Claim Missing Document
Check
Articles

Found 9 Documents
Search

PENGARUH PENERAPAN MODEL PEMBELAJARAN INKUIRI TERHADAP PEMBENTUKAN SIKAP KERJASAMA SISWA KELAS IV DI UPT SD NEGERI 12 BIRAENG KABUPATEN PANGKEP Nurhikmah H; Syamsul Bachri Thalib; Ahmad Syawaluddin
INDOPEDIA (Jurnal Inovasi Pembelajaran dan Pendidikan) Vol. 2 No. 2 (2024): JUNI 2024
Publisher : Media Inovasi Pendidikan dan Pembelajaran

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

Abstract

Penelitian ini adalah penelitian eksperimen yang bertujuan mengetahui adanya pengaruh penerapan model pembelajaran inkuiri terhadap pembentukan sikap kerja sama siswa di Kelas IV UPT SD Negeri 12 Biraeng Kabupaten Pangkep. Pendekatan penelitian adalah pendekatan kuantitatif. Data penelitian diperoleh melalui observasi dan angket. Populasi dalam penelitian adalah seluruh siswa Kelas IV di UPT SD Negeri 12 Biraeng Kabupaten Pangkep yang berjumlah 49 siswa. Teknik analisis data yang digunakan yaitu dengan analisis statistik deskriptif dan inferensial. Hasil yang diperoleh dalam penelitian ini adalah gambaran sebelum penerapan model pembelajaran inkuiri terbimbing dimana menunjukkan kategori rendah dan setelah penerapan model pembelajaran inkuiri menunjukkan kategori sangat tinggi dan sikap kerjasama dapat digambarkan pada hasil angket yang diperoleh yaitu pada pretest mendapatkan nilai tinggi sedangkan pada posttest mendapatkan nilai tinggi serta penerapan model pembelajaran inkuiri berpengaruh secara signifikan terhadap pembentukan kerja sama siswa khususnya di Kelas IV UPT SD Negeri 12 Biraeng kabupaten Pangkep.
Development of the Agribusiness Local Content Curriculum in Growing Red Onions Class VII MTs. Muhammadiyah Kalosi Enrekang Regency Hisanan, Herawan; Abdul Haling; Arnidah, Arnidah; Nurhikmah H; Mohamad Ikbal Riski A. Danial; Abdul Hakim; Mitha Evalista
International Journal of Education, Vocational and Social Science Vol. 3 No. 04 (2024): November, International Journal of Education, Vocational and Social Science( I
Publisher : Cita konsultindo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63922/ijevss.v3i04.1341

Abstract

This study is a development research that aims to explore: (1) the need for curriculum development in the local content of agribusiness focused on shallot cultivation for seventh-grade students at MTs. Muhammadiyah Kalosi in Enrekang district, (2) the validation of the learning product content for the Agribusiness Local Content Curriculum in shallot cultivation, and (3) the user responses regarding the practicality of the developed curriculum for seventh-grade students at MTs. Muhammadiyah Kalosi. The research subjects included content experts, media experts, teachers, and students who would be using the developed product. Specifically, the study involved 1 content expert, 1 media expert, 1 local content subject teacher, and 24 seventh-grade students at MTs. Muhammadiyah Kalosi. The research employed a development design adapted from Ken Peffers et al. (2007), which comprises six main activities. However, due to time constraints, the research focused on four activities: 1) identifying problems, 2) determining goals and solutions, 3) designing and developing products, and 4) demonstrating products. A needs assessment was conducted through questionnaires distributed to students and subject teachers, which revealed a strong requirement for a curriculum focused on agribusiness in shallot cultivation for seventh-grade students at MTs. Muhammadiyah Kalosi. The curriculum was validated as both feasible and practical, as evidenced by expert validators, teacher feedback, and group trials, all of which placed it in the "very good" category. The curriculum is deemed suitable for integration into educational contexts to help students maintain cultural relevance
Developing and Validating Gamified English Teaching Materials to Enhance Achievement in Indonesian Elementary Schools Muhammad Asrul Sultan; Baso jabu; Nurhikmah H
International Journal of Education, Vocational and Social Science Vol. 4 No. 03 (2025): International Journal of Education, Vocational and Social Science( IJVESS)
Publisher : Cita konsultindo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63922/ijevss.v4i03.1986

