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PENGEMBANGAN E-MODUL MATERI WUJUD ZAT DAN PERUBAHANNYA PADA PELAJARAN IPAS KELAS IV SEKOLAH DASAR Effendi, Raimon; Estuhono, Estuhono; Rizki Handayani, Julia
Jurnal Muara Pendidikan Vol. 9 No. 2 (2024): Jurnal Muara Pendidikan, Vol 9 No 2, Desember 2024
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v9i2.2279

Abstract

This research aims to develop a learning media to arouse students' enthusiasm in participating in the teaching and learning process or when carrying out learning evaluations in class IV science and science lesson content at Elementary School 03 Tiumang. Researchers use E-Module learning media (assisted by the Book Creator Application). The research in this writing takes the type of Research and Development (R&D) research, ADDIE has steps including Analysis Design, Development, Implementation and Evaluation. The type of data used is qualitative and quantitative data. It can be concluded as follows: 1) Development of E-Module learning media for Material Forms of Substances and Changes in Science and Science Lessons for class IV Elementary School 03 Tiumang (with the help of the Book Creator Application) using the ADDIE development model which can be tested in class IV Elementary School 03 Tiumang. 2) Validation of the E-Module learning media Material on Forms of Substances and Changes in Science and Science Lessons for class IV Elementary School 03 Tiumang (Assisted by the Book Creator Application) assessed by five validators. Validation shows that the E-Module learning media obtained a percentage of 87.25% with a very valid category. 3) The practicality assessed by the class IV guardian and students regarding the E-Module learning media obtained a percentage of 88,9% in the very practical category. 4) Effectiveness is assessed from student results. Student learning outcomes obtained a percentage of 95,6% in the very effective category.
The application of augmented reality in competency-based learning Efendi, Raimon; Ambiyar, Ambiyar; Estuhono, Estuhono; Bento, Blas Orti'z; Nanda, Dodi Widia
Journal of Education and Learning (EduLearn) Vol 20, No 1: February 2026
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v20i1.21367

Abstract

This research aims to overcome several challenges in vocational education, primarily related to the lack of learning tools and the development of 21st-century skills such as critical thinking, communication, collaboration, and creativity. This research uses the research and development (RD) model with the ADDIE development procedure, with the steps analysis, design, development, implementation, and evaluation. Data was collected through surveys, interviews, and observations of students and teachers during the teaching and learning process. The research results show that the augmented reality-competency based learning (AR-CBL) application effectively increases students’ understanding of computer network material. Apart from that, AR-CBL also has the potential to be an interactive learning tool that can improve student learning motivation. The AR-CBL learning model resulting from this research can support the development of technical skills and critical thinking, communication, collaboration, and creativity (4C) abilities. The implementation of AR-CBL also has the potential to improve educational standards in vocational schools and help graduates better match industry needs. With the results of this research, schools and education stakeholders can consider using AR-CBL technology in the vocational school curriculum to prepare graduates to face the world of work in this digital era.
Pengembangan E-Modul Berbasis Model Pembelajaran Inkuiri Terbimbing Berbantuan Game untuk Meningkatkan hasil Belajar Kimia SMA Meriyenti, Meriyenti; Efendi, Raimon; Estuhono, Estuhono
Entalpi Pendidikan Kimia Vol 6 No 3 (2025)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/epk.v6i3.587

Abstract

This study was conducted in response to the low learning outcomes of Grade XI Chemistry students at SMAN 10 Tebo, which were attributed to limited learning media variation, low student engagement, and minimal use of interactive technology. The purpose of this research was to develop a guided inquiry-based e-module integrated with educational games to enhance students’ understanding of hydrocarbon compounds. The development process followed the ADDIE model, encompassing the stages of Analysis, Design, Development, Implementation, and Evaluation. The feasibility of the e-module was assessed in terms of validity, practicality, and effectiveness. The research participants included a chemistry teacher and 11th-grade students from SMAN 10 Tebo. Data were collected through validation sheets, response questionnaires, and achievement tests. The e-module incorporated interactive components such as Wordwall-based educational games and Quizizz assessments to promote active learning. The findings revealed that the e-module was valid (Aiken’s V = 0.91), highly practical (teacher practicality = 97.73%; student practicality = 92.79%), and highly effective (average N-Gain = 0.75). Based on these results, the guided inquiry-based e-module integrated with educational games is recommended as a valid, practical, and effective tool to improve students’ chemistry learning outcomes, particularly on hydrocarbon materials.
GAME INTERAKTIF WORDWALL PADA MATERI PERKEMBANGBIAKAN TUMBUHAN UNTUK MENDUKUNG MERDEKA BELAJAR SISWA SD Estuhono, Estuhono; Anggrayni, Melisa; Sukmawati, Sukmawati
Jurnal Muara Pendidikan Vol. 9 No. 1 (2024): Jurnal Muara Pendidikan Vol 9 No 1 Juni 2024
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v9i1.1415

