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Journal : JOURNAL OF SCIENCE AND SOCIAL RESEARCH

PENGEMBANGAN E-SCRAPBOOK BERBASIS CANVA PADA WEBSITE HEYZINE UNTUK HASIL BELAJAR MATERI SEL SMAN1 PEMATANGSIANTAR Wardany, Nur; Silalahi, Mastiur Verawaty; Situmorang, Masni Veronika
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 8, No 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5016

Abstract

Abstract: Science and Technology (IPTEK) has shown significant changes in the field of education, making the teaching and learning process more effective and interactive. Difficulties in learning are reflected in the minimal use of media during the learning process, which affects the quality of student achievement at SMA Negeri 1 Pematangsiantar. From the results of observations conducted, it was obtained that only 165 students out of 432 students received scores above the Minimum Completion Minimum (KKM). Based on the information above, this study aims to understand the feasibility of teaching media, student responses, and the value of learning outcomes after implementing e-scrapbooks. The research and development (R&D) model uses the ADDIE approach. The location of this research is SMA Negeri 1 Pematangsiantar and the period is from April to August 2025. The results of the product feasibility test based on expert validator standardization with 82.45%. All aspects are in the very good category. The results of student responses obtained through a questionnaire of 50.60% prove that most students expressed a favorable reaction to the implementation of e-scrapbook teaching media. The learning outcomes in the experimental class, as many as 29 students (90.90%) achieved a score above the KKM, while in the control class only 8 students (22.22%) completed The value of the non-parametric test results using Mann-Whitney, proves that the significance score of 0.00 is less than 0.05, indicating that Ho is rejected and Ha is accepted.Keywords: E-scrapbook; Heyzine; Pematangsiantar; Cells.Abstrak: IPTEK (Ilmu Pengetahuan dan Teknologi) telah menunjukkan perubahan signifikan pada bidang pendidikan, menjadikan proses belajar mengajar lebih efektif dan interaktif. Kesulitan dalam pembelajaran tercermin dari minimnya penggunaan media selama proses pembelajaran, yang memengaruhi kualitas prestasi siswa di SMA Negeri 1 Pematangsiantar. Dari hasil pengamatan yang dilakukan diperolah bahwa yang mendapat nilai diatas KKM hanya 165 siswa dari 432 siswa. Berdasarkan keterangan diatas penelitian ini bertujuan untuk memahami kelyakan media ajar, respon tanggapan siswa, dan nilai hasil belajar sesudah menerapkan e-scrapbook. Model penelitian pengembangan atau Research and Development (R&D) memakai pendekatan ADDIE. Lokasi riset ini di SMA Negeri 1 Pematangsiantar serta jangka waktu bulan April sampai Agustus 2025. Hasil uji kelayakan produk berdasarkan standardisasi validator ahli dengan 82,45%. Seluruh aspek tersebut berada pada kategori sangat baik. Hasil respon siswa diperoleh melalui angket sebanyak 50,60% membuktikan kebanyakan peserta didik menyampaikan reaksi menguntungkan terhadap penerapan media ajar e-scrapbook. Nilai hasil belajar di kelas eksperimen, sebanyak 29 siswa (90,90%) mencapai nilai di atas KKM, sementara di kelas kontrol hanya 8 siswa (22,22%) yang tuntas. Nilai hasil uji non-parametrik menggunakan Mann-Whitney, membuktikan skor nilai signifikansi 0,00 lebih kecil 0,05 menandakan Ho ditolak dan Ha diterima.Kata kunci: E-scrapbook; Heyzine; Pematangsiantar; Sel.
PENGEMBANGAN APLIKASI MOBILE LEARNING PADA MATERI STRUKTUR ORGANEL SEL UNTUK HASIL BELAJAR SMAN1 PEMATANGSIANTAR Purba, Melfa Uli Magdalena; Situmorang, Masni Veronika; Silalahi, Mastiur Verawaty
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 8, No 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5014

Abstract

Abstract: Mobile learning is a study device for that utilizes technology and mobile gadget . The term M-Learning refers to the utilization of portable or handheld devices. Based on the findings from observations at SMA Negeri 1 Pematangsiantar, information on the use of media was obtained that was still lacking, making students less likely to capture learning in class, thus making student learning outcomes decrease. There are around 165 students who graduated or completed 38.14% and there are 267 people who did not complete or 61.86% of students who did the objective of this study is to evaluate thr viability of developing mobile learning applications on cell organelle structure materials for learning outcomes. To identify the students reactions to the use of mobile learning application development on cell organelle structure material and to determine student learning achievements following implementing the development of mobile learning applications to improve learning outcomes in cell organelle structure material. This (R&D) methods with the use ADDIE model. The findings from the feasibility assessment of the mobile learning application by expert validators were obtained on average 95%, which means that the mobile learning application is very appropriate for implementation in the learning process in the classroom. The learning outcomes of students who use mobile learning applications have increased. Student responses to mobile learning applications received a percentage of 91% with the very good category.Keyword: Mobile learning, cell organelle structure, developmentAbstrak: Mobile learning merupakan sebuah perangkat pembelajaran yang menggunakan teknologi dan perangkat mobile. Kata M-Learning maupun mengacu pada pemakaian perangkat genggam. Dari perolehan pengamatan di SMA Negeri 1 Pematangsiantar mendapat keterangan bahwa penggunaan media yang masih kurang sehingga membuat para peserta didik kurang dalam menangkap pembelajaran dikelas sehingga membuat hasil belajar peserta didik menurun. Siswa yang lulus atau tuntas sekitar 165 orang atau 38,14 % dan terdapat 267 orang yang tidak tuntas atau 61,86 % peserta didik yang tidak tuntas. Studi ini memiliki tujuan untuk melihat kelayakan pengembangan aplikasi mobile learning pada materi struktur organel sel terhadap hasil belajar. Untuk mengetahui respon siswa terhadap penggunaan pengembangan aplikasi mobile learning pada materi struktur organel sel serta untuk mengetahui hasil belajar siswa setelah menerapkan pengembangan aplikasi mobile learning untuk meningkatkan hasil belajar pada materi struktur organel sel. Penelitian ini menggunakan metode (R&D) dengan menggunakan model ADDIE. Hasil uji kelayakan aplikasi mobile learning oleh validator ahli diperoleh rata-rata 95% yang berarti aplikasi mobile learning sangat layak digunakan dalam proses pembelajaran di kelas. Hasil belajar siswa yang menggunakan aplikasi mobile learning mengalami peningkatan. respon siswa terhadap aplikasi mobile learning mendapat persentase 91 % dengan kategori sangat baik.Kata kunci: Mobile learning, struktur organel sel, pengembangan
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBASIS ANIMAKER PADA MATERI KEANEKARAGAMAN HAYATI UNTUK MENINGKATKAN HASIL BELAJAR KELAS X SMA SWASTA TELADAN PEMATANGSIANTAR Sinurat, Rela Afriani; Siagian, Gunaria; Situmorang, Masni Veronika
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 8, No 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5087

Abstract

Abstract: This study aims to (1) Determine the feasibility test of Animaker-based animated video learning media on biodiversity material. (2) Determine students' responses to Animaker-based animated video learning media on biodiversity material. (3) Determine the effect of using Animaker-based animated video learning media on biodiversity material in class X of SMA Swasta Teladan Pematangsiantar. The study used the Research and Development (R&D) method with the ADDIE development model. Data analysis was carried out through media feasibility tests, product trials, and analysis of learning outcomes. The validation results showed an average feasibility percentage of 93% with a very feasible category, with details of design feasibility of 94%, content/material 90%, language 94%, and presentation 96%. Student responses to Animaker-based animated video learning media on biodiversity material by providing a questionnaire sheet obtained responses in the very good category, namely 86.1%. Based on student learning outcome data obtained through pre-test and post-test, Animaker-based animated video learning media has an influence on student learning outcomes. This is evidenced by the Sig. value. The 2-tailed test is 0.000, indicating that the value is <0.05. Therefore, it can be concluded that Ho is rejected and Ha is accepted.  Keywords: media; videos; animaker. Abstrak: Penelitian ini bertujuan untuk (1) Mengetahui uji kelayakan media pembelajaran video animasi berbasis animaker pada materi keanekaragaman hayati. (2) Mengetahui respon peserta didik terhadap media pembelajaran video animasi berbasis animaker pada materi keanekaragaman hayati. (3) Mengetahui pengaruh penggunaan media pembelajaran video animasi berbasis animaker pada materi keanekaragaman hayati dikelas X SMA Swasta Teladan Pematangsiantar. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE. Analisis data dilakukan melalui uji kelayakan media, uji coba produk, dan analisis hasil belajar. Hasil validasi menunjukkan persentase kelayakan rata-rata sebesar 93% dengan kategori sangat layak, dengan rincian kelayakan desain 94%, isi/materi 90%, bahasa 94%, dan penyajian 96%. Respon siswa terhadap media pembelajaran video animasi berbasis animaker pada materi keanekaragaman hayati dengan memberikan lembar angket diperoleh respon dengan kategori sangat baik yaitu 86,1%. Berdasarkan data hasil belajar siswa yang diperoleh melalui pre-test dan post-test maka media pembelajaran video animasi berbasis animaker memiliki pengaruh terhadap hasil belajar siswa. Hal ini dibuktikan dengan nilai Sig. 2 tailed adalah 0,000 yang menyatakan nilai tersebut < 0,05. Maka dapat disimpulkan Ho ditolak dan Ha diterima.  Kata kunci: media; video; animaker.