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All Journal Pedagogia: Jurnal Pendidikan Al Ishlah Jurnal Pendidikan Qanun Medika - Medical Journal Faculty of Medicine Muhammadiyah Surabaya SEJ (Science Education Journal) Al-Ta'dib: Jurnal Kajian Ilmu Kependidikan PROCESSOR Jurnal Ilmiah Sistem Informasi, Teknologi Informasi dan Sistem Komputer PEDAGOGIK : JURNAL PENDIDIKAN DoubleClick : Journal of Computer and Information Technology Jurnal Riset Pendidikan Dasar Jurnal Pengabdian Kepada Masyarakat MEMBANGUN NEGERI Jurnal Isema : Islamic Educational Management Jurnal Komunikasi Pendidikan Jurnal Pendidikan Teknologi Informasi dan Vokasional Jurnal Inovasi dan Teknologi Pembelajaran (JINOTEP) Kajian dan Riset Dalam Teknologi Pembelajaran Jurnal Berdaya Mandiri PROGRES PENDIDIKAN Edunesia : jurnal Ilmiah Pendidikan Didaktik : Jurnal Ilmiah PGSD STKIP Subang Jurnal Amal Pendidikan TAJDID: Jurnal Pemikiran Keislaman dan Kemanusiaan Jurnal Pengabdian dan Peningkatan Mutu Masyarakat (JANAYU) Jurnal Pendidikan dan Pengajaran (JPP) JagoMIPA: Jurnal Pendidikan Matematika dan IPA Idealmathedu: Indonesian Digital Journal of Mathematics and Education LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA SOCIAL : Jurnal Inovasi Pendidikan IPS Edu Cendikia: Jurnal Ilmiah Kependidikan Decode: Jurnal Pendidikan Teknologi Informasi Abimanyu: Journal of Community Engagement Amaliah: Jurnal Pengabdian Masyarakat Malcom: Indonesian Journal of Machine Learning and Computer Science Amal Ilmiah: Jurnal Pengabdian Kepada Masyarakat Jurnal Amal Pendidikan Jurnal Smart Paud At- Ta'lim : Jurnal Pendidikan
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Development of Interactive Multimedia for Introducing Letters and Numbers to Kindergarten Students Saputra, Hendra Nelva; Said, Hasmira; Sarpina
Jurnal Smart Paud Vol. 7 No. 2 (2024): July 2024
Publisher : Jurusan PG-PAUD Universitas Halu Oleo,

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/jspaud.v7i2.178

Abstract

The aim of this research is to develop interactive multimedia for introducing letters and numbers that can be used in the learning process in kindergartens. This study uses the 4D development model, which includes the stages of define, design, develop, and disseminate. The data collection techniques used in this research are observation and questionnaires. The data analysis was conducted using Likert scale measurements. Overall, the developed interactive learning media has undergone a series of feasibility tests from various aspects, both by media experts and content experts. According to the media experts' assessment, this media obtained an average percentage of 91.67%, which falls into the "very feasible" category. This indicates that the media, both visually and functionally, meets the expected standards in educational media development. Additionally, the validation carried out by content experts, who evaluated aspects such as curriculum, material, evaluation questions, language, design, animation, and ease of use, resulted in an average percentage of 77.23%, categorized as feasible. This learning media is considered sufficiently effective and appropriate for use in the context of kindergarten education.
Pendampingan Pemanfaatan Media Augmented Reality Dalam Pembelajaran PAUD Saputra, Hendra Nelva; Nurul Idhayani; Salim, Salim; Nurhayati; Dwi Ophi Ramadhan; Nurlela Juliasari
Amal Ilmiah: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2024): Edisi November 2024
Publisher : FKIP Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/amalilmiah.v6i1.340