Abstract

This study systematically investigates the design, validation, and effectiveness of gamified English teaching materials tailored for Grade 5 learners in Parepare, Indonesia, within the framework of a Research and Development (R&D) based on the Alessi & Trollip model, materials were developed in three phases: Planning (needs analysis), Design (module drafting), and Development (validation and pilot implementation). Sixty students across two schools participated in pre- and post-tests, expert validation (N=3), practicality surveys (teachers N=4; students N=60), classroom observations, and interviews. Experts rated content validity at 92%; practicality exceeded 85%; and paired-sample t-tests showed significant improvement from pre-test (M=61.35, SD=7.12) to post-test (M=80.21, SD=6.45), p<.001. These results confirm that integrating game elements such as points, badges, levels, and narrative quests can substantially enhance engagement and EFL achievement among young learners.
Pengembangan e modul interaktif pada mata pelajaran fisika kelas VIII SMP 40 Makassar Sitti Asriani; Nurhikmah H
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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

Abstract

This research was conducted by the researcher based on initial observations, where the researcher found that learning at SMP 40 Makassar had not yet developed technology-based learning and was still using printed textbooks. The objectives of this research development are: (1) To identify the level of development needs, (2) To design an e-module for the Physics subject, (3) To determine the validity level of the e-module, and (4) To determine the practicality level of the e-module. This research uses an R\&D approach with the 4D development model (Define, Design, Develop, Disseminate). Data collection techniques used include questionnaires and documentation. The research was conducted with a total of 30 eighth-grade students and one physics teacher as the research subjects.The research results are as follows: (1) In the Planning Stage, through the needs identification process, it was found that students at SMP 40 Makassar need digital-based learning using e-modules. (2) In the Design Stage, development was carried out based on the information obtained, by determining and searching for objects to be developed in the e-module in the form of text, images, and videos. (3) In the Development Stage, the product trial began with an alpha test, which resulted in a valid instrument. The media expert gave an average score that fell into the "very good" qualification, and the content/material expert gave a score of 92%, which also fell into the "very good" qualification. Therefore, the media was tested in the field to determine its practicality. The beta test, conducted through small group trials, resulted in a score of 90.1%, which was classified as "very practical", while the large group trial yielded a score of 96%, also classified as "very practical". The response from the eighth-grade teacher was also in the "very practical” This research was conducted by the researcher based on initial observations, where the researcher found that learning at SMP 40 Makassar had not yet developed technology-based learning and was still using printed textbooks. The objectives of this research development are: (1) To identify the level of development needs, (2) To design an e-module for the Physics subject, (3) To determine the validity level of the e-module, and (4) To determine the practicality level of the e-module. This research uses an R\&D approach with the 4D development model (Define, Design, Develop, Disseminate). Data collection techniques used include questionnaires and documentation. The research was conducted with a total of 30 eighth-grade students and one physics teacher as the research subjects.The research results are as follows: (1) In the Planning Stage, through the needs identification process, it was found that students at SMP 40 Makassar need digital-based learning using e-modules. (2) In the Design Stage, development was carried out based on the information obtained, by determining and searching for objects to be developed in the e-module in the form of text, images, and videos. (3) In the Development Stage, the product trial began with an alpha test, which resulted in a valid instrument. The media expert gave an average score that fell into the "very good" qualification, and the content/material expert gave a score of 92%, which also fell into the "very good" qualification. Therefore, the media was tested in the field to determine its practicality. The beta test, conducted through small group trials, resulted in a score of 90.1%, which was classified as "very practical", while the large group trial yielded a score of 96%, also classified as "very practical". The response from the eighth-grade teacher was also in the "very practical”
Pengembangan Multimedia Interaktif Mata Pelajaran Bahasa Daerah untuk Meningkatkan Hasil Belajar Siswa Yusri Yusuf; Nurhikmah H; Pattaufi, Pattaufi
Jurnal Onoma: Pendidikan, Bahasa, dan Sastra Vol. 11 No. 1 (2025)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/onoma.v11i1.5226

