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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 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 EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi 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 Jurnal Kajian Islam Interdisipliner Amaliah: Jurnal Pengabdian Masyarakat Malcom: Indonesian Journal of Machine Learning and Computer Science Amal Ilmiah: Jurnal Pengabdian Kepada Masyarakat Jurnal Amal Pendidikan Science and Education Journal Jurnal Smart Paud At- Ta'lim : Jurnal Pendidikan Jurnal Inovasi dan Teknologi Pembelajaran
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Pengembangan Company Profile Berbasis Video Sebagai Media Promosi Universitas Muhammadiyah Kendari: Development of a Video-Based Company Profile as a Promotional Media for Universitas Muhammadiyah Kendari Hidayath, Ahmad; Razilu, Zila; Saputra, Hendra Nelva
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 4 No. 1 (2024): MALCOM January 2024
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v4i1.979

Abstract

Tujuan penelitian ini yaitu melakukan pengembangan media promosi menggunakan Company Profile berbasis video pada Universitas Muhammadiyah Kendari. Company profile merupakan salah satu unsur yang sangat penting bagi suatu instansi. Jenis penelitian ini merupakan penelitian dan pengembangan (Research and Development) yaitu jenis penelitian yang digunakan untuk menghasilkan produk tertentu, dan menguji keefektifan produk tersebut. dengan model pengembangan 4- D terdiri dari beberapa tahapan: Define (Pendefinisian), Design (Desain), Develop (Pengembangan), dan Disseminate (Penyebaran). Metode pengumpulan data dilakukan dengan menggunakan wawancara dan angket untuk mengetahui tanggapan masyarakat terhadap Pengembangan Video Company profile UM Kendari yang menggunakan Teknik pengumpulan data 4-D yaitu define, design, develop, dan disseminate. Hasil penelitian ini berupa Pengembangan Video Company profile. Berdasarkan hasil pengujian pengembangan menunjukkan bahwa pengguna berada pada kategori sangat baik dengan pengembangan Pengembangan Video Company profile UM Kendari.
Media Pembelajaran Matematika Berbasis Interaktif Kelas V Pokok Pembahasan Bangun Ruang Habesia, Habesia; Razilu, Zila; Saputra, Hendra Nelva
JagoMIPA: Jurnal Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025): JagoMIPA: Jurnal Pendidikan Matematika dan IPA
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jagomipa.v5i3.1889

Abstract

Pembelajaran konvensional yang tidak menarik minat peserta didik, masih menjadi kendala dalam pembelajaran matematika di Sekolah Dasar tentang materi bangun ruang. Observasi yang dilakukan pada Sekolah Dasar Negeri 50 Kendari menunjukan bahwa pengajar masih menggunakan metode konvensional yang umum digunakan terus-menerus meskipun sekolah mempunyai fasilitas teknologi yang memadai. Penelitian ini, dilakukan bertujuan mengembangkan media pembelajaran matematika berbasis interaktif kelas V pokok pembahasan bangun ruang. Penelitian ini memakai metode Research and Development (R&D) dengan model pengembangan ADDIE (Analisis, Desain, Development, Implementasi, Evaluasi), dengan menggunakan kuesioner untuk mengukur keberhasilan pengembangkan media pembelajaran berbasis interaktif pada siswa sekolah dasar menggunakan tools Articulate Storyline 3. Penelitian ini memperoleh hasil validasi dari 3 ahli media dan 3 ahli materi serta hasil responden siswa sebanyak 25. Dengan nilai rata-rata ahli media 79,58%, ahli materi 90,37%, dan hasil responden siswa 90,5%. Hasil dari pengujian ini menunjukan bahwa media pembelajaran matematika berbasis interaktif pada pokok bahasan bangun ruang yang dikembangkan telah memenuhi kriteria kelayakan dan bisa diterapkan pada peserta didik kelas V SD Negeri 50 kendari.
DEVELOPMENT OF VIDEO LEARNING MATERIALS ON ANIMAL AND HUMAN MUSCULAR ORGANS Elma, Elma; Hendra Nelva Saputra; Ilcham, Ilcham
PROGRES PENDIDIKAN Vol. 5 No. 1 (2024): January 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i1.456

