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All Journal SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS) E-Tech : Jurnal Ilmiah Teknologi Pendidikan Lentera Pendidikan : Jurnal Ilmu Tarbiyah dan Keguruan JURNAL KEPEMIMPINAN DAN PENGURUSAN SEKOLAH Journal of Geoscience, Engineering, Environment, and Technology JOURNAL OF EARTH ENERGY ENGINEERING Jurnal Educative: Journal of Educational Studies Jurnal Ilmiah Bening : Belajar Bimbingan Dan Konseling Martabe : Jurnal Pengabdian Kepada Masyarakat JURNAL PENDIDIKAN TAMBUSAI Journal on Education Jurnal Ilmiah Mandala Education (JIME) JUPE : Jurnal Pendidikan Mandala PengabdianMu: Jurnal Ilmiah Pengabdian kepada Masyarakat Indonesian Journal of Education and Mathematical Science PAKAR Pendidikan Jurnal Penelitian, Pendidikan dan Pengajaran: JPPP ARSY : Jurnal Aplikasi Riset kepada Masyarakat Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Indo-MathEdu Intellectuals Journal Jurnal Family Education Online Learning in Educational Research Jurnal Ilmiah Multidisiplin (JUKIM) Jurnal Educative: Journal of Educational Studies Journal of Education, Cultural, and Politics Petro : Jurnal Ilmiah Teknik Perminyakan Journal of Earth Energy Science, Engineering, and Technology AHKAM : Jurnal Hukum Islam dan Humaniora Innovative: Journal Of Social Science Research IWJ : Inland Waterways Journal TOFEDU: The Future of Education Journal Journal of Mandalika Literature International Journal of Educational Narratives IWTJ : International Water Transport Journal Jurnal Literasi Digital
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PENGEMBANGAN COMPUTER BASED TESTING MENGGUNAKAN APLIKASI KAHOOT! UNTUK EVALUASI PEMBELAJARAN Iskandar, M. Yakub; Aisyah, Siti; Novrianti, Novrianti
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 9 No. 2 (2024): June
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v9i2.457

Abstract

The problem with evaluating learning outcomes using paper-based tests is that the scoring calculation process takes a long time. So, the test results cannot be known directly. The implementation of learning outcomes evaluation in learning evaluation courses so far still uses paper-based tests, so students have to wait to find out the test results. This research and development apply the ADDIE model which is carried out in five stages. The instruments used in this research were tests and student response questionnaires regarding the use of the "Kahoot!" application. Analysis of the data obtained is divided into two types, namely quantitative data and qualitative data. The qualitative data results are based on criticism and suggestions presented by the validator to improve the question instrument. The results of the validation of the question instrument were in the "suitable for use with many revisions" category, the test results obtained 46 "valid" questions. Furthermore, the practicality test results are in the "quite practical" category with a score of 3.80 and for the effectiveness test results Asymp. Sig. (2-tailed) 0.068 means "there is no effect between tests using the "Kahoot!" by testing using Google Form”. However, judging from the test results obtained by students with different treatments, there are differences in scores, so this proves that this application is effective to use with very supportive signal provider requirements.
ANALISIS POLA OPERASI ANGKUTAN PENYEBERANGAN PADA LINTASAN SEI SELARI–AIR PUTIH PROVINSI RIAU Aprilia, Nyimas Arnita; Surnata, Surnata; Triwahyuni, Siti Nurlaili; Novrianti, Novrianti; Steven, Laurentius
IWJ : Inland Waterways Journal Vol. 7 No. 1 (2025): Inland Waterways Journal (IWJ:April)
Publisher : Politeknik Transportasi Sungai, Danau dan Penyeberangan Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pelabuhan Penyeberangan Sei selari merupakan Pelabuhan yang berada di Provinsi Riau yang melayani Lintasan Sei selari–Air Putih . Load Factor pada Pelabuhan Penyeberangan Sei selari saat ini sudah mencapai batas maksimal sehingga diperlukan penelitian guna meingkatkan kualitas pelayanan dan keselamatan pengguna jasa angkutan penyeberangan. Metode yang digunakan dalam penelitian ini adalah analisis Load Factor, analisis kesesuaian standar pelayanan minimal pengoperasian kapal, analisis kebutuhan kapal, dan analisis penjadwalan. Teknik yang digunakan dalam penelitian ini adalah Teknik Sampling jenuