik pengumpulan data menggunakan angket pre-test dan post-test. Terdapat perbedaan dalam skor angket yang menyatakan minat belajar siswa menggunakan metode PjBL bertambah, hal ini dapat di lihat dari hasil pengujian hipotesis menggunakan uji-t paired sample t-test diketahui rata-rata nilai pre-test sebesar 25,73% dan rata-rata nilai post-test sebesar 33,82% memiliki kenaikan sebesar 8,09%. Maka dapat disimpulkan terdapat kenaikan dalam minat belajar siswa menggunakan metode PjBL.
Pengaruh Aplikasi Quizwhizzer Terhadap Hasil Belajar Siswa Kelas VII pada Mata Pelajaran Informatika Rahma, Zea Fauzia; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (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.v5i3.1478

Abstract

This research aims to find out whether the Quizwhizzer application has an influence on the learning outcomes of class VII students in the Informatics subject.  This research is quantitative with experimental methods. The research design is Pre-Experiment One Group Pretest-Posttest Control Group Design. The population used was class VII C students, totaling 17 boys and 16 girls. Data collection uses observation, questionnaires, and test questions. Data were analyzed using normality test, t test, validity test and reliability test. There are differences in student learning outcomes, this can be seen from hypothesis testing using the t-test. The results obtained by calculating the hypothesis test (t-test) mean the increase in posttest results was 72.12, while the increase in pretest results was 62.42, resulting in an increase in the result scores. posttest learning was 9.7 greater than pretest learning results. The value of Tcount > Ttabel (7.649 > 2.042) and the significance value is more than 0.05 (p=0.0000 < 0.05), it can be stated that there is a difference in increasing the value of learning outcomes in class VII C. Thus, it can be concluded that H0 is rejected, and Ha accepted
Penerapan Model Pembelajaran Project Based Learning (PjBL) dengan Aplikasi Capcut untuk Meningkatkan Motivasi Belajar Siswa dalam Pembelajaran Videografi di SMK PGRI Ciawigebang Meidi, Meidi; Zakaria, Yoyo
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.v5i4.1705

Abstract

This study aims to examine the application of the Project Based Learning (PjBL) learning model combined with the CapCut application in increasing student learning motivation in Videography learning at SMK PGRI Ciawigebang. The research method used is a quantitative approach. The research sample is grading XI students majoring in Visual Communication Design. With a total of 32 students. The results showed that the application of the PjBL model with the CapCut application significantly increased students' learning motivation. The use of CapCut not only makes it easier for students to edit videos, but it also provides them with practical skills that are relevant to the industry. The PjBL learning model with the CapCut application has a positive influence on student learning motivation. The results of the questionnaire showed that student motivation in using CapCut learning media was in the very high category, with a percentage of 87%. This shows that students feel more motivated and enthusiastic in the learning process when using relevant and interesting applications. There was a significant difference in students' learning motivation before and after the implementation of the PjBL model with the CapCut application. The average learning motivation of students in the pretest was 50.00, while after the application of this learning method, it increased to 69.06
Penerapan Media Pembelajaran Audio Visual Berbasis Canva untuk Meningkatkan Motivasi dan Hasil Belajar Siswa dalam Mata Pelajaran TIK Virizki, Asep Piar; 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.v5i5.1799

Abstract

Mathematics learning activities at SMP Negeri 4 Ciawigebang in general still use textbooks or package books as one of the references used. The school where the research was conducted still uses package books as a learning medium and the method used uses the lecture method, so that in this case Mathematics learning becomes monotonous and less interesting and less motivating to students. This research aims to improve mathematical skills by using Scratch media. The research method used is quantitative with a quasi-experimental type using a research design, namely pretest posttest control design which was carried out at SMP Negeri 4 Ciawigebang. The population used in this study is students in grades 8b and 8e with a total of 54 students. Data collection techniques through observation, tests and questionnaires. The analysis of research data uses a t-test. The results of the analysis showed that there was a change in the improvement of student learning outcomes after the application of scratch learning media to the material of the two-variable linear equation system in mathematics in grade VII of SMP Negeri 4 Ciawigebang
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.