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Pengembangan Media Pembelajaran Berbasis Android untuk Mata Pelajaran Fisika Materi Pokok Energi di Kelas X IPA 1 SMA Negeri 2 Muara Badak Tahun Ajaran 2019/2020 Saputra, Galih Yudha; Harjanto, Arif; Ningsih, Yunita Andrian
Journal of Advances in Information and Industrial Technology Vol. 2 No. 2 (2020): November
Publisher : LPPM Telkom University Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52435/jaiit.v2i2.67

Abstract

Mata pelajaran fisika merupakan mata pelajaran yang dirasa siswa sulit untuk dipahami. Dengan  mengintegrasikan smartphone dengan pembelajaran khususnya pada mata pelajaran fisika, diharapkan dapat membantu pendidik agar siswa yang tidak begitu suka dengan mata pelajaran fisika bisa menyukai mata pelajaran tersebut. Pembelajaran melalui media smartphone lebih praktis dilakukan dimana saja dan kapan saja sehingga dapat membuat siswa lebih mudah dalam belajar. Metode penelitian yang digunakan dalam pengembangan media pembelajaran berbasis android untuk mata pelajaran fisika materi pokok energi adalah metode 4D. Uji kelayakan dapat dilihat pada perolehan hasil angket yang dilakukan kepada ahli materi dan ahli media. Berdasarkan keseluruhan penilaian dari ahli materi dan ahli media terhadap pengembangan media pembelajaran berbasis android diperoleh rata-rata sebesar 96,5 dengan kategori sangat layak. Sehingga pengembangan media pembelajaran berbasis android untuk mata pelajaran fisika materi pokok energi sangat layak digunakan pada siswa kelas X IPA 1 SMA Negeri 2 Muara Badak Tahun Ajaran 2019/2020.
Perbandingan Hasil Belajar Kognitif Siswa Menggunakan Model Pembelajaran Numbered Head Together dan Think Pair Share Pada Materi Sistem Komputer Kelas X di MAN Bontang Lutfiah, Fatma Aliah; Rosita, Dewi; Saputra, Galih Yudha
Jurnal Pendidikan Tambusai Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i1.25557

Abstract

Penelitian ini bertujuan untuk mengetahui perbandingan hasil belajar kognitif siswa pada materi sistem komputer Kelas X MAN Bontang setelah menerapkan model pembelajaran numbered head together dan think pair share. Jenis penelitian yang digunakan adalah pendekatan kuantitaf dengan menggunakan metode eksperimen dalam bentuk eksperimen semu ( quasi research) dengan desain penelitian Pretest-Posttest Control Group Design. Pengambilan sampel dilakukan secara purposive sampling dengan kelas eksperimen I yaitu kelas X-A dan kelas eksperimen II yaitu kelas X-B yang masing-masing berjumlah 35 siswa. Uji analisis yang digunakan adalah Independent Sample t-Test dengan taraf signifikan 5%. Hasil uji menunjukkan nilai Sig. 2 tailed sebesar (0,039 < 0,05). Berdasarkan hasil tersebut, dapat disimpulkan terdapat perbandingan penggunaan model pembelajaran numbered head together dengan think pair share pada materi sistem komputer kelas X-A dan kelas X-B di MAN Bontang.
Pengembangan E-modul Informatika Berbantuan Heyzine Flipbook Pada Elemen Literasi Digital Hidayah, Anissatul; Saputra, Galih Yudha
TIN: Terapan Informatika Nusantara Vol 5 No 9 (2025): February 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v5i9.7009

Abstract

This development research is motivated by the unavailability of an informatics guidebook that discusses digital literacy elements according to the learning outcomes of the independent curriculum based on a Decree from the Curriculum Standards and Education Assessment Agency Number 032/H/KR/2024. Therefore, as a solution, the development of an informatics e-module on digital literacy elements is carried out with the aim of assessing the feasibility level of the product. This research is classified as a development category with the application of 4D models, which consists of 4 stages, namely Define, Design, Development, and Disseminate. The feasibility data of the e-module was obtained from filling out a questionnaire through 1 material expert validator, 3 media expert validators, and a limited trial of the e-module product involving 35 students. The results of the recapitulation of the average score of the feasibility test through 1 material expert showed that the number 68 covered the > range of 63 including the category of "very feasible", the average score of the feasibility test through 3 media experts showed a figure of 55.67 covering the > range of 50.4 categorized as "very feasible", and the average score of the product trial by students showed 53.43 covering the range of > 50.4 also classified as the "very feasible" category. Based on this, it can be concluded that the heyzine -assisted informatics e-module on the digital literacy element is declared very feasible.
Development of Interactive Learning Media Based on Website Using Google Sites at SMK Negeri 1 Samarinda Adrian, Muhammad Fatwa Putera; Saputra, Galih Yudha
Poltanesa Vol 26 No 1 (2025): June 2025
Publisher : P3KM Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tanesa.v26i1.3268