Abstract

Tujuan kegiatan pengabdian kepada masyarakat ini adalah untuk meningkatkan kapasitas dan kompetensi anggota HIMPAUDI Kota Kendari dalam memanfaatkan teknologi AR sebagai alat bantu pembelajaran. Dalam kegiatan pengabdian masyarakat ini, beberapa bahan utama yang digunakan untuk mendukung pelaksanaan pendampingan pemanfaatan media Augmented Reality (AR) pada anggota HIMPAUDI Kota Kendari meliputi: (1) Aplikasi AR Kids dan Assemblr Edu; (2) Smartphone, Tablet, dan Laptop; dan (3) Modul Pelatihan. Metode yang digunakan dalam kegiatan pendampingan ini mencakup: (1) Penyampaian Materi Teoritis; (2) Pendampingan Praktis; dan (3) Monitoring dan Evaluasi. Melalui serangkaian kegiatan yang meliputi pengenalan konsep AR, pendampingan penggunaan aplikasi AR-Kids, serta pembuatan konten AR menggunakan Assemblr Edu, peserta mendapatkan pengetahuan praktis dan teknis yang relevan untuk mengimplementasikan AR dalam kegiatan belajar mengajar. Sebanyak 86% peserta menyatakan kegiatan pendampingan memberikan dampak positif terhadap keterampilan dan pemahaman peserta terkait penggunaan teknologi AR. Peserta menunjukkan peningkatan signifikan dalam keterampilan teknis, terbukti dari kemampuan mereka menginstal, menggunakan, dan mengembangkan konten AR yang relevan untuk pembelajaran.
Pengembangan Usaha UMKM Desa Cialam Jaya melalui Pemanfaatan Media Sosial Kamaruddin; Asis, Patta Hindi; Nelva Saputra, Hendra; Jafar, Andi Muhammad; Putra, Aditya Pratama; Alaeka, Egri Rionansyah; Rahwanto, Sitta Fikria
Jurnal Pengabdian Kepada Masyarakat MEMBANGUN NEGERI Vol. 8 No. 2 (2024): Jurnal Pengabdian Kepada Masyarakat MEMBANGUN NEGERI
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35326/pkm.v8i2.6410

Abstract

Desa Cialam Jaya, secara administratif terletak di Kecamatan Konda, Kabupaten Konawe Selatan, Provinsi Sulawesi Tenggara. Mitra dalam kegiatan ini adalah Pemerintah Desa Cialam Jaya, dengan permasalahan efektivitas peningkatan usaha desa, serta mitra kedua yaitu kelompok usaha kuliner lokal dari Kelompok Usaha Bersama (KUB) Desa Cialam Jaya. Solusi yang ditawarkan berupa sosialisasi pengenalan pemasaran digital dan e-commerce. Kegiatan sosialisasi mencakup pengenalan media sosial selain Facebook, e-commerce, dan website. Workshop dan pendampingan dalam penggunaan media sosial, praktik foto produk, pembuatan video produk, pengembangan website, fotografi produk, serta penceritaan produk (product storytelling) juga dilaksanakan. Indikator keberhasilan program ini diukur dengan peningkatan pengetahuan dan keterampilan aparat desa di atas 60% dalam pengenalan media pemasaran digital. Sementara itu, setelah workshop, KUB Desa Cialam Jaya diharapkan memiliki pengetahuan dan keterampilan tentang fotografi produk, dasar-dasar penceritaan produk, serta pengelolaan administrasi untuk bisnis.
The Use of Google Classroom in Learning Writing: A Study of EFL Students’ Attitude Tohamba, Citra Prasiska Puspita; Hendra Nelva Saputra; Sulfian, Sulfian
Decode: Jurnal Pendidikan Teknologi Informasi Vol. 4 No. 3: NOVEMBER 2024
Publisher : Program Studi Pendidikan Teknologi Infromasi UMK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51454/decode.v4i3.665

Abstract

This study is aimed to determine EFL student attitudes towards the use of Google Classroom in writing. It was conducted at the SMPN 14 Kendari. This study's participants are four students from class IX2. Purposive sampling was used to choose study participants depending on the criteria required by the researcher. The design of this study was based on case study methods. Data collection was done through an interview. The results showed that there were five student affective attitudes toward using Google Classroom in writing, namely: 1). Usefulness: students can write sentences in English in Google Classroom, but students cannot write sentences in English in Google Classroom. 2) ease of use: students find it easy to do writing assignments in English in Google Classroom; 3) accessability: students feel the process of learning in Google Classroom is easily accessible, and students find the learning process in Google Classroom difficult to access. 4) Engagement: students are actively engaged in the writing process when using Google Classroom, as it provides interactive features and tools that enhance their learning experience. Additionally, students may feel less motivated to participate in writing activities if they encounter technical difficulties or limitations within the platform. 5) Collaboration: Google Classroom allows for seamless collaboration among students, enabling them to work together on writing assignments and provide feedback to one another. However, some students may struggle with collaborative tasks or feel hesitant to share their work with peers.
Perancangan UI/UX Sistem Manajemen Persuratan Menggunakan Metode Design Thinking Fera, Fera Feriska Ristania Rahman; Angga Rustiawan; Dwi Ophi Ramadhan; Gugun Dermawan; Hendra Nelva Saputra; Alwas Muis
Jurnal PROCESSOR Vol 20 No 1 (2025): Jurnal Processor
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/processor.2025.20.1.2188

