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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 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.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GOOGLE SITES PADA MATERI SOFTWARE KELAS VIII SMP NEGERI 6 SAMARINDA Alexander, Ricky; Rusdiana, Rusdiana; Saputra, Galih Yudha
Jurnal Inovasi dan Teknologi Pendidikan Vol. 4 No. 2 (2025): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v4i2.220

Abstract

The development of learning media plays a very important role in the lecture process. The purpose of this research is to determine the development of learning media based on Google Sites and to assess the feasibility of the learning media that has been created on Software material for Grade VIII at SMP Negeri 6 Samarinda. This type of research uses the ADDIE development model (Analysis, Design, `Development, Implementation, and Evaluation). Data collection techniques involve observation, interviews, and questionnaires. The data analysis techniques used are qualitative descriptive analysis and quantitative analysis. The subjects involved in the research are 1 material expert, 3 media experts, and eighth-grade students at SMP Negeri 6 Samarinda, while the object of the research is the feasibility of developing learning media using Google Sites for Grade VIII at SMP Negeri 6 Samarinda. The results of the research obtained indicate that the developed learning media is "Very Suitable" to be used as a learning medium for the Software material, evidenced by the results of expert validation in materials which obtained a score of 4.7 with the category "Very Suitable", for the validation results of 3 media experts a score of 4.5 with the category "Very Suitable" was obtained and for the validation results from students a score of 4.74 with the category "Very Suitable" was obtained, thus the average score from the experts in materials, media, and students was 4.4 with the category "Very Suitable". From the research results, it can be concluded that the learning media created using Google Sites is "Very Suitable" to be used as a learning medium for the Software material.