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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.
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.
PENGEMBANGAN e-LKPD BERBASIS STEAM BERBANTU CANVA POKOK BAHASAN MATERI DAN PERUBAHANNYA PADA PEMBELAJARAN BERDIFERENSIASI DI SEKOLAH DASAR Estuhono, Estuhono; Ratnawati, Ratnawati; Arista, Ridho Bela
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 2 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i2.2200

Abstract

The problem in this study is due to the limited use of electronics, especially related to STEAM. The purpose of this research is to produce STEAM-based e-LKPD assisted by CANVA on the subject matter of matter and its changes to support differentiated learning in elementary schools. The type of research conducted is Research and Development (R&D). The development model uses ADDIE. The research sample was 27 students. Based on the results of data on the validation test, 84.09% (language), 89.28% (practicality) with a very valid category. (2) Validation test, 94.44% (teaching module), 91.66% (material) with a very valid category. Validation test, 94.64% (graphics), 97.5% (presentation construct) with a very valid category. Validation test, 76.92 (test) with valid category. The implications for the development of STEAM-based e-LKPD assisted by CANVA can be used to improve student learning outcomes.
PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK MENGGUNAKAN APLIKASI CANVA PADA MATERI BILANGAN CACAH Asmaryadi, Ahmad Ilham Asmaryadi; Estuhono, Estuhono; Akhadiah, Mely
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 2 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i2.2277

Abstract

This research was motivated by the low understanding of the concept of the mathematics subject in class IV SD Negeri 189/II Sari Mulya due to the lack of use of learning media during teaching and learning activities. Efforts to overcome these problems require the development of comic learning media. This study aims to develop comic media as a learning medium and can be used in schools so that it can produce valid, practical, and effective learning media. This research is a type of development research that uses the PLOMP development model. This development goes through the stages of (preliminary research), (prototyping phase), (assessment phase). The research was conducted in class IV of SD Negeri 189/II Sari Mulya with 27 students. Data collection used the technique of filling out questionnaires from educators and students' responses as well as filling out student learning results sheets. Based on the results of the validation test from 3 validators, namely content, graphic and language validators, the average value was 86.54% with a very valid category. Practicality test results by practicing educators and students obtained an average value of 91.00% in the very practical category. The results of the effectiveness test in the form of a learning achievement test obtained from students obtained an average score of 98.46% in the very effective category.
PENGEMBANGAN ALAT PERAGA ALAM KAPAS (ALARM, LAMPU, DAN KIPAS ANGIN PANEL SURYA) UNTUK MENUMBUHKAN LITERASI SAINS Estuhono, Estuhono; Anggrayni, M.; Aprido, Tri
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 1 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i1.2278

Abstract

This study was motivated by the limited creative thinking skills and understanding of students regarding the topic of alternative energy. Therefore, the researchers aimed to develop a teaching aid called ALAM KAPAS (Alarm, Lamp, and Fan Powered by Solar Panels). This research employed a development research (R&D) approach using the 4-D development model, consisting of the stages of define, design, develop, and disseminate. The validation results for the ALAM KAPAS teaching aid, assessed by three experts, showed an average score of 96.55%, categorized as highly valid, based on components such as the teaching aid itself, practical guidelines, and student worksheets. Practicality assessment by classroom teachers resulted in an average score of 95%, categorized as highly practical. The effectiveness of the teaching aid was supported by cognitive assessments with an average score of 94.86% and psychomotor assessments of students with an average score of 85.14%. This study concludes that the ALAM KAPAS teaching aid for science subjects, particularly on the topic of alternative energy sources and simple creations, meets the criteria of being highly valid, highly practical, and highly effective.
Implementasi Artificial Intelligence (AI) Menggunakan Canva Dalam Pengembangan Powerpoint Interaktif Sebagai Medi Pembelajaran IPAS Di Sekolah Dasar Estuhono, Estuhono; Safitri, Nadya
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3408

Abstract

This research is motivated by difficulties students face in understanding IPAS learning. This is because the teaching materials used are still in the form of printed media, while the facilities and infrastructure are very limited, and even students are very enthusiastic about digital learning. Therefore, this has impact on student’s learning outcomes. The aim if thus research is to produce interactive PowerPoint using canva as a learning medium for IPAS in a valid, practical, and effective manner. The research methoud used is the research and development (R&D) method. The learning model used is the ADDIE model, consisting if five stage: Analyze (analysus), design, development, implementation, and evaluation. The type of data collected is qualitative and quantitative data. Data collection techniques used in this research are interviews, observations, and questionnaires. The results of the validation of the interactive PowerPoint for IPAS subjects in fourth grade, validated by three validators, obtained a score of 80,55% categorized as valid. The practicality result assessed from students’ responses obtained a score of 78,3% categorized as practical. Based on this analysis, it is concluded that the interactive PowerPoint using the canva application is declared practical. Furthermore, the effectiveness was assessed, and students’ learning outcomes obtained an average score of 83,52% categorized as very effective.