Abstract

This research is motivated by the still not optimal use of learning media in science learning, especially material on plant reproduction. So, this research developed an interactive wordwall game media for science learning to overcome this problem. The purpose of this research is to develop an interactive wordwall game media for science learning, as well as to produce valid, practical and effective media. The type of research used in this research is research and development (R&D). This development procedure refers to the development of the ADDIE model, which consists of several stages, namely (1) Analysis Phase, (2) Design Stage, (3) Development Stage; after going through the development stage a validation test is carried out by 3 validators with 80% results (4) Implementation Stage, at this stage practicality tests were carried out by practitioners (teachers) and (students) with 82% results after that a video media trial was carried out with an effectiveness sheet to get 76% results by obtaining student learning outcomes, (5) Evaluation Stage (Evaluation). Based on the ADDIE procedure used in the research above, it can be concluded that the Wordwall interactive game researchers developed is feasible because it meets the minimum valid, practical and effective criteria.
Implementasi AI Menggunakan Canva Dalam Pengembangan Media Pembelajaran Interaktif Materi Bentuk-Bentuk Energi Di Sekolah Dasar Estuhono, Estuhono; Eka Filahanasari; Rika Amrini
Jurnal Tunas Pendidikan Vol. 8 No. 2 (2026): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8.i2.3100

Abstract

This research is motivated by the low understanding of students towards IPAS subjects, which is caused by the learning media used during the learning process where teachers only use books without using other supporting media and the images in the books are still not varied for students. This affects student learning outcomes. To overcome this, we use learning support media, specifically interactive learning media using the Canva application. This research uses Research and Development (R&D) type with the ADDIE development model which has five stages (Analyze, Design, Development, Implementation, Evaluation). The data collected from the development of interactive media using Canva application is qualitative and quantitative data. Data collection techniques used in this research are interviews, observations, and questionnaires.The validation results of interactive media using Canva are declared very valid. Media validity is assessed by three validators, obtaining a percentage of 95% with a very valid category. Practicality assessed from teacher responses obtains a percentage of 95% categorized as very practical, while practicality results from student responses are 95.38% categorized as very practical. Based on the analysis, it is concluded that interactive media using Canva is very practical. Furthermore, effectiveness assessed from student learning outcomes obtains an average score of 81.43% with a practical category.
Pengaruh Penggunaan Media Pembelajaran Wordwall Berbasis Game Edukasi Terhadap Hasil Belajar IPAS Kelas III dI SDN 07 Tiumang Estuhono, Estuhono; Zumrotun Lutfiah; Orien Zikra Gefasya
Jurnal Tunas Pendidikan Vol. 8 No. 2 (2026): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8.i2.3413

Abstract

This research is motivated by students' lack of focus in participating in learning, it is said that students' interest in participating in the learning is low. This is caused by the learning material delivered being less interesting, because the class teacher delivers the material using the lecture method. This study aims to determine whether or not there is an effect of the use of educational game-based wordwall learning media on the learning outcomes of third-grade students in SDN 07 Tiumang. This research method is pre-experimental designs (non-designs) using the One-Group Pretest-Posttest Design. The population is all third-grade students of SDN 07 Tiumang. The sample in this study was 14 people consisting of 7 boys, 7 girls. The data collection technique in this study was a test in the form of objective questions. Based on the Paired Sample Test Hypothesis test, the results were 0.000 <0.05. It can be concluded that H0 is rejected Ha is accepted or the use of educational game-based wordwall learning media has an effect on the learning outcomes of third-grade students in SDN 07 Tiumang.