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Pengaruh Penggunaan Media Pembelajaran Interaktif Electronic Dictionary Card terhadap Hasil Belajar Bahasa Inggris pada Kelas VII di SMP Saparida, Rina Aprillia; Amilia, Winanda; Yeni J, Fetri; Kurnia, Reni
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.v5i4.1562

Abstract

This research is motivated by the low learning outcomes of students in the United Kingdom Subject, so the right learning media is needed to improve learning outcomes. This study aims to determine the effect of the use of Electronic Dictionary Card interactive learning media on United Kingdom learning outcomes in grade VII in junior high school. This study uses an experimental method with a pre-experiment design, especially a one group pretest-posttest design. The research sample is grading VII students of SMP Negeri 43 Mukomuko. Data collection techniques include tests, interviews, and observations, with instruments in the form of multiple-choice tests for pretest and posttest. The results of the study showed that there was a significant influence of the use of Electronic Dictionary Card interactive media on students' United Kingdom learning outcomes. This is evidenced by the increase in the average score from the pretest by 57.4 to 86 in the posttest. A simple linear regression analysis also showed the t-count value > the t-table (8.915 > 2.1009), which indicated a significant difference between the pretest and posttest results. Thus, the use of Electronic Dictionary Card interactive media has a significant effect on improving United Kingdom learning outcomes in grade VII of junior high school
Efektivitas Media Video Animasi Motion Graphic pada Mata Pelajaran Bahasa Inggris Terhadap Hasil Belajar Siswa Kelas VII SMP Negeri 39 Padang Meisa, Zahra Alvi; Yeni J, Fetri; Novrianti, Novrianti; Kurnia, Reni
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.v5i4.1764

Abstract

Lack of desire and low student participation in monotonous Englisgh learning can lead to low student learning outcomes. So support is needed in the form of media to overcome this problem. This study aims to determine the effectiveness of motion graphic animation video media in Englisgh subjects on the learning outcomes of grade VII students of SMP Negeri 39 Padang. The type of research is in the form of quantitative research with experimental methods. The sample in this study is 60 students consisting of an experimental class and a control class. Data analysis technique uses a t-test to determine student learning outcomes in English subjects. The results showed that there was a difference in the learning outcomes of the experimental class with an average of 73.83 and the control class with an average of 67.33. The use of motion graphic animation video media is effective in Englisgh subjects on the learning outcomes of grade VII students. It can be concluded that the learning outcomes of students who use motion graphic animation video media in Englisgh subjects have a significant impact on student learning outcomes
Pengembangan Multimedia Pembelajaran Berbasis Web Pada Mata Pelajaran IPA Kelas VIII SMP Mahareni, Yolanda; Syafril, Syafril; Anugrah, Septriyan; Kurnia, Reni
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.v5i5.1981

Abstract

The lack of utilization of learning media is one of the factors in students' low understanding of the material discussed and students feel bored during the learning process. Science subjects are one of the subjects that have a high level of understanding, one of the materials is animal cells and plant cells, therefore multimedia learning can help visualize this concept so that it is easier for students to understand. This research aims to find out how the process of developing multimedia learning and find out the results of validity tests and practicality tests. The development used is Research & Development (R&D). with a development model, namely a 4D model consisting of define, design, develop and disseminate. The results of the data analysis showed that the media validity with validator 1 got an average result of 4.93 in the "very valid" category and the result with validator 2 got an average of 4.80 in the "very valid" category. The acquisition of material validity by material validators obtained an average result of 4.80 with the category of "very valid". This learning multimedia is practical based on a practicality test with an average of 4.52. Based on the results of the practicality test, it was concluded that multimedia learning in science subjects in grade VIII junior high school can be used in the teaching and learning process.
Pengembangan Media Puzzle Interaktif untuk Pengenalan Huruf pada Anak Usia 5-6 Tahun di Taman Kanak-Kanak Inrafa, Shaumy Darojatun; Kurnia, Reni; Yusri, Meldi Ade Kurnia; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (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.v5i6.2066

Abstract

This research aims to develop interactive puzzle-based learning media that is specifically designed to introduce letters to early childhood in Kindergarten Negeri Madani. Conventional learning media are considered less interactive in the letter recognition process, while visual- and play-based approaches have proven to be more effective for children. This research is a type of Research and Development (R&D) research with a 4-D development model (four-D model). This model consists of 4 stages of development including Define, Design, Develop, Disseminate. This media was developed systematically and tested for validity and practicality using a questionnaire. The results of the validity test reached 87.17% for the material aspect and 86.11% for the media aspect, while the practicality test achieved an average score of 81.25%. This interactive puzzle media is proven to be able to increase children's interest in learning letters with a fun approach and support their motor and cognitive development
Efektivitas Penerapan Desain Instruksional Archerys Id Model Terhadap Pemahaman Etika dan Kinerja Siswa dalam Pembelajaran Informatika di SMP Pertiwi 2 Padang Maharani, Wury; Darmansyah, Darmansyah; Rahmi, Ulfia; Kurnia, Reni
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (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.v5i6.2072

Abstract

This study aims to test the effectiveness of the Archerys ID Model learning design in improving students' understanding of ethics and performance in informatics learning in grade VIII of SMP Pertiwi 2 Padang. The problems identified were low motivation and student performance due to monotonous learning methods and lack of confidence. This study uses mixed methods with quantitative data collection through pretest-posttest and questionnaire, as well as qualitative data through observation and interviews. This study involved grade VIII students who were randomly divided into two groups, namely the experimental group and the control group. The experimental group was taught using the Archerys ID model, while the control group used conventional learning methods. The results of quantitative data analysis showed a significant improvement in students' understanding of ethics and performance after the application of the Archerys ID model. Thus, it can be concluded that the Archerys ID Model learning design is effective in improving ethical understanding and student performance in informatics learning
Pengaruh Penerapan Model Project Based Learning Terhadap Hasil Belajar Siswa pada Mata Pelajaran Biologi Kelas X di SMA Negeri 1 Sutera Mailanda, Aqsa; Hidayati, Abna; Zen, Zelhendri; Kurnia, Reni
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (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.v5i6.2098

Abstract

This article discusses the effect of the application of the Project Based Learning (PBL) model on student learning outcomes in biology subjects. The research method used is quantitative with a quasi-experimental design. This research was conducted in a high school by involving a group of students who were divided into two groups, namely an experimental group that applied the PBL model and a control group that used conventional methods. The instruments used are tests, observations, and questionnaires. The resulting data was analyzed using descriptive statistical tests and t-tests. The results showed that the application of PBL significantly improved students' understanding of biology concepts, critical thinking skills, and learning motivation. These findings indicate that PBL can be an effective alternative in teaching biology, increasing student engagement, and resulting in more meaningful learning
Usulan Strategi Peningkatan Kualitas Sepatu Adidas Continental dengan Metode DMAIC di Industri PCaG Setiawan, Indra; Wijaya, Erik Odi; Kurnia, Reni; Maulana, Satriyo
Proceeding Mercu Buana Conference on Industrial Engineering Vol 4 (2022): RENEWABLE ENERGY TOWARD SUSTAINABILITY OF SUPPLY CHAINS IN THE I4.0 ERA
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/MBCIE.2022.004

Abstract

Perhatian penuh terhadap kualitas sangatlah penting, agar pelanggan tidak beralih pada produk pesaing. Hal ini selalu dijalankan oleh Industri PCaG yang bergerak dalam bidang penghasil sepatu. Jika perusahaan memproduksi produk dengan kualitas yang tidak bagus, maka akan berpengaruh buruk pada image perusahaan tersebut yang akan semakin turun. Oleh karena itu penting untuk melakukan pengendalian kualitas disetiap proses produksi. Penelitian ini bertujuan untuk memberikan strategi perbaikan guna meningkatkan kualitas produk sepatu di Industri PCaG. Metode yang digunakan adalah Define, Measure, Analyze, Improve dan Control (DMAIC). Hasil penelitian menunjukkan bahwa untuk meningkatkan kualitas produk diperlukan strategi perbaikan yaitu mengadakan training untuk peningkatan skill pekerja, meningkatkan pengawasan oleh leader team ke operator yang sedang bekerja, pengawasan setiap hari selama 5 minutes meeting untuk mereview kesalahan yang terjadi pada kondisi abnormal, menegaskan dan sosialiasasi ke operator agar selalu mengikuti SOP, meningkatkan perawatan berkala pada mesin agar performa mesin tetap maksimal dan melakukan pergantian part pada komponen mesin yang kurang maksimal.
Sikap remaja gen-z berlatar budaya Minangkabau terhadap perilaku seks bebas Putriani, Lisa; Handayani, Puji Gusri; Kurnia, Reni; Putra, Febri Wandha; Febriani, Rahmi Dwi
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol. 9 No. 2 (2023): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202323405

Abstract

Penelitian ini bertujuan untuk mendeskripsikan sikap remaja Gen-Z berlatar belakang budaya Minangkabau terhadap perilaku seks bebas ditinjau dari aspek kognitif, afektif, dan konatif, serta menguji perbedaan sikap remaja Gen-Z berlatar belakang budaya Minangkabauterhadap perilaku seks ditinjau dari jenis kelamin. Data dikumpulkan melalui teknik simple random sampling dan didapatkan 292 remaja laki-laki dan perempuan yang tersebar di Provinsi Sumatera Barat yang berlatar belakang budaya Minangkabau. Teknik analisis data menggunakan analisis statistik parametrik yaitu dengan menggunakan Paired-Sample T-test dengan bantuan program SPSS. Hasil penelitian menjelaskan bahwa fenomena sikap remaja Minangkabau terhadap perilaku seks bebas berada pada kategori menolak. Kemudian jika dilihat dari aspek kognitif berada pada kategori menolak, aspek afektif ragu-ragu, dan aspek konatif menolak. Selanjutnya, terdapat perbedaan sikap remaja terhadap perilaku seksual bebas ditinjau dari jenis kelamin, dimana remaja laki-laki cenderung lebih menerima perilaku seks bebas dibandingkan dengan remaja perempuan. Oleh karena itu, berdasarkan temuan penelitian ini, diharapkan kerjasama dengan berbagai pihak baikorangtua, guru di sekolah dan masyarakat dalam hal menumbuhkan pemahaman berbudaya Minangkabau pada remaja agar terhindar dari bahaya dari seks bebas.