Abstract

Penelitian ini bertujuan untuk mengidentifikasi kebutuhan multimedia interaktif, mendesain pengembangan multimedia interaktif dan mengukur tingkat validitas, kepraktisan, dan keefektifan multimedia interaktif. Penelitian menggunakan metode penelitian pengembangan Research and Development yang difokuskan untuk mengembangkan multimedia interaktif. Model pengembangan yang digunakan mengacu pada model pengembangan ADDIE dengan lima tahapan, yakni: analysis, design, development, implement, dan evaluate. Penelitian dilaksanakan di SDN 57 Bulu-Bulu Kabupaten Maros dengan subjek penelitian 28 siswa dan 1 guru mata Pelajaran Bahasa Daerah. multimedia interaktif yang dikembangkan dinyatakan sangat valid oleh ahli isi materi dan valid oleh ahli media dan desain. Tingkat kepraktisannya diukur dari angket respon oleh guru dan siswa dan dari kedua penilaian dinyatakan sangat praktis. Tingkat keefektifan multimedia interaktif diukur dengan pretest dan posttest yang menunjukkan terjadinya peningkatan hasil belajar sehingga dinyatakan sangat efektif. Berdasarkan hasil analisis data dalam penelitian ini Multimedia interaktif sebagai media pembelajaran menjadikan kegiatan belajar mengajar dapat di dalam atau di luar ruang kelas, memungkinkan adanya interaksi langsung antara siswa dengan sumber belajar. Multimedia interaktif akan membantu siswa menjadi lebih aktif dan kreatif dalam belajar, dan menjadikan guru sebagai fasilitator yang memberikan kemudahan kepada siswa untuk belajar. Dengan multimedia interaktif pembelajaran berbantuan android, siswa dapat belajar sesuai sesuai dengan kebutuhan, kemampuan, dan minat siswa. Maka dari itu dapat disimpulkan bahwa pengembangan multimedia interaktif Bahasa Daerah dapat digunakan dalam proses pembelajaran.
Manajemen Kelas Online Learning Guru SMA Insan Cendekia Gowa Arismunandar, Arismunandar; Habibah, Sitti; Monoarfa, Merrisa; Nurhikmah H
CARADDE: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 3 (2024): April
Publisher : Ilin Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/caradde.v6i3.2208

Abstract

The purpose of this research is to improve teachers' competence in utilizing online learning technology. The method of implementation is through training and assistance in creating online learning sites using Google Sites. The results showed an increase in teachers' knowledge and skills in utilizing Google Sites for online learning management. Teachers are able to create learning sites that contain materials, assignments, quizzes, and other interactive features. In conclusion, training and mentoring for online website development using Google Sites are effective in improving teacher competence in utilizing online learning technology.
PENGEMBANGAN E-BOOK MATA PELAJARAN IPA UNTUK MENINGKATKAN HASIL BELAJAR DI SMP NEGERI 02 SUNGGUMINASA KABUPATEN GOWA. Muh. Reski; Nurhikmah H; Farida Febriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.17018

