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Pengembangan Multimedia Interaktif Menggunakan Articulate Storyline pada Mata Pelajaran IPAS Kelas V SD Yudhani, Abelta Putri; Hendri, Nofri; Pratiwi, Rahmi; Kurnia, Reni
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (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.v6i3.3161

Abstract

This research aims to develop interactive multimedia using Articulate Storyline in the subject of social sciences for grade V of elementary school, especially as a solution to the lack of learning media used in the teaching and learning process. This study uses a Research & Development (R&D) approach with the ADDIE development model which includes five stages, namely analysis, design, development, implementation, and evaluation. The data collected includes qualitative and quantitative data. The results of the study showed that the average validation score by material experts was 4.91 with the category of "very valid". Validation by media expert 1 obtained an average score of 4.77 with the category of "very valid", and media expert 2 gave an average value of 4.51 which is included in the category of "very valid". Furthermore, the practicality test conducted on 15 students produced an average value of 4.9 which is included in the category of "very practical". Finally, an effectiveness test was carried out with an average N-Gain score of 66.67% which is included in the category of "Quite Effective". Based on these results, interactive multimedia using Articulate Storyline in the subject of Social Sciences for grade V of elementary school is declared feasible to be used in the learning process
Pengembangan Media Pembelajaran E-Comic pada Mata Pelajaran PAI Kelas VII SMP Busro, Fauziah Salsabil; Hendri, Nofri; Novrianti, Novrianti; Kurnia, Reni
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (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.v6i3.3190

Abstract

This research aims to produce a valid and practical product in the form of an E-Comic for the PAI subject in the 7th grade of junior high school so it can be used in learning. This type of research is Research and Development (R&D) using the 4D development model, which consists of the stages of define, design, development, and disseminate. Data collection is conducted through observations, interviews, questionnaires, and documentation. The results of product development are obtained through validation and practicality testing. The results of product development are obtained through validity and practicality tests. The validity test was carried out by 3 validators, namely 2 media validators and 1 material validator. In the first stage, the average percentage of the two validators was 87.1% and the average percentage of 90% of the two validators in the second stage, both of which were categorized as “Very Valid”. Then, the average percentage of expert validators on the first and second day was 93.3% and 97.8% which were categorized as “Very Valid”. The practicality test of e-comic media conducted on seventh grade students of SMP Negeri 1 Solok is 87.9% and falls into the “Very Practical” category. Based on the validity and practicality tests, e-comic in learning Islamic Religious Education class VII SMP is valid and practical for use in learning.
Pengembangan Media Pembelajaran Mobile Learning Berbasis Android pada Mata Pelajaran Informatika Fase E di Tingkat SMA Aulia, Aniza Ulfa; Hendri, Nofri; Pratiwi, Rahmi; Kurnia, Reni
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (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.v6i3.3224

Abstract

This research is based on the low utilization of smartphone devices as effective learning media, as well as the limitations of time and supporting media in Informatics learning at SMAN 1 Lembah Gumanti. The purpose of this research is to develop mobile learning media based on Android to support the Informatics learning process in Phase E at the high school level. The research employs the Research and Development (R&D) method with the ADDIE development model (Analyze, Design, Develop, Implement, Evaluate). Validation is conducted by material and media experts, while practicality and effectiveness tests involve students in grade X Phase E. The validation test data from the material aspect obtained an average score of 3.79 with the criteria 'Very Valid'. The validation results of the media aspect received a score of 3.00 from media expert 1, categorized as "Valid," and an average score of 3.67 from media expert 2, categorized as "Very Valid." The practicality test resulted in an average score of 3.51, with the criteria of "Very Practical." The effectiveness test yielded an average N-gain score of 71.59%, categorized as High or "Effective." Thus, this Android-based mobile learning instructional media is deemed valid, practical, and effective in enhancing students' understanding and learning outcomes in the subject of Computer Science at high school.
Pengaruh Penggunaan Media E-Komik Edukatif Terhadap Hasil Belajar Siswa pada Mata Pelajaran IPAS Kelas V di SDN 05 Muara Kandis Cahayani, Regita; Yusri, Meldi Ade Kurnia; Anugrah, Septriyan; Kurnia, Reni
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 6 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i6.633

Abstract

Latar belakang penelitian ini berakar pada rendahnya hasil belajar siswa, yang disebabkan minimnya variasi dalam media pembelajaran. Dalam praktiknya, guru cenderung mengandalkan buku paket sebagai sumber utama pembelajaran. Oleh karena itu, penelitian ini bertujuam untuk menginvestigasi pengaruh penggunaan media e-komik edukatif terhadap hasil belajar siswa pada mata pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) di kelas V SDN 05 Muara Kandis. Penlitian ini mengadopsi pendekatan kuantitatif dengan metode quasi experiment, menggunakan desain posttest only control group.  Sampel penelitian ini terdiri dari seluruh siswa kelas V di SDN 05 Muara Kandis, yang berjumlah 34 siswa. Sampel tersebut terbagi menjadi dua kelas, yaitu kelas eksperimen yang menggunakan media pembelajaran berupa e-komik, dan kelas kontrol yang menggunakan media yang disediakan pendidik, masing-masing terdiri dari 17 siswa. Data penelitian diperoleh melalui tes hasil belajar yang terdiri dari 20 soal pilihan ganda. Analisis data dilakukan dengan menggunakan t-test untuk membandingkan hasil belajar antara kelas eksperimen dan kelas kontrol. Hasil penelitian menunjukkan bahwa penggunaan media e-komik edukatif dalam pembelajaran IPAS memberikan pengaruh yang signifikan terhadap hasil belajar siswa. Hal ini dibuktikan oleh hasil uji-t yang menunjukkan bahwa nilai t-hitng 2,463 lebih besar dari t-tabel 2,036, yang berarti H1 diterima dan H0 ditolak. Kesimpulannya, penggunaan media e-komik edukatif memberikan dampak positif dalam meningkatkan pemahaman siswa terhadap materi konseptual dan proses, serta membantu siswa mencapai hasil belajar yang lebih baik.
Pengembangan Media Pembelajaran Game Edukasi pada Materi Panca Indra Manusia Kelas IV SDN 21 Bunga Pasang Kahilah, Natasha Dwi; Anugrah, Septriyan; Hendri, Nofri; Kurnia, Reni
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.v6i5.3858