Abstract

An efficient and digitized document management system is urgently needed in higher education administration to improve document management effectiveness. This study aims to design the user interface (UI) and user experience (UX) of a web-based document management system using the Design Thinking method. This method is used to understand user needs, design intuitive solutions, and develop interfaces that simplify interaction in document management. The design process includes the Empathize, Define, Ideate, Prototype, and Test stages. The results show that the generated UI/UX design improves ease of use and workflow efficiency, with a user satisfaction rate of 85%. The system's implementation has the potential to optimize digital correspondence, reduce administrative errors, and improve transparency. However, further development is needed to enhance accessibility, scalability, and integration with other administrative systems. This development will support a more efficient and transparent digital transformation in the operational processes of higher education institutions.
IMPLEMENTATION OF EXPERT SYSTEMS IN MAPPING THE LEARNING STYLES OF HIGH SCHOOL STUDENTS Dermawan, Gugun; Saputra, Hendra Nelva; Razilu, Zila
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v5i2.4770

Abstract

This study aims to map the learning styles of students at SMA Negeri 2 Lasalimu Selatan using an expert system. The method used in this research is a quantitative approach, with data collected through a learning style questionnaire filled out by the students. The sample consists of 160 students from grades X and XI, with data analysis using percentage formulas to analyze the distribution of learning styles based on grade level, classroom, and age. The results show that in grade X, the visual learning style dominates (42%), while in grade XI, the auditory learning style is more dominant (45%). The kinesthetic learning style remains at a low percentage in both grades. Based on these results, it is recommended that teachers design learning approaches that accommodate visual and auditory learning styles, while also paying attention to students with kinesthetic learning styles, even though their percentage is low. More personalized learning based on students' learning styles is expected to improve the effectiveness of the learning process and students' academic achievements. ABSTRAKPenelitian ini bertujuan untuk memetakan gaya belajar siswa SMA Negeri 2 Lasalimu Selatan menggunakan sistem pakar. Metode yang digunakan dalam penelitian ini adalah pendekatan kuantitatif, dengan pengumpulan data melalui kuesioner gaya belajar yang diisi oleh siswa. Sampel penelitian berjumlah 160 siswa dari kelas X dan XI, dengan analisis data menggunakan rumus persentase untuk menganalisis distribusi gaya belajar berdasarkan jenjang kelas, kelas, dan usia. Hasil penelitian menunjukkan bahwa pada kelas X, gaya belajar visual mendominasi (42%), sedangkan pada kelas XI, gaya belajar auditori lebih dominan (45%). Gaya belajar kinestetik masih berada pada persentase yang rendah pada kedua kelas tersebut. Berdasarkan hasil penelitian tersebut, disarankan kepada guru untuk merancang pendekatan pembelajaran yang mengakomodasi gaya belajar visual dan auditori, dengan tetap memperhatikan siswa dengan gaya belajar kinestetik, meskipun persentasenya rendah. Pembelajaran yang lebih personal berdasarkan gaya belajar siswa diharapkan dapat meningkatkan efektivitas proses pembelajaran dan prestasi akademik siswa.
Learning Evaluation Design Using Quizizz in Mathematics Subjects at Elementary School Agustin, Sandra Aryani; Saputra, Hendra Nelva; Darman, Darman
Edunesia : Jurnal Ilmiah Pendidikan Vol. 6 No. 2 (2025)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v6i2.1259

Abstract

This study aims to design a valid, reliable, and effective mathematics learning evaluation tool using Quizizz for grade VI students at SDN 1 Toronipa. The method used in this study is Research and Development (RnD) with a 4D development model. The validity test results showed that out of 25 questions tested, 15 were declared valid, while 10 other questions were invalid. The reliability test conducted using the Alpha Cronbach method produced a reliability coefficient of 0.960, indicating a very high level of Reliability. Analysis of the difficulty level of the questions revealed that 80% of the questions were in the "moderate" category, while the other 20% were in the "easy" category. The discrimination test results showed that most questions had "good" or "excellent" discrimination power. This study proves Quizizz is a practical, engaging, interactive evaluation tool. The evaluation tool developed meets the criteria of validity, Reliability, appropriate level of difficulty, and good discrimination power, so it can potentially increase student motivation and learning outcomes. This study provides empirical evidence that Quizizz can be an effective alternative in evaluating mathematics learning at the elementary school level.
User Experience Analysis of The Information System MBKM FKIP Muhammadiyah University Kendari Rillan, Yasset; Razilu, Zila; Nelva Saputra, Hendra
At- Ta'lim : Jurnal Pendidikan Vol. 11 No. 2 (2025): June
Publisher : LP3M Universitas Islam Zainul Hasan Genggong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55210/attalim.v11i2.2181

