Setiawan, Dena Latif
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Penerapan Model Pembelajaran Video Based Learning (VBL) untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran IPA Kelas VII di SMP IT Najib Rasyid Pratomi, Yogi; Setiawan, Dena Latif
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4008

Abstract

This research aims to determine the effect of implementing the Video Based Learning model combined with the interactive media Animaker on students' learning outcomes. The research method used is a quantitative research method with a Quasi-Experimental Design approach. The research sample consists of students from class VII at SMP IT Najib Rasyid. The population of this study is all seventh-grade students at SMP IT Najib Rasyid, totaling 83 students. The research sample is taken from classes VII A and VII B, with a total sample of 54 students. The research instruments include a learning outcome test and a questionnaire. The data analysis techniques used are normality test, homogeneity test, hypothesis testing, validity test, reliability test, and data tabulation test. The results of this study indicate that (1) The application of the video-based learning model using animation videos based on Animaker can improve students' learning outcomes. This is evidenced by the post-test results of the experimental class being higher than that of the control class. (2) Based on the hypothesis test results, the average score of the pre-test and post-test of 32.828 is much higher compared to the control class (VII B) which only scored 11.52. Thus, the alternative hypothesis (H₁) is accepted and the null hypothesis (H₀) is rejected. (3) Students' responses to the implementation of the VBL model are very positive, as evidenced by the student satisfaction questionnaire results which reached an average score of 92.64. This indicates that students feel satisfied and interested in learning using Animaker-based video media.
Penerapan Model Pembelajaran Project Based Learning Menggunakan Media Video Tutorial Berbasis Canva untuk Meningkatkan Hasil Belajar Siswa Kelas X di SMK IT Pelita Subana Darma Purwansyah, Reza; Setiawan, Dena Latif
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4021

Abstract

This study aims to determine student learning outcomes using the Project Based Learning learning model using Canva-based video tutorial media at SMK IT Pelita Subana Darma. The method used is quantitative with the type of experimental method with the One Group Pre-Test Post-Test Design research design. The population in this study were all class X students of SMK IT Pelita Subana Darma with the sample used in this study, namely class X DKV with a total of 27 students. Research instruments used questions and questionnaires. Data analysis techniques used are validity test, reliability test, data tabulation test, normality test, homogeneity test, hypothesis testing. The results of this study indicate that (1) The results of the application of the project-based learning model using video tutorial learning media show the results of the pretest average questionnaire of 48.52 and the posttest average of 70.00 so that there is an increase of 21.48. (2) Student learning outcomes in drawing subjects before the application of the project-based learning model using canva-based video tutorial learning media (pretest) 54.81 and posttest 78.15. Based on the results of the hypothesis test, the significance value is 0.00, where the significance value is smaller than 0.05 (0.00 <0.05) so it can be concluded that there is a significant effect.
Pegaruh Penggunaan Media Pembelajaran Berbasis Kahoot Terhadap Hasil Belajar Siswa Kelas X SMK Muhammadiyah 2 Kuningan Sya’bani, Wildan Nur; Setiawan, Dena Latif
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4025

Abstract

This study aims to examine the effect of using Kahoot-based instructional media on the learning outcomes of tenth-grade students at SMK Muhammadiyah 2 Kuningan. The research employed a quantitative approach with a quasi-experimental design. Data collection instruments included pretest and posttest assessments to measure learning outcomes, as well as a questionnaire to gather students’ responses toward the use of Kahoot. The study involved 15 students from class X TKJ 1. The findings revealed an increase in the average score from 36.73 on the pretest to 40.07 on the posttest. Normality and homogeneity tests indicated that the data were normally distributed and homogeneous. Furthermore, the Paired Sample t-Test showed a significance value of 0.000 (< 0.05), confirming a statistically significant difference between pretest and posttest scores. This indicates that the use of Kahoot had a positive and significant impact on students' learning achievement. Additionally, questionnaire results demonstrated highly positive student responses, with all items meeting strong validity and excellent reliability standards (Cronbach’s Alpha = 0.999). These results support the idea that interactive learning tools like Kahoot can enhance student motivation, engagement, and understanding during the learning process.
Penerapan Metode Gamifikasi Mengguakan Kahoot untuk Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran Informatika Kelas VIII di SMPN 2 Cibingbin Dahrudi, Rudi; Setiawan, Dena Latif
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4130