Abstract

This research is motivated by the low level of students’ understanding of the human five senses material due to the limited availability of interactive learning media. Teachers still rely on traditional lectures and conventional media, resulting in low student engagement and difficulty in grasping the material. The aim of this study is to develop an interactive educational game as a learning medium to improve the understanding of fourth-grade students at SDN 21 Bunga Pasang. This study uses the Research and Development (R&D) method with the 4D model (Define, Design, Develop, Disseminate). The research stages include needs analysis, design, expert validation, limited trials, and product dissemination. The media was developed using Construct 2 and accessed via Chromebook. Data were collected through validation questionnaires, practicality assessments, and effectiveness tests, then analyzed both quantitatively and qualitatively. The results show that the media is highly valid with an average score of 4.93 from the material expert, and 4.10 and 4.53 from two media validators. The practicality reached 90.9% (very practical), and the effectiveness test yielded an N-Gain score of 71.83% (moderately effective). Therefore, the educational game media is considered feasible, practical, and reasonably effective in enhancing students’ understanding of the human five senses material
PENGARUH MODEL PROBLEM BASED LEARNING (PBL) BERBANTUAN PHET SIMULATIONS TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPA KELAS VIII SMP NEGERI 1 LINGGO SARI BAGANTI Azhari, Diah Fitri; Hidayati, Abna; Pratiwi, Rahmi; Kurnia, Reni
EDUCATIONAL : Jurnal Inovasi Pendidikan & Pengajaran 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/educational.v5i3.6693

Abstract

This study aims to determine the effect of the Problem Based Learning (PBL) model assisted by PhET simulations on student learning outcomes in science subjects of class VIII SMP Negeri 1 Linggo Sari Baganti. The method used in this study is quantitative with a quasi-experimental approach through a nonequivalent control group design. Sampling in this study used a purposive sampling technique totaling 64 regular class students (32 students in the experimental class and 32 students in the control class). The research instruments used were pre-test and post-test totaling 20 multiple-choice questions that had previously been tested for validity, reliability, discrimination power and difficulty level of the questions. Then, data analysis in this study used a t-test to test the hypothesis and prerequisite tests in the form of normality and homogeneity tests. The results of this study indicate that there is a significant difference between the average value of student learning outcomes who participated in learning using the Problem Based Learning (PBL) model assisted by PhET simulations, namely 78.59 higher than conventional learning, namely 64.84. Meanwhile, the results of the t-test analysis showed that tcount > ttable, namely 0.412 > 2.000 for a significance level of ? 0.05. The conclusion of this study is that the use of the Problem Based Learning (PBL) model assisted by PhET simulations has an effect on improving student learning outcomes in the natural science of class VIII of SMP Negeri 1 Linggo Sari Baganti. ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh dari model Problem Based Learning (PBL) berbantuan PhET simulations terhadap hasil belajar siswa pada mata pelajaran IPA kelas VIII SMP Negeri 1 Linggo Sari Baganti. Metode yang digunakan dalam penelitian ini adalah kuantitatif dengan pendekatan quasi experiment melalui desain nonequivalent control group design. Penarikan sampel dalam penelitian ini menggunakan teknik purposive sampling yang berjumlah 64 siswa kelas reguler (32 siswa kelas eksperimen dan 32 siswa kelas kontrol). Instrumen penelitian yang digunakan adalah pre-test dan post-test yang berjumlah 20 butir soal pilihan ganda yang sebelumnya telah di uji validitas, uji reliabilitas, uji daya beda dan tingkat kesukaran soal. Kemudian, análisis data dalam penelitian ini menggunakan uji t untuk menguji hipotesis dan uji prasyarat berupa uji normalitas dan uji homogenitas. Hasil penelitian ini menunjukkan terdapat perbedaan yang signifikan antara nilai rata-rata hasil belajar siswa yang mengikuti pembelajaran menggunakan model Problem Based Learning (PBL) berbantuan PhET simulations yaitu 78,59 lebih tinggi dibandingkan dengan pembelajaran konvensional yaitu 64,84. Sedangkan hasil análisis uji t-test diketahui thitung > ttabel yaitu 0,412 > 2,000 untuk taraf signifikan  0,05. Kesimpulan dari penelitian ini terbukti bahwa penggunaan model Problem Based Learning (PBL) berbantuan PhET simulations berpengaruh terhadap peningkatan hasil belajar siswa pada mata pelajaran IPA kelas VIII SMP Negeri 1 Linggo Sari Baganti.