Abstract

Today's students grow and develop in the digital era, where access to various information via electronic media has become commonplace. Therefore, the development of learning videos is not only relevant but also an urgent need to answer the characteristics of this digital generation. This research aims to create learning videos on animal and human movement organs that are suitable for use in learning. This research is development research that uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. Based on the presentation of research results, information was found that learning videos on animal and human movement organs were declared suitable for use in learning with an average percentage of 85.83% from media experts, 91.66% from material experts, and 87.5% of student responses in the category worthy. These findings highlight the importance of integrating technology in education to facilitate more effective learning. Therefore, adjusting the curriculum and developing learning materials that support using video as an educational tool is necessary. Apart from that, aspects of technology accessibility and affordability need to be paid attention to so that the benefits of video-based learning can be felt equally by all students.
Moodle-Based E-learning Development by Implementing Gamification Concept Landebila, Jumiatin; Saputra, Hendra Nelva; Razilu, Zila
Edunesia : Jurnal Ilmiah Pendidikan Vol. 5 No. 1 (2024)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v5i1.532

Abstract

This research aims to produce moodle-based e-learning media by applying the concept of gamification to the subject "Visual Communication Design in Industry 4.0", targeting class X students at SMK Negeri 5 Kendari. This research uses the R & D (Research and Development) method by applying the ADDIE model research procedure (Analysis, Design, Development, Implementation, Evaluation). The type of data used in this research is quantitative data derived from primary data. The data obtained in this study came from the results of public tests which included media experts, material experts, and field tests conducted by students. The data generated was then analysed using descriptive techniques to test the feasibility of the media. The results of the feasibility test conducted by three media experts stated "Very Feasible" with an average percentage of 93.89%, the results of the feasibility test conducted by three material experts stated "Very Feasible" with an average percentage of 97.08%, and also the results of the feasibility test conducted by students stated "Very Feasible" with an average percentage of 87.97% so that the gamification-based e-learning media developed is very feasible to use as learning media.
Development of Interactive Digital Modules Based on Augmented Reality Salim Salim; Rahmad Prajono; La Misu; Hendra Nelva Saputra
AL-ISHLAH: Jurnal Pendidikan Vol 14, No 4 (2022): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v14i4.1537

Abstract

Interactive digital modules have now become a new commodity in the world of learning that must be a major concern in order to facilitate an efficient and flexible learning process. The purpose of this development is to create augmented reality to be used as a learning resource by all academics. This study uses the Lee Owens development model which consists of 4 stages, namely assessment/analysis, design, development and implementation, and evaluation. This development activity involved a learning media expert, a material expert, and 8 small group pilots to assess the feasibility of the digital module being developed. Based on the presentation of the validator's assessment of the augmented reality, it can be concluded that augmented reality is very valid criteria which means it is very good for use in learning with a percentage of 90.25% of media experts, 88.75% from material experts, and 86.5% from small group trials. Researchers recommend using this material as a learning resource for Information Technology courses that can be accessed on the Halu Oleo University website. Researchers also suggest making augmented reality as part of the learning materials developed.
Pengembangan Media Pembelajaran Berbasis Video pada Mata Pelajaran Teknologi Informasi dan Komunikasi Sekolah Menengah Pertama: Development of Video-Based Learning Media in Information and Communication Technology Subjects in Middle Schools Sahrul Sahrul; Hendra Nelva Saputra; Zila Razilu
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7230

Abstract

This study aims to develop video-based learning media using the Animaker application in the Information and Communication Technology (ICT) subject of Computer Systems for seventh-grade students in Junior High Schools, and to test the feasibility, practicality, and effectiveness of the resulting media. This study uses the Research and Development (R&D) method with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of three media experts, three material experts, one ICT teacher, and 15 seventh-grade students of SMP Negeri Satu Atap 1 Towea. Data collection techniques included observation, interviews, questionnaires, and documentation. The data obtained were analyzed using quantitative descriptive techniques with a Likert scale. The results showed that the Animaker video-based learning media obtained a very valid category with a percentage of 82.4% based on the assessment of media experts and 89.8% based on the assessment of material experts. The trial on students showed a very positive response with an average score of 4.60 or equivalent to a percentage of 92%, which indicates that the media is easy to use, interesting, and helps students understand the abstract material of Computer Systems. Furthermore, teachers found this media practical to use because it doesn't rely on a computer lab. Therefore, Animaker video-based learning media is deemed feasible, practical, and effective as an alternative ICT learning medium in schools, particularly in situations where technology-based learning facilities and infrastructure are limited.
PERANCANGAN MEDIA PEMBELAJARAN BERBASIS POWERPOINT PADA MATA PELAJARAN IPS POKOK BAHASAN KERAJAAN ISLAM KELAS X Muliyani, Sri; Saputra, Hendra Nelva; Darman, Darman
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 5 No. 4 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v5i4.7966

Abstract

The teaching of Social Studies (IPS) at the senior high school (SMA/MA) level plays an essential role in developing students’ critical thinking skills and historical understanding. However, classroom practices are still largely dominated by lecture methods and the use of conventional PowerPoint presentations that lack interactivity, resulting in passive learning and difficulty in comprehending historical material. This study focuses on designing an interactive PowerPoint-based learning media for the topic Islamic Kingdoms in Indonesia for tenth-grade students, aiming to provide an engaging, communicative, and student-centered alternative suited to the characteristics of 21st-century learners. The research employs a Research and Development (R&D) method with a descriptive quantitative approach, adapting the ADDIE model but limited to the design and development stages. The study involved three subject matter experts, three media experts, and ten tenth-grade students who were introduced to the developed media. Data were collected through expert validation sheets and structured questionare, then analyzed descriptively and quantitatively. The validation results indicated that the media achieved an average feasibility score of 89%, categorized as “highly feasible.” Student questionnaire responses also showed positive perceptions toward the media’s design, ease of navigation, and clarity of content. The interactive PowerPoint media effectively stimulated students’ interest and engagement in Social Studies learning. Therefore, this study concludes that the interactive PowerPoint-based learning media is suitable to be used as an initial innovation to enhance the quality and attractiveness of Social Studies learning on Islamic history topics in tenth grade. ABSTRAKPembelajaran Ilmu Pengetahuan Sosial (IPS) di jenjang SMA/MA memiliki peran penting dalam membentuk kemampuan berpikir kritis dan pemahaman historis peserta didik. Namun, praktik pembelajaran di lapangan masih didominasi metode ceramah dan penggunaan media PowerPoint konvensional yang kurang interaktif, sehingga siswa cenderung pasif dan mengalami kesulitan memahami materi sejarah. Penelitian ini berfokus pada perancangan media pembelajaran berbasis PowerPoint interaktif pada materi Kerajaan-Kerajaan Islam di Indonesia kelas X yang bertujuan untuk menghadirkan alternatif media yang menarik, komunikatif, dan sesuai dengan karakteristik peserta didik abad ke-21. Penelitian ini menggunakan metode Research and Development (R&D) dengan pendekatan deskriptif kuantitatif yang mengadaptasi model ADDIE, namun hanya dilaksanakan hingga tahap design dan development. Subjek penelitian meliputi tiga ahli materi, tiga ahli media, dan sepuluh siswa kelas X yang diperkenalkan dengan media hasil rancangan. Data dikumpulkan melalui lembar validasi ahli dan kuesioner terstruktur, kemudian dianalisis secara deskriptif kuantitatif. Hasil validasi menunjukkan bahwa media memperoleh skor rata-rata kelayakan sebesar 89% dengan kategori “sangat layak”. Hasil kuesioner dengan siswa menunjukkan tanggapan positif terhadap aspek tampilan, kemudahan navigasi, dan kejelasan materi. Media PowerPoint interaktif ini terbukti mampu menstimulasi minat dan keterlibatan siswa dalam pembelajaran IPS. Dengan demikian, penelitian ini menyimpulkan bahwa media pembelajaran berbasis PowerPoint interaktif layak digunakan sebagai inovasi awal dalam meningkatkan kualitas dan kemenarikan pembelajaran IPS pada materi sejarah Islam di kelas X.
PERANCANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN MATEMATIKA KELAS V POKOK PEMBAHASAN “BANGUN RUANG” SD NEGERI 85 KENDARI Edisus Suseng; Zila Razilu; Hendra Nelva Saputra
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.9693

Abstract

Pembelajaran matematika pada materi bangun ruang di kelas V SD Negeri 85 Kendari masih menggunakan metode konvensional sehingga membuat siswa kesulitan memahami konsep yang bersifat abstrak, seperti jaring-jaring, volume, dan sifat-sifat bangun ruang. Penelitian ini bertujuan merancang dan mengembangkan media pembelajaran interaktif berbasis web menggunakan Articulate Storyline 3 sebagai solusi untuk meningkatkan pemahaman siswa. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Produk yang dihasilkan berupa media pembelajaran interaktif yang memuat materi, video, animasi, simulasi GeoGebra, serta kuis berbasis interaksi. Hasil validasi ahli media memperoleh persentase 95,42% dan ahli materi 94,15%, keduanya berada pada kategori sangat valid. Uji coba lapangan kepada 20 siswa memperoleh respons positif dengan tingkat kelayakan 88,00%, menunjukkan bahwa media mudah digunakan, menarik, serta membantu siswa memahami konsep bangun ruang secara visual dan interaktif. Dengan demikian, media pembelajaran yang dikembangkan dinyatakan layak dan efektif untuk mendukung pembelajaran matematika, khususnya pada topik bangun ruang di sekolah dasar.
Implementasi Perangkat Pembelajaran Kurikulum 2013 Salim, Salim; Abubakar, Sitti Rahmaniar; Nurhayati, Nurhayati; Saputra, Hendra Nelva
Al-TA'DIB: Jurnal Kajian Ilmu Kependidikan Vol. 14 No. 2 (2021)
Publisher : Institut Agama Islam Negeri Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31332/atdbwv14i2.2019

Abstract

The purpose of this mixed methods research is to describe the implementation of the 2013 curriculum learning tools by elementary school teachers, the differences of the curriculum implementation, and to describe what teachers face in implementing it. The results of data analysis indicate that participants implemented the 2013 curriculum well in all school accreditation level. The problems faced by the elementary school teachers are relative to learning resources, limited facilities and infrastructure, and limited opportunities tocontinuing professional development.Keywords: Curriculum implementation; learning tools; elementary school teachers
HYPERTEXT BASED INTERACTIVE MULTIMEDIA DEVELOPMENT Fajriani, Alfiah; Darman, Darman; Saputra, Hendra Nelva; Sinarti, Andi
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 2, No 2 (2020): Edisi Desember
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v2i2.22016

Abstract

AbstractThis research is based on the need to design learning media that can make students can interact with learning media, can be used easily, and can be used at any time in biology learning. The purpose of this research is to create biology learning media in the form of interactive multimedia based on hypertext that is feasible for use in learning. The research method used in this research is Lee & Owens development model which consists of 4 steps namely analysis, design, implemnetation and development, and evaluation. The resulting development product is interactive multimedia. Based on the description of the results and discussions, it can be concluded that hypertext-based interactive multimedia is categorized as very feasible with an average validity percentage of media experts of 83.3%, material experts of 88.19%, and students of 95.83%. These results show that hypertext-based interactive multimedia developed is very feasible to be used in biology learning, believed to facilitate the achievement of learning objectives, increase interest, motivation, mastery of concepts, and student learning outcomes. Keywords: Biology, Hypertext, Interactive MultimediaDOI: http://dx.doi.org/10.23960/jpvti.v2.i2.202004
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 Chiko Yuardan Yudas 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 Farhan Afif Al Kindi Febriadin Anggriawan Fera, Fera Feriska Ristania Rahman Gugun Dermawan Habesia, Habesia Harun Rasyid Harun Rasyid Helda Herlinda Hidayath, Ahmad Hismawati Idawati Idawati Idhayani, Nurul Ikman Ikman Ikman Ikman Ikman, Ikman Ilcham, Ilcham Irawaty Irawaty Isra Isra Jafar, Andi Muhammad Kamaruddin Kodirun La Ansar La Ode Ahmad Jazuli La Ode Muhammad Ramsy Sangkalibu Landebila, Jumiatin Maulid Rahman Misu, La Moh. Sugiman Muh. Fahril Muhammad Fardi Muhammad Jumardin Muliyani, Sri Nanik Hindaryatiningsih Nilam Rahmadani 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 Rian Rifaldi Ahyan 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 Sandi Pratama Sarpina Sinarti, Andi Sitti Aisa Anini Sitti Rahmaniar Abubakar Sitti Rahmaniar Abubakar Sitti Rahmaniar Abubakar, Sitti Rahmaniar Suhar Suhar Suhar, Suhar Syahria Syahria Tri Kukuh Prasetiyo Wahyudiani, Evi Yusril