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Interactive Media of Additives and Addictive Substances Based on Android as an Effort to Increase Learning Motivation of SMP / MTs Students Eni, Nur; Nurmayanti, Nurmayanti; Madaling, Madaling
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.12023

Abstract

The aims of this study were to: (1) create interactive learning materials based on Android; and (2) characterize the validity, practicality, and effectiveness of such materials in order to pique students' interest and boost their involvement in the material through engaging and interactive features. The five steps of the ADDIE model, which comprise research and development designs, are analysis, design, development, implementation, and evaluation. Both qualitative and quantitative descriptive data analysis was used in this study. With a percentage value of 92% (very valid), the results showed that the interactive learning media produced met the validity criteria. With a percentage value of 95.36% (very practical), the results of the field trial show that the interactive learning materials produced also meet the criteria of practicality. The trial findings show that interactive learning media increases students' learning motivation by fostering the drive and desire for achievement, supporting learning needs, creating a supportive learning environment, and fostering learning independence in the classroom. Based in these data, the conclusion that the outcomes of the interactive learning materials may be deemed valid, practical, and effective for use in the scientific teaching and learning process for class VIII SMP/MTs.
Development of PowerPoint Learning Media Using 3D Animation Features for Science Subjects at MTs Negeri 1 Sidenreng Rappang Nabilah Said, Andi Nafiisah; Nurmayanti, Nurmayanti; Madaling, Madaling
Edumaspul: Jurnal Pendidikan Vol 8 No 2 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i2.8762

Abstract

Animated 3-dimensional PowerPoint is teaching material that is packaged interactively to foster student motivation and learning motivation. The aim of this research is to determine the results of the development of 3-dimensional animated PowerPoint and the level of validity and practicality of 3-dimensional animated PowerPoint in class VIII B science studies at MTs Negeri 1 Sidenreng Rappang. The method applied is Research and Development (R&D) with the ADDIE research and development model, which consists of five stages: analysis, design, development, implementation and evaluation. Data analysis in this research is quantitative data analysis in the form of questionnaires for material and media validators, questionnaires for teacher and student responses. The research results show that the results of the development of 3-dimensional animated PowerPoint are classified as very valid for use with an overall percentage of 95.5% and the results in the practicality test show that 3-dimensional animated PowerPoint meets the very practical criteria with a percentage value of 98%. This means that the 3-dimensional animated PowerPoint developed is suitable for use in class VIII B science learning at Mts Negeri 1 Sidenreng Rappang.
The Influence of Using Genially Website Learning Media in Indonesian Language Subject of the Learning Outcomes of 8th Grade Students at SMP Negeri 3 Panca Rijang Saleh, Nur Sahira; Madaling, Madaling; Hasanuddin, Hasanuddin
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan (In Press)
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.8858

Abstract

This study aims to determine the effect of using the Genially website interactive media on the Indonesian language learning outcomes of 8th-grade students at SMP Negeri 3 Panca Rijang. This research uses a quantitative method. The research sample consists of 44 students from the 8th grade at SMP Negeri 3 Panca Rijang. The data collection techniques used are documentation to obtain the school profile, learning situation conditions, school facilities, the number of 8th-grade students at SMP Negeri 3 Panca Rijang, and a multiple-choice test. The results of this study indicate that there is an influence of using the Genially website interactive media on the Indonesian language learning outcomes of 8th-grade students at SMP Negeri 3 Panca Rijang. This is evidenced by the students' learning outcomes. Based on the analysis of the research results, the average score is found to be Mx = 85.90 > My = 57.72, which leads to the conclusion that this study shows a significant impact of using the Genially interactive website media on students' learning outcomes.
The Effect of Educational Game Use on Mathematics Learning Outcomes of Seventh-Grade Students at UPT SMP Negeri 5 Panca Rijang Agustan, Agustan; M, Usman; Madaling, Madaling; Takdir, Muhammad
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan (In Press)
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.8958

Abstract

This study aims to examine the effect of using educational games on the mathematics learning outcomes of seventh-grade students at UPT SMP Negeri 5 Panca Rijang. The background of this research is rooted in the importance of utilizing interactive instructional media to enhance students' interest and understanding of learning materials, particularly in mathematics. The research employed a true experimental design involving two groups: an experimental class that used educational games and a control class that used printed learning materials. Data were collected through post-tests and analyzed using descriptive and inferential statistics (t-test) with the assistance of SPSS version 27. The results revealed that the average score of the experimental class was 81.17, which was significantly higher than the control class, which had an average score of 60.00. The hypothesis test showed a significance value (2-tailed) of 0.000 < 0.025, indicating a significant effect of using educational games on students’ mathematics learning outcomes. These findings suggest that educational games positively influence students’ academic achievement in mathematics. Therefore, the integration of educational games into the learning process is recommended to foster a more interactive and engaging learning environment
The Effectiveness of Using Prezi Learning Media on the Learning Outcomes of Eighth-Grade Students in Informatics at MTs Negeri 2 Sidrap Istiqoamah, Hajar; Kahar, Abd; Takdir, Muhammad; Madaling, Madaling
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan (In Press)
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.8973

Abstract

This study aims to determine the effectiveness of using Prezi learning media on the learning outcomes of eighth-grade students in the Informatics subject at MTs Negeri 2 Sidrap. The background of this study is based on the importance of using interactive and engaging learning media to enhance students' understanding in technology-based learning. The method used is a quantitative approach with a pre-experimental design of the one-group pretest-posttest type. The sample in this study consists of 33 students from class VIII.A. Data collection techniques include tests and questionnaires. The results of the study show an increase in the average score from a pretest of 68.93 to a posttest of 88.90. Additionally, the questionnaire results indicate that the majority of students gave positive responses to the use of Prezi media, both in terms of learning mastery and time efficiency in the learning process. Therefore, it can be concluded that the use of Prezi learning media is effective in improving student learning outcomes in the Informatics subject.
The effectiveness of using Kahoot media on the geography learning outcomes of eleventh-grade students at SMA Negeri 4 Sidenreng Rappang Mughny HR, Nurul; Madaling, Madaling; Takdir, Muhammad
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan (In Press)
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.9040

Abstract

This study aims to determine the effectiveness of using Kahoot media on the geography learning outcomes of eleventh-grade students at SMA Negeri 4 Sidenreng Rappang. Kahoot is a technology-based learning platform that can enhance student engagement and motivation through interactive quizzes. The method used in this research is a quasi-experimental design with a pretest-posttest control group design. The research sample consisted of two classes: the experimental class, which used Kahoot media, and the control class, which used conventional learning methods. The instrument used was a multiple-choice learning outcome test administered before and after the treatment. The data analysis results showed a significant difference between the learning outcomes of students in the experimental class and those in the control class. The average post-test scores of students in the experimental class were higher than those in the control class. This indicates that the use of Kahoot media is effective in improving students' geography learning outcomes. Therefore, Kahoot can be used as an engaging and interactive alternative learning media to support the teaching and learning process in schools.
The Effectiveness of Using LibreOffice Impress on Improving Arts and Culture Learning Outcomes of Grade XI Students at SMAN 4 Sidrap Anugrah, Cahya Dwi; Madaling, Madaling; Takdir, Muhammad; Nurmayanti, Nurmayanti
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan (In Press)
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.9068

Abstract

This study employed a quantitative method with an experimental research design aimed at determining the effectiveness of using LibreOffice Impress media in improving the Arts and Culture learning outcomes of Grade XI students at SMAN 4 Sidrap. The population of this research consisted of all 75 students of Grade XI at SMAN 4 Sidrap, with a sample of 17 students. The data collection techniques used were documentation, tests, and questionnaires. After collecting the data, the researcher analyzed the results and found that all effectiveness indicators of a strategy had been met, showing that the use of LibreOffice Impress media had a positive effect on improving student learning outcomes in Arts and Culture subjects for Grade XI students at SMAN 4 Sidrap. The findings of the study revealed that the use of LibreOffice Impress was effective in improving students’ learning outcomes. This was proven through the results of the paired sample t-test between the pretest and posttest data, which indicated significant differences in students’ learning outcomes. The average posttest score (Mx = 90) was higher than the average pretest score (My = 45). Therefore, it can be concluded that the use of LibreOffice Impress is effective in improving the Arts and Culture learning outcomes of Grade XI students at SMAN 4 Sidrap
Interactive Media of Additives and Addictive Substances Based on Android as an Effort to Increase Learning Motivation of SMP / MTs Students Eni, Nur; Nurmayanti, Nurmayanti; Madaling, Madaling
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 9 No. 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.12023

Abstract

The aims of this study were to: (1) create interactive learning materials based on Android; and (2) characterize the validity, practicality, and effectiveness of such materials in order to pique students' interest and boost their involvement in the material through engaging and interactive features. The five steps of the ADDIE model, which comprise research and development designs, are analysis, design, development, implementation, and evaluation. Both qualitative and quantitative descriptive data analysis was used in this study. With a percentage value of 92% (very valid), the results showed that the interactive learning media produced met the validity criteria. With a percentage value of 95.36% (very practical), the results of the field trial show that the interactive learning materials produced also meet the criteria of practicality. The trial findings show that interactive learning media increases students' learning motivation by fostering the drive and desire for achievement, supporting learning needs, creating a supportive learning environment, and fostering learning independence in the classroom. Based in these data, the conclusion that the outcomes of the interactive learning materials may be deemed valid, practical, and effective for use in the scientific teaching and learning process for class VIII SMP/MTs.
Comparison of Learning Outcomes of Students taught Using Quantum Teaching Models with Direct Learning Models on the Main Sub-Matter of the Human Respiration System at Muhammadiyah Rappang High School Madaling, Madaling; Hermansyah, Sam; M, Usman; Adri, Khaeriyah; Hasan, Hasan
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to find out which learning model is best to use between Quantum Teaching and Direct Instruction on the main sub-subject of the Human Respiration System. This research was carried out on 11-30 August 2022, where the research was carried out at SMA Muhammadiyah Rappang. The population of this research was all class XI students consisting of two classes, with a sample of 80 people. Sampling was carried out using Total Sampling. The instruments used in this research were the Learning Implementation Plan (RPP) and tests in the form of questions about the Human Respiration System. Evaluation is carried out by giving a multiple choice test with 20 questions. Data were analyzed using the t test. The results of the research show that the learning outcomes of students who were taught using the Quantum Teaching Learning Model in the main sub-material of the Human Respiration System in class . The learning outcomes of students who were taught using the Direct Instruction Model on the main sub-material of the Respiration System in Humans in class Thus, the learning outcomes of students taught using the Quantum Teaching Learning Model with the Direct Instruction Model on the main sub-material of the Respiration System in Humans in class namely 4.4 > 1.994 so it can be concluded that the Ho Hypothesis is rejected and the Ha Hypothesis is accepted, meaning that there is a difference in student learning outcomes taught using the Quantum Teaching Learning Model and the Direct Instruction Model in class XI of SMA Muhammadiyah Rappang for the 2022/2023 academic year.
The Effectiveness of Using the Focusky Application on the Indonesian Language Learning Outcomes of Grade VII Students at SMPN 3 Pitu Riase, Sidenreng Rappang Aidil, Muh; Kahar, Abd.; Madaling, Madaling; Syamsunir, Syamsunir
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan (In Press)
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.9156

Abstract

This study aims to determine the extent to which the Focusky application influences the Indonesian language learning outcomes of Grade VII students at SMPN 3 Pitu Riase. The research employed a quantitative deductive methodology. This type of research used a one-group pretest-posttest design and was quasi-experimental in nature. Instead of using a control group, the study examined students’ learning outcomes before and after using the Focusky media. Pretest and posttest assessments were used to collect the data.The findings of the study revealed that students’ scores improved after using the Focusky media. In the posttest, the highest score increased to 90 and the lowest to 45, while in the pretest, the highest score was 55 and the lowest was 25. These results indicate that the use of the Focusky application can enhance students’ learning outcomes. Therefore, it can be concluded that the Focusky application effectively improves students’ achievement in Indonesian language learning.