Abstract

The problem found was the lack of learning media used by science teachers in the learning process. So the researchers developed this e-book with the aim of: 1) identifying the need for e-books, 2) developing e-book designs, 3) measuring the level of validity, practicality and effectiveness of e-books. This research uses an R&D approach and was developed using the ADDIE model. The research was carried out at SMP Negeri 02 Sungguminasa, Gowa Regency. with research subjects 25 students and science teachers. The research results show that the level of student needs is at 79% of required qualifications, teacher interviews are at 100%, qualifications are very much needed, material/content validation results are at 82.86% for good qualifications, media/design validation results are at 93.33% for qualifications. very good, the results of the student response assessment were in the percentage of 85% good qualifications and the teacher assessment response questionnaire was in the percentage of 80% good qualifications, and to measure effectiveness the one group pretest experimental method was used with an average score of 5.78 points and posttest with an average This value of 9.43 points indicates an increase in learning outcomes so that it is declared very effective. The conclusion of the research results is that the level of analysis of the need for E-books in science subjects is in the required qualifications and this E-book is very valid, practical and very effective. And can improve student learning outcomes.
PENGEMBANGAN MEDIA PEMBELAJARAN GAMIFIKASI MATA KULIAH KAPITA SELEKTA PENDIDIKAN PADA MAHASISWA TEKNOLOGI PENDIDIKAN FIP UNM St. Amaliah Putri Limpo; Nurhikmah H; Pattaufi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.17936

Abstract

The problem in this research is that some students feel they still don't understand the conceptual material in the Capita Selekta Education course. This research aims to identify the need for developing gamified learning media for the Educational Capita Selekta course for FIP UNM Educational Technology students, to design gamified learning media for the Educational Capita Selekta course, to measure the validity and practicality of the gamified learning media for the Educational Capita Selekta course for Educational Technology students at FIP ​​UNM. This research uses R & D research with a 4D model and is limited to 3D. The research was conducted at the Educational Technology Study Program, the subjects in the research were 30 Educational Technology students, 1 lecturer teaching the course. The results obtained from material validation are in very valid qualifications and media validation in gamification learning media is in valid qualifications. At the individual and large group trial stage, the qualifications were good. The response from the lecturers in charge of the course was of very good qualifications. The conclusion from the results of this research is that gamification learning media is valid and practical to use in the learning process.
PENGEMBANGAN MEDIA KOMIK DIGITAL BERBASIS KEARIFAN LOKAL TANAMAN BAWANG MERAH PADA PROGRAM P5 KELAS VII SMPN 1 ANGGERAJA KABUPATEN ENREKANG Siska; Nurhikmah H; Farida Febriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31120

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya pemahaman dan minat siswa kelas VII SMPN 1 Anggeraja terhadap materi kearifan lokal, khususnya praktik pertanian bawang merah di Kabupaten Enrekang yang menjadi bagian dari Projek Penguatan Profil Pelajar Pancasila (P5). Hasil observasi menunjukkan siswa belum mampu mempelajari pertanian tradisional dengan nilai budaya lokal, sementara pembelajaran yang digunakan guru masih bersifat konvensional, minim inovasi, dan kurang memanfaatkan media interaktif. Kondisi ini menyebabkan siswa kurang aktif, mudah bosan, dan tidak terlibat secara mendalam dalam pembelajaran. Untuk mengatasi masalah tersebut, penelitian ini bertujuan mengembangkan media komik digital berbasis kearifan lokal bawang merah yang menarik, interaktif, serta sesuai dengan karakteristik dan kebutuhan siswa. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE ( Analysis, Design, Development, Implementation, Evaluation ). Subjek penelitian terdiri atas dua validator (ahli media dan ahli materi), 32 siswa kelas VII, dan satu guru P5. Instrumen pengumpulan data berupa angket kebutuhan analisis, uji validitas, dan uji kepraktisan.Hasil penelitian menunjukkan bahwa kebutuhan analisis guru dan siswa menunjukkan perlunya media pembelajaran inovatif. Komik digital yang dikembangkan memanfaatkan Pixton untuk pembuatan karakter, Canva untuk desain halaman, dan Heyzine sebagai platform flipbook digital. Berdasarkan penilaian, media komik digital dinyatakan sangat valid oleh ahli media dan materi, serta sangat praktis oleh siswa dan guru dalam uji coba kelompok kecil dan besar. Dapat disimpulkan bahwa komik digital berbasis kearifan lokal bawang merah layak digunakan sebagai media pembelajaran pada program P5 kelas VII SMPN 1 Anggeraja untuk meningkatkan minat dan pemahaman siswa.