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Development of Interactive E-module Based on Infographic Multimedia In Islamic History Of Indonesian Courses As An Innovative Learning Source Ricu Sidiq; N Najuah; Pristi Suhendro Lukitoyo; Josia Parlindungan Manalu; Zulfahdilla Elvansya
International Journal of Educational Research & Social Sciences Vol. 3 No. 1 (2022): February 2022
Publisher : CV. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51601/ijersc.v3i1.261

Abstract

In this semester, in the atmosphere of the Covid 19 pandemic, innovative learning resources are needed to improve the quality of learning. This research has the purpose of making an interactive e-module product based on multimedia infographics for the History of Indonesia during the Islamic Period course. The methods used are the research method and development method or Research & Development (R&D). The research was implemented to 2019 batch students of the History Education Department. The research stages used are the Borg and Gall methods. The technique of collecting data is using a form of questionnaire or questionnaire, then the technique of data analysis is using the calculation of percentages and averages. The results of this research indicate that the validation of the material and the media expert obtained a percentage score of 93% and 82%, respectively. Meanwhile, the results of small and medium-scale product trials showed a percentage score of 89% and 86%, respectively. Then, the results of the large-scale use trial and effectiveness test showed a percentage score of 85.6% and 79.4%, respectively. With these results, it can be concluded that the interactive e-module based on multimedia infographics is very valid, so it is feasible and effective to use in the learning process. The limitations of the research product are that the file size is too large, the uniqueness of the research product is that one download can be used offline on a cellphone or computer so as possible to save the internet data.
Development Of Historical Electronic Module On The Impact Of European Colonization For The Indonesian Nation For Senior High School N Najuah; Ichwan Azhari; Pristi Suhendro Lukitoyo; Muhammad Ikhwal; Reny Sabrina Simamora
International Journal of Educational Research & Social Sciences Vol. 3 No. 1 (2022): February 2022
Publisher : CV. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51601/ijersc.v3i1.262

Abstract

This research is motivated by the fact that history learning in schools is still conventional and less innovative, such as still using the lecture method, Powerpoint, Video, and textbook oriented in teaching and learning activities at school. The objectives of this research are: (1) To develop the historical electronic module for Class XI SMA and (2) To determine the feasibility of the Historical Electronic Module Teaching Materials for Class XI SMA. This study uses a research and development model using the ADDIE development model which includes (1) Analysis, (2) Design, (3) Development, (4) Implementation. and (5) Evaluation (Evaluation). The subjects of this research include Material Expert Lecturers, Media Expert Lecturers, and Class XI Social Studies Students at SMA Swasta Cerdas Murni. The object of this research is a historical electronic module on the impact of European colonialism on the Indonesian people. The instruments used in this research are media expert validation instruments, material expert validation instruments, and student responses to the use of the historical electronic module. The results of this study indicate: (1) The development of the historical electronic module on the impact of European colonialism on the Indonesian people for class XI IPS SMA, (2) the historical electronic module is declared suitable for use as teaching materials in schools with an average score of material experts of 3.8 and the average score of media experts was 3.72, the average score of the medium group trial was 3.47 and the student response as users were 3.45 so that the feasibility of the historical electronic module developed was in the "very good category.
Development Of Interactive E-Modules Based On Video Tutorial Practices Learning Models in Historical Learning Strategies As A Source Of Innovative Learning Sidiq, Ricu; Najuah, Najuah; Suhendro, Pristi
International Journal of Educational Research & Social Sciences Vol. 4 No. 1 (2023): February 2023
Publisher : CV. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51601/ijersc.v4i1.596

Abstract

This study aims to produce interactive e-module products based on practical video tutorials of learning models for the History learning strategy course as an innovative learning resource, with innovations containing a collection of multimedia in the form of graphics, text, images, animations that are processed in such a way as to produce movement and movement. equipped with audio so that it seems alive, which is systematically arranged and stores learning messages that can be used to improve the quality and effectiveness of learning. The method used is the research and development method or Research & Development (R&D). To produce a product, test its feasibility, and its effectiveness in accordance with the development objectives. The research was conducted at the Department of History Education batch 2019. The developed interactive e-module has been validated and meets the criteria for good and appropriate learning media to be used in learning, by obtaining a validation value of 85% from material experts and 87.5% from media experts. While the feasibility of each trial ranged from 89.88% for small trials, 89.77% for medium trials, 83.67% for large trials and the effectiveness obtained a value of 81.04%.
Effectiveness Of Use Of Historical Educational Games On Student Learning Outcomes Najuah, N; Sidiq, Ricu; Suhendro Lukitoyo, Pristi
International Journal of Educational Research & Social Sciences Vol. 4 No. 1 (2023): February 2023
Publisher : CV. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51601/ijersc.v4i1.597

Abstract

Learning media has a significant role in achieving learning objectives. Teachers must also select suitable learning media under learning objectives and student characteristics. This article aims to present the results of experiments using historical, educational games on learning outcomes. This study focuses on two learning media: educational games and animated videos. The form of research used is a quasi-experimental, with the research design used Nonequivalent Control Group Pretest Posttest Design. The research instrument used is a Learning outcome test instrument. The research procedure includes the pre-experimental testing stage, the experimental implementation stage, and the post-experiment testing stage. Eighty-two students in two classes, experimental activities were carried out. One class uses educational game media, the experimental class, and one learns using animated video media, called the control class. The experiment carries out in three stages: the preexperimental testing stage, the implementation of the experiment, and the post-experimental testing—data analysis using the U Mann Whitney test. The results showed increased student learning outcomes after using historical, educational game media, and historical animation video media. The data also show that differences in learning outcomes between students who use educational game media and animation videos in learning using historical educational games have an effect of 27.34% on improving student learning outcomes in class XI IPS SMA Negeri 3 Medan.