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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 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.
Co-Authors Abdin Agustin, Sandra Aryani Ahyan, Rian Rifaldi Alaeka, Egri Rionansyah Alfiah Fajriani Alwas Muis Andi Sinarti Angga Rustiawan Arfin Arfin Arfin Armadani Asis, Patta Hindi 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 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 Nurjiani Nurjiani Nurlela Juliasari 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 Sitti Aisa Anini Sitti Rahmaniar Abubakar Sitti Rahmaniar Abubakar Suhar Suhar Suhar, Suhar Sulfian, Sulfian Syahria Syahria Tri Kukuh Prasetiyo Yusril