Abstract

This study aims to analyze the user experience of Merdeka Belajar Kampus Merdeka (MBKM) information system at the Faculty of Teacher Training and Education (FKIP), Universitas Muhammadiyah Kendari. A survey was conducted with 40 students participating in the MBKM program to evaluate ease of use, system stability, information completeness, and overall satisfaction with the system. The results showed that most users were satisfied with the system. Users rated aspects such as feature completeness, ease of navigation, and speed in uploading and downloading documents positively. Nevertheless, some areas require improvement, especially regarding user independence in completing tasks and the clarity of the interface to facilitate understanding. Overall, this study concludes that the MBKM system at FKIP Universitas Muhammadiyah Kendari has successfully met users' needs in supporting academic activities. However, improvements in several aspects are expected to improve the quality of user experience.
PERANCANGAN MEDIA PEMBELAJARAN BERBASIS VIDEO DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN IPAS Aviani, Fenti Nur; Darman, Darman; Saputra, Hendra Nelva
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i3.6660

Abstract

This study aims to design and evaluate the feasibility and effectiveness of a learning media to enhance motivation in learning IPAS for fifth-grade students. The research employed the Research and Development (R&D) method using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The findings reveal that the video-based learning media created using the CapCut application received an expert rating of 95.6% from subject matter experts and 92.6% from media experts, indicating a very high level of feasibility. In terms of effectiveness, the video media was able to improve learning motivation in IPAS by 71.2%. Therefore, based on the feasibility and effectiveness testing, it can be concluded that the design of video-based learning media using the CapCut application is highly suitable and effective in enhancing students’ motivation to learn about a harmonious ecosystem. Furthermore, this video-based learning media offers the advantage of being stored and replayed by istudents. This allows learners to revisit difficult sections or review the material as needed, supporting self-directed learning and enabling students to learn at their own pace. ABSTRAKPenelitian ini memiliki tujuan untuk merancang dan mengevaluasi kelayakan serta efektivitas media dalam meningkatkan motivasi belajar IPAS untuk siswa kelas V. Metode yang digunakan dalam penelitian ini adalah metode R&D (Research and Development) dengan model ADDIE, yang terdiri dari tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Temuan dari penelitian ini menunjukkan bahwa media pembelajaran berbasis video yang dibuat dengan aplikasi CapCut mendapatkan penilaian dari ahli materi sebesar 95,6% dan dari ahli media sebesar 92,6%, yang menunjukkan bahwa media tersebut sangat layak digunakan. Dari segi efektivitas, media pembelajaran video ini dapat meningkatkan motivasi belajar IPAS dengan persentase 71,2%. Oleh karena itu, berdasarkan pengujian kelayakan dan efektivitas, dapat disimpulkan bahwa desain media pembelajaran berbasis video menggunakan aplikasi CapCut sangat memadai dan sangat efektif dalam meningkatkan motivasi belajar mengenai ekosistem yang harmonis. Selain itu, media pembelajaran berbasis video dengan aplikasi CapCut memiliki keuntungan, yakni dapat disimpan untuk ditonton kembali oleh siswa. Hal ini memungkinkan siswa untuk memutar ulang bagian-bagian yang sulit dipahami atau mengulang materi sesuai kebutuhan mereka. Ini mendukung pembelajaran mandiri dan memberi kesempatan kepada siswa untuk belajar dengan kecepatan mereka sendiri.
PENGEMBANGAN MEDIA PEMBELAJAARAN INTERAKTIF PADA MATA PELAJARAN MATEMATIKA POKOK BAHASA PENGUKURAN KELAS III SDN 85 KENDARI Rismawati, Rismawati; Saputra, Hendra Nelva; Fajriani, Alfiah
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i3.6678

Abstract

Mathematics is often considered difficult by elementary school students, especially because of the abstract material delivery and lack of visualization. Based on the results of observations in grade III of SDN 85 Kendari, students experienced difficulties in understanding the concept of measurement, such as length, weight, and time. Conventional methods that are not supported by learning materials that do not interest students can lead to this. Therefore, it is very important for learning media that is easy to use, attracts students' interest, and is suitable for elementary school students. The goal is to create an interactive learning media with measurement materials using the Articulate Storyline 3 application and conduct an assessment of its feasibility and practicality. The stages of this research process began with the analysis, design, development, implementation, and evaluation stage, which is the ADDIE model in the Research and Development (R&D) method The results of validation by three media experts with an average score of 78.89% "valid" and three subject matter experts with an average score of 84.89 "very valid", while the results of the practicality test by students showed an average of 82.38% "very practical". The results of this study show that the media that has been developed can be used properly and effectively during the learning process. These media can also improve student participation and their ability to understand measurement material. ABSTRAKMatematika sering dianggap sulit oleh siswa sekolah dasar, terutama karena penyampaian materi yang bersifat abstrak dan minim visualisasi. Berdasarkan hasil observasi di kelas III SDN 85 Kendari, siswa mengalami kesulitan dalam memahami konsep pengukuran, seperti panjang, berat, dan waktu. Metode konvensional yang tidak didukung oleh bahan pembelajaran yang tidak menarik minat siswa dapat menyebabkan hal ini.Oleh karena itu, sangat penting untuk adanya media pembelajaran yang mudah digunakan, menarik minat siswa, dan sesuai pada siswa sekolah dasar. Tujuannya adalah membuat media pembelajaran yang interaktif dengan materi pengukuran menggunakan aplikasi Articulate Storyline 3 dan melakukan penilaian kelayakan dan praktisitasnya. Tahapan proses penelitian ini diawali tahap analisis, desain, pengembangan, implementasi, dan evaluasi, yang merupakan model ADDIE dalam metode Research and Development (R&D). Hasil validasi oleh tiga ahli media dengan nilai rata-rata 78,89% “valid” dan tiga ahli materi dengan nilai rata-rata 84,89 “sangat valid”, sedangkan hasil uji kepraktisan oleh siswa menunjukkan rata-rata 82,38% “sangat praktis”. Hasil penelitian ini menunjukkan bahwa media yang telah di kembangkan dapat digunakan dengan baik dan efektif selama proses pembelajaran. Media ini juga dapat meningkatkan partisipasi siswa dan kemampuan mereka untuk memahami materi pengukuran.
Co-Authors Abdin Agustin, Sandra Aryani Ahyan, Rian Rifaldi Alaeka, Egri Rionansyah Alfiah Fajriani Alwas Muis Andi Sinarti Angga Rustiawan Arfin Arfin Arfin Armadani Asrul Asrul Aviani, Fenti Nur Citra Prasiska Puspita Tohamba, Citra Prasiska Puspita Darman Darman Darman Darman Darnawati, Darnawati Dermawan, Gugun Dian Hasaniah DILA, DILA Dorce Banne Pabunga Dorce Banne Pabunga, Dorce Banne Dwi Ophi Ramadhan Ebit Arianto Edisus Suseng Elma Elma, Elma Emil Alfreda Emilia Kontesa Esthi Diyah Utami Waraksari Evi Wahyudiani Fajriani, Alfiah Febriadin Anggriawan Fera, Fera Feriska Ristania Rahman Gugun Dermawan Habesia, Habesia Harun Rasyid Harun Rasyid Herlinda Hidayath, Ahmad Hismawati Idhayani, Nurul Ikman Ikman Ikman Ikman Ikman, Ikman Ilcham, Ilcham Irawaty Irawaty Isra Isra Jafar, Andi Muhammad Johan, Jusni Kamaruddin Kodirun La Ode Ahmad Jazuli La Ode Muhammad Ramsy Sangkalibu Landebila, Jumiatin Maulid Rahman Misu, La Muh. Fahril Muhammad Jumardin Muliyani, Sri Nanik Hindaryatiningsih Ningsih Ningsih Nuku Arjiman Nur Asmawati Nurhayati Nurhayati Nurhayati Nurhayati Nurhayati Nurhayati Nurhayati Nurhayati, Nurhayati Nurjiani Nurjiani Nurlela Juliasari Patta Hindi Asis Prajono, Rahmad Putra, Aditya Pratama Rahmad Prajono Rahmadani, Nilam Rahwanto, Sitta Fikria Razilu, Zila Rhesty Said Sake Said Sake Rillan, Yasset Riska Aprilia Rismawati Rismawati Sahrul Sahrul Said, Hasmira Sake, Rhesty Said Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim, Salim Samsul Saliha Sarpina Sinarti, Andi Sitti Aisa Anini Sitti Rahmaniar Abubakar Sitti Rahmaniar Abubakar Sitti Rahmaniar Abubakar, Sitti Rahmaniar Suhar Suhar Suhar, Suhar Sulfian, Sulfian Syahria Syahria Tri Kukuh Prasetiyo Wahyudiani, Evi Yusril