Abstract

This study aims to enhance learning motivation through the application of gamification methods using Kahoot. The research employed a quantitative approach with a pretest-posttest control group design. The sample consisted of class VIII A as the experimental group (25 students) and class VIII B as the control group (25 students). Data were collected using a learning motivation questionnaire with 15 statements administered during both the pretest and posttest. The data was analyzed using quantitative descriptive methods. The results showed an increase in learning motivation between the experimental and control groups. The average posttest score of the experimental class was 61.52, while the control class scored 46.04. The Independent Samples t-test produced a value of t = 10.101 > ttable = 2.064 with a significance level of p = 0.000 < 0.05, indicating a significant difference between the two groups. The Paired Samples Test also showed a significant difference (t = -11.222; p = 0.000) in the improvement of motivation scores between the control and experimental classes. Therefore, the null hypothesis (H₀) is rejected and the alternative hypothesis (Hₐ) is accepted. The application of gamification using Kahoot has been proven effective in improving students’ learning motivation in Informatics subjects.  
Analisis Pengalaman Siswa Menggunakan Aplikasi Augmented Reality Sebagai Media Pembelajaran Transmisi Otomatis (Studi Kasus: SMK Negeri 1 Kuningan) Azzahra, Farrah; Setiawan, Dena Latif
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4134

Abstract

This study aims to analyze students' experiences in using Augmented Reality (AR) applications as a learning medium for Automatic Transmission. This quantitative study involved students from SMK Negeri 1 Kuningan and aimed to address the challenges of visualizing complex material. Data were collected through questionnaires and analyzed using simple linear regression within the Technology Acceptance Model (TAM) framework. The results indicate that AR Content Quality has a positive and significant influence on Student Experience (R² = 0.558; p < 0.001; coefficient = 0.73). The regression model was found to be significant overall (F = 85.839; p < 0.001). This positive experience was found to enhance students' interest, understanding, and engagement in the learning process. Thus, AR applications with high-quality content significantly facilitate better learning and support the acceptance of technology as a learning tool. These findings have important implications for the development of technology-based curriculum and teaching strategies in vocational schools.
Penerapan Metode Pembelajaran Interaktif Berbasis Quizizz untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran TIK di MTs Nurul Huda Cimanggu Nuraisyah, Nuraisyah; Setiawan, Dena Latif
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4218

Abstract

The lack of active student participation and low learning motivation in Information and Communication Technology (ICT) learning at MTS Nurul Huda Cimanggu became the background for this study. The study aimed to apply an interactive learning method based on Quizizz to improve student motivation and learning outcomes. The research method used was quantitative with a Pretest-Posttest Control Group Design. The research population consisted of 310 students, with a sample of two classes, namely the experimental class and the control class, each consisting of 32 students. Data were collected through observation, documentation, and tests, then analyzed statistically. The results of the study indicate that the use of Quizizz significantly improves student learning outcomes. The average post-test score for the experimental class was 76.56, while the control class scored only 59.38, with the hypothesis test showing a significant difference (p < 0.01). These findings confirm that the use of technology-based interactive media can create more engaging and effective learning. This study is expected to be a practical contribution for teachers in developing ICT learning strategies and to serve as a reference for further research on the use of technology in education
Pengaruh Penerapan Media Pembelajaran Berbasis Aplikasi Teachmint Terhadap Hasil Belajar Siswa di Kelas XI DKV pada Mata Pelajaran Fotografi Digital di SMK PGRI Ciawigebang Hidayah, Ade Arif; Setiawan, Dena Latif
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1704

Abstract

This study aims to analyze the influence of the application of Teachmint application-based learning media on student learning outcomes in grade XI Visual Communication Design (DKV) in the subject of Digital Photography at SMK PGRI Ciawigebang. The use of technology in education, especially learning applications, is increasingly important in supporting an effective and efficient learning process. The Teachmint app was chosen because of its interactive features that are expected to increase student engagement and improve learning outcomes. The research method used is pre-experiment with one group design pre-test and post-test. Data was collected through learning outcome tests before and after the intervention, as well as observations and questionnaires to measure students' responses to the use of the Teachmint application. The results of the study show that there is an increase in student learning outcomes after the implementation of Teachmint application-based learning media at SMK PGRI Ciawigebang.  There is a significant difference between student learning outcomes before and after using Teachmint-based learning media. Based on the results of the descriptive analysis, the average pretest scores of students were obtained 52.50 and 72.19, this means that the difference in student learning outcomes using learning media based on the teachmint application before and after learning
Pengembangan Media Pembelajaran Multimedia Interaktif pada Materi Ekologi dan Keanekaragaman Hayati Indonesia untuk Peserta Didik Kelas VII di SMP Negeri 2 Darma Yanto, Rudi; Setiawan, Dena Latif
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1772

