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Pengembangan E-Book Berbasis Project Based Learning di Kelas X TJKT SMK Negeri 1 Kendari Yuni, Sulis Tika; Razilu, Zila; Fajriani, Alfiah
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 1 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (1)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i1.3060

Abstract

Perkembangan teknologi informasi dan komunikasi menuntut inovasi pembelajaran berbasis digital untuk meningkatkan kualitas proses dan hasil belajar siswa. Pada mata pelajaran Teknik Jaringan Komputer dan Telekomunikasi (TJKT) di SMK Negeri 1 Kendari, penggunaan media pembelajaran masih didominasi buku cetak dan metode konvensional sehingga kurang mendukung pembelajaran aktif dan kontekstual. Penelitian ini bertujuan mengembangkan E-Book berbasis Project Based Learning (PjBL) serta mengetahui tingkat validitas, kepraktisan, dan efektivitasnya. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE. Instrumen pengumpulan data berupa lembar validasi ahli media dan ahli materi, angket respon siswa, serta tes hasil belajar. Teknik analisis data dilakukan secara deskriptif kuantitatif menggunakan perhitungan persentase kelayakan untuk uji validitas dan kepraktisan, sedangkan uji efektivitas dianalisis menggunakan uji N-Gain dan uji-t untuk melihat peningkatan dan perbedaan hasil belajar siswa. Hasil penelitian menunjukkan bahwa E-Book berbasis PjBL memperoleh persentase validasi ahli media sebesar 95,56% dan ahli materi sebesar 90,37% dengan kategori sangat layak, serta respon siswa sebesar 96,50% dengan kategori sangat layak. Hasil uji efektivitas menunjukkan adanya peningkatan hasil belajar siswa setelah menggunakan E-Book berbasis PjBL. Dengan demikian, E-Book berbasis Project Based Learning dinyatakan valid, praktis, dan efektif digunakan sebagai media pembelajaran digital pada mata pelajaran TJKT.
EFEKTIVITAS PENGGUNAAN YOUTUBE SEBAGAI MEDIA PEMBELAJARAN PADA MATA KULIAH FUNDAMEN TI POKOK BAHASAN JARINGAN DASAR Hadis, Hamdan Muh; Fajriani, Alfiah; Razilu, Zila
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i2.9703

Abstract

The development of information and communication technology (ICT) has transformed learning methods, including in the Fundamentals of Information Technology course. One of the essential concepts in this course is Basic Networking, which often poses challenges for students. This study aims to analyze the effectiveness of YouTube as a learning medium in enhancing students' understanding of Basic Networking concepts at Universitas Muhammadiyah Kendari. The research employs a mixed-method approach with a quasi-experimental design, involving 60 students as samples. The research instruments include questionnaires, interviews, and pre-test and post-test assessments. The results indicate an increase in the average student score from 60 (pre-test) to 78 (post-test), signifying a significant improvement in understanding. Additionally, 85% of students stated that YouTube helped them comprehend networking concepts through visualization and flexible learning. However, challenges such as video quality, content relevance, and information overload remain obstacles. Therefore, YouTube can be an effective learning medium when combined with lecturer guidance and a well-structured learning strategy. ABSTRAK Perkembangan teknologi informasi dan komunikasi (TIK) telah mengubah metode pembelajaran, termasuk dalam mata kuliah Fundamen Teknologi Informasi. Salah satu konsep penting dalam mata kuliah ini adalah Jaringan Dasar, yang sering menjadi tantangan bagi mahasiswa. Penelitian ini bertujuan untuk menganalisis efektivitas YouTube sebagai media pembelajaran dalam meningkatkan pemahaman mahasiswa terhadap konsep Jaringan Dasar di Universitas Muhammadiyah Kendari. Penelitian menggunakan pendekatan mixed-method dengan desain kuasi-eksperimental, melibatkan 60 mahasiswa sebagai sampel. Instrumen penelitian mencakup kuesioner, wawancara, serta tes pre-test dan post-test. Hasil penelitian menunjukkan adanya peningkatan rata-rata skor mahasiswa dari 60 (pre-test) menjadi 78 (post-test), menandakan peningkatan pemahaman yang signifikan. Sebanyak 85% mahasiswa menyatakan bahwa YouTube membantu mereka memahami konsep jaringan melalui visualisasi dan fleksibilitas pembelajaran. Namun, tantangan seperti kualitas dan relevansi video serta information overload masih menjadi kendala. Dengan demikian, YouTube dapat menjadi media pembelajaran yang efektif jika dikombinasikan dengan bimbingan dosen dan strategi pembelajaran yang terstruktur
Evaluasi User Experience Menggunakan User Experience Questionnare (UEQ) (Studi Kasus : Website Bombanakab.go.id) Fatmawati, Ifan; Fajriani, Alfiah; Razilu, Zila
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 1 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i1.5833

Abstract

The concept of user experience, which includes users' perceptions of their interactions with digital systems, has emerged as a result of the use of websites as platforms for interaction and communication. This research aims to evaluate user experience on the bombanakab.go.id website. The User Experience Questionnaire (UEQ) method is used to collect data. Data was collected through a questionnaire, which included 26 questions in which six aspects were assessed by 43 respondents. The data is then analyzed using data analysis tools to produce average values, variances, and standard deviations. The research results show that the bombanakab.go.id website received a good rating in most aspects, except for novelty; it did not reach a positive value. In the benchmark test results, aspects of attractiveness (1.60), efficiency (1.58), accuracy (1.52), and stimulation (1.49) reached the good category, while the clarity aspect received a value of 1.36 above average and the novelty aspect (0.58) was in the below average category.
HYPERTEXT BASED INTERACTIVE MULTIMEDIA DEVELOPMENT Fajriani, Alfiah; Darman, Darman; Saputra, Hendra Nelva; Sinarti, Andi
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 2, No 2 (2020): Edisi Desember
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v2i2.22016

Abstract

AbstractThis research is based on the need to design learning media that can make students can interact with learning media, can be used easily, and can be used at any time in biology learning. The purpose of this research is to create biology learning media in the form of interactive multimedia based on hypertext that is feasible for use in learning. The research method used in this research is Lee & Owens development model which consists of 4 steps namely analysis, design, implemnetation and development, and evaluation. The resulting development product is interactive multimedia. Based on the description of the results and discussions, it can be concluded that hypertext-based interactive multimedia is categorized as very feasible with an average validity percentage of media experts of 83.3%, material experts of 88.19%, and students of 95.83%. These results show that hypertext-based interactive multimedia developed is very feasible to be used in biology learning, believed to facilitate the achievement of learning objectives, increase interest, motivation, mastery of concepts, and student learning outcomes. Keywords: Biology, Hypertext, Interactive MultimediaDOI: http://dx.doi.org/10.23960/jpvti.v2.i2.202004
PENGEMBANGAN E-BOOK INTERAKTIF PADA MATA PELAJARAN BAHASA INDONESIA MATERI ```'AYO KERJA SAMA” UNTUK SISWA KELAS V SD NEGERI 3 ANDOWIA Sahir, Muhammad; Fajriani, Alfiah; Razilu, Zila
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48800

Abstract

Learning Indonesian language in elementary schools still requires instructional media that can improve students’ engagement and understanding in the learning process. Th is study aimed to develop an interactive e-book as a learning medium for Indonesian language subjects and to determine its feasibility, practicality, and effectiveness in supporting learning activities. The study employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects included teachers and 26 fifth-grade students of SD Negeri 3 Andowia, North Konawe Regency. Data were collected through expert validation questionnaires, student response questionnaires, observations, and learning outcome tests. Data analysis used qualitative and quantitative approaches. The results showed that the developed interactive e-book was categorized as highly feasible, with a media expert validation score of 92% and a material expert validation score of 96%. In addition, student responses reached 90%, indicating that the learning media was practical and easy to use in the learning process. The effectiveness of the e-book was also reflected in the improvement of students’ learning outcomes after using the media during learning activities. Therefore, the developed interactive e-book was declared valid, practical, and effective as a learning medium for Indonesian language subjects in elementary school. This product is expected to become an innovative digital learning medium to improve the quality of learning and students’ learning interest in elementary schools.