Abstract

The rapid advancement of information technology requires the education sector to adapt by adopting modern learning methodologies. SMK Negeri 1 Samarinda, a leading vocational institution, faces challenges in providing engaging learning materials, especially in the Computer Network Engineering (TJKT) department. Observations show that conventional media, such as PowerPoint presentations, printed modules, and WhatsApp groups, are often monotonous, reducing student motivation. This research aims to develop interactive website-based learning media using Google Sites for the Basic Vocational Program subject. The study employed the Planning, Production, and Evaluation (PPE) development model. Data were collected through observations and questionnaires, analyzed using descriptive methods. The developed media was evaluated by one content expert, three media specialists, and tested with 28 students from Class X TJKT. Results indicate that the media received an average score of 4.6 from content experts (highly feasible), 4.4 from media experts (highly feasible), and an 84.56% positive response from students. The website includes instructional materials, educational videos, interactive games, assessment tools, and feedback mechanisms, accessible on any internet-connected device. This web-based platform enhances student engagement through multimedia integration and offers flexible resource access, serving as an effective solution to limited educational infrastructure. The implementation addresses technological constraints while preparing students for the digital workplace they will encounter in their future careers.
Development of Video Learning Materials on Computational Thinking in Class XI Students of Private High School Tunas Kelapa Samarinda Academic Year 2024/2025 Mulyadi , Nadilla Putri; Saputra, Galih Yudha
TEPIAN Vol. 6 No. 2 (2025): June 2025
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v6i2.3253

Abstract

In the digital era, science and technologies are developing so fast, it’s also influences developments of students’ mindset and character in learning. so the Indonesian governments try to improve the existing curriculum of the name “Kurikulum Merdeka”. In this curriculum, students are required to have high order thinking skill levels to support their lives in keeping up with changing times. Of course, it’s also requiring teachers to be more creative and provide innovation in the teaching and learning process. The aim of the research is to develop learning media products in the form of videos learning and see the eligibility of the product being developed and implement the product for students whose result is the form of pretest and posttest scores and N-Gain scores to determine whether it's works to improve student learning outcomes. The method used in this research is Research and Development (R&D) with the ASSURE model (Analyze, State, Select, Utilize, Require, Evaluate, and Revise). The results of the eligibility test carried out by three media and one material expert were analyzed using a Likert scale. For the respective results obtained of the three media expert were 93%, 92%, 96% with an average of 93% which was included in the very eligible category, and the result from the material experts is 98% with “very eligible” category. Then for the results of the product implementation in the form of a pretest score with an average of 38, a posttest score with an average of 96, an average N-Gain Score of 0,95 and a percent of N-Gain is 95% which was included in the “high” dan “effective” category. Based on the results of this assessment, it can be concluded that the development of video learning materials on computational thinking in 11th grade class at Private High School Tunas Kelapa Samarinda is “very eligible” to be used in the learning process and is effective in improving student learning outcomes.
Development of Android Based Interactive Learning Media Using Articulate Storyline 3 to Improve Motivation and Conceptual Understanding in Informatics Lessons Hasanah, Silfia; Munir, Munir; Wahyudin, Wahyudin; Saputra, Galih Yudha
Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram Vol 13, No 3: July 2025
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/j-ps.v13i3.16283

Abstract

This study aimed to develop Android-based interactive learning media using the Articulate Storyline 3 application for teaching computer hardware in Grade VII Informatics classes. The development model used was ADDIE, involving expert validation and effectiveness testing in both experimental and control classes. Validation results indicated the media was highly feasible, with average Likert-scale scores above 4.4. Effectiveness testing showed a significant improvement in students’ conceptual understanding and learning motivation in the experimental class, with an N-Gain score of 0.77 (high category) and motivation levels increasing from “High” to “Very High.” These findings support the integration of Android-based technology in education as an effective strategy to improve learning outcomes, especially in abstract and technical subjects.
Development of Android Based Interactive Learning Media Using Articulate Storyline 3 to Improve Motivation and Conceptual Understanding in Informatics Lessons Hasanah, Silfia; Munir, Munir; Wahyudin, Wahyudin; Saputra, Galih Yudha
Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram Vol. 13 No. 3: July 2025
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/j-ps.v13i3.16283

Abstract

This study aimed to develop Android-based interactive learning media using the Articulate Storyline 3 application for teaching computer hardware in Grade VII Informatics classes. The development model used was ADDIE, involving expert validation and effectiveness testing in both experimental and control classes. Validation results indicated the media was highly feasible, with average Likert-scale scores above 4.4. Effectiveness testing showed a significant improvement in students’ conceptual understanding and learning motivation in the experimental class, with an N-Gain score of 0.77 (high category) and motivation levels increasing from “High” to “Very High.” These findings support the integration of Android-based technology in education as an effective strategy to improve learning outcomes, especially in abstract and technical subjects.
The Effect of Using Powtoon Interactive Learning Media to Improve Learning Outcomes in Class X Informatics Subjects at SMK Kesehatan Samarinda Sari, Anisa Permata; Haeruddin; Saputra, Galih Yudha
TEPIAN Vol. 5 No. 1 (2024): March 2024
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v5i1.2214

Abstract

This study aims to determine the effect of using Powtoon interactive learning media to improve learning outcomes in learning Informatics class X students at SMK Kesehatan Samarinda. This type of research is quantitative, namely experimental research (pre-experimental design) using a one group pretest-posttest design research design, namely an experiment that in its implementation only involves one class as an experimental class without a control class (comparison class). Data analysis used descriptive analysis techniques and inferential analysis techniques. The results of descriptive statistics show that the average student pre-test score is 46.56 and has increased after being treated with an average student post-test score of 80.31. The results of inferential statistical analysis by testing the normality of pre-test and post-test data were normally distributed. The results of hypothesis analysis using the Paired Sample T-Test test, namely significance, obtained a value smaller than 0.05, namely 0.000 <0.05, meaning that there is a difference when the initial test (pre-test) and the final test results (post-test) so that the null hypothesis (Ho) is rejected and the alternative hypothesis (Ha) is accepted. The results of the analysis of student learning on the use of Powtoon interactive learning media in Informatics subjects obtained an N-Gain of 0.72 which is included in the high category. This study shows that there is an effect of using Powtoon interactive learning media to improve student learning outcomes in Informatics class X Nursing 2 at SMK Kesehatan Samarinda.
Student Skills in Operating CorelDraw 2020 Application on Class XI DKV SMKN 4 Samarinda Salsabila, Aisha Syifa; Akhyar, Ramaulvi Muhammad; Saputra, Galih Yudha
TEPIAN Vol. 5 No. 1 (2024): March 2024
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v5i1.2222

Abstract

This research is descriptive qualitative in nature and was conducted during the 2023/2024 academic year on the topic of operating CorelDraw 2020. The subjects of this study were 34 students from class XI DKV 2. The object of the research was the students' skills in operating CorelDraw 2020, categorizing them as very skilled, skilled, or less skilled. The research activities included observation, practical tests, interviews, and documentation. Data analysis techniques involved data reduction, data presentation, and triangulation. Based on the research results and discussions, it can be concluded that the skills of class XI students at SMK Negeri 4 Samarinda in practicing exercises related to operating CorelDraw 2020 are generally skilled. Specifically, it was found that 11 students were very skilled, 13 students were skilled, and 10 students were less skilled in operating CorelDraw 2020. Factors contributing to the less skilled performance of some students include a lack of active participation in lessons, not following the teacher's demonstration steps, and not actively asking questions or taking notes on the material. On the other hand, the factors contributing to the skilled performance of students include regularly reviewing lesson materials at home and using tutorial videos for learning. Generally, students struggled with tasks such as managing outlines, combining objects, inserting objects using PowerClip Inside, positioning objects with shortcuts, using the Artistic Media tool, trimming objects using other objects, and using LiveSketch.
Pelatihan Dan Pendampingan Implementasi System Information School Library Berbasis Website Di SMP Negeri 14 Palaran Saputra, Galih Yudha; Novianti, Hanny Puja; Wahid, Muhammad Rizal Nur
Jurnal Pengabdian Masyarakat Profesi Guru Vol. 2 No. 2 (2025)
Publisher : Program Studi Pendidikan Profesi Guru, Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/jpmpg.v2i2.4712

Abstract

Rendahnya pemanfaatan teknologi dalam pengelolaan perpustakaan di SMP Negeri 14 Palaran menghambat efisiensi layanan pencatatan, pencarian, dan peminjaman buku. Kegiatan pelatihan dan pendampingan dilakukan untuk meningkatkan kapasitas petugas perpustakaan dalam mengelola sistem informasi berbasis website. Metode pelaksanaan meliputi perencanaan dengan koordinasi awal bersama pihak sekolah, pelaksanaan berupa pelatihan dan praktik langsung implementasi sistem, evaluasi melalui pre-test dan post-test, serta refleksi melalui diskusi dan wawancara. Kegiatan ini melibatkan tiga peserta dan dilaksanakan selama dua hari pada bulan September 2024. Hasil pelatihan menunjukkan peningkatan pemahaman dan keterampilan peserta hingga 85% dalam mengoperasikan sistem. Penggunaan sistem SLiMS memberikan dampak signifikan dalam efisiensi pengelolaan perpustakaan. Kegiatan ini mendukung upaya penguatan literasi digital dan transformasi perpustakaan sekolah abad ke-21.