Abstract

The purpose of this research is to develop and determine the feasibility of interactive multimedia content in science class VII of Indonesia's ecology and biodiversity material. This research uses a Research and Development (R&D) method with a development model called ADDIE. This development model has five phases, namely analysis, design, development, implementation, and evaluation. The sample in this study was taken from 1 (one) class at SMP Negeri 2 Darma which amounted to 25 students. The data collection techniques in this study are observation, interviews, and questionnaires. The end result of this research is the development of products in the form of interactive multimedia content. The development of interactive multimedia was tested through a questionnaire for validation by media experts and obtained a feasibility level of 85% which is included in the "Very Feasible" feasibility level, and material experts realized that they got a feasibility percentage of 92% including the "Very Feasible" category. A small group experiment involving five students of SMP Negeri 2 Darma produced a result of 93% including the "Very Feasible" category. The results of the large group test with a total of 20 students showed a feasibility of 93% including the "Very Feasible" category. The average percentage of results from media experts, material experts, small-scale and large-scale trials got 91% with the category of "Very Feasible"
Penerapan Metode Pembelajaran Positivisme Menggunakan Video Pembelajaran untuk Meningkatkan Hasil Belajar Siswa Kelas XI SMK Plus Pertiwi Cholis, Fazri Nur; Setiawan, Dena Latif
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1813

Abstract

The research aims to determine the application of the positivism (quantitative) learning method in the subject "Basics of Photography" in class XI DKV SMK Plus Pertiwi Sukamulya Kuningan with the help of learning video media using the Wondershare Filmora application. This study uses the Pre-Experiment with One Group Pre-Test and Post-Test Design research method. The data collection techniques used are observation, interviews, tests and documentation of activities. The research sample consisted of grade XI students of Visual Communication Design (DKV) by being given a pretest to measure their initial ability in learning the basics of Photography. The data from the pretest and posttest results were analyzed using descriptive and inferential statistics assisted by SPSS and Microsoft Excel applications. The results of the research before being given treatment (pretest) received the highest score of 80, the lowest score of 40 and the average was 59. Then the results after being given treatment (posttest) by obtaining the highest score of 93, the lowest score of 60 and the average score of 77, the average increase in the score from pretest to posttest was 18. So it can be concluded that the results of the posttest obtained a higher average score compared to the pretest score, and there was a significant difference in value between the pretest and the posttest
Penerapan Media Pembelajaran Interaktif Quizwhizzer dengan Metode Diferensiasi Pembelajaran untuk Meningkatkan Hasil Belajar Siswa di SMK Muhammadiyah 2 Kuningan Riana, Fadil Eka; Setiawan, Dena Latif
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1815

Abstract

This research aims to improve student learning outcomes in Computer Fundamentals subjects by using the learning differentiation method using quizwhizzer interactive media. This study uses the pre-experiment method with the research design used is "One Gruop Pretest-Posttest Design". The sample was 16 people consisting of 14 men and 3 women in class X Computer Engineering, Network Engineering, Data Collection Questions/Tests (Pretest-Posttest) and Quesioner (Pretest-Posttest). Data analysis was carried out on the results of the pretest and posttest which were tested using the t-test. The results of the study showed that there was a difference in the learning outcomes of students who were taught using conventional learning methods and the learning outcomes of students who were taught using quizwhizzer learning media using the differentiation method in the Computer Basics material of class X TKJ at SMK Muhammadiyah 2 Kuningan, this can be seen from the results of hypothesis testing using the t-test obtained from the results of the calculation of the hypothesis test (t-test) the posttest score was known to be the average score 60.75 while the pretest with an average of 48.37 so that it is known that the increase in the posttest learning outcome score is greater than 12.38 compared to the pretest learning outcome score. So that it can be stated that there is a significant difference in the increase in learning outcomes in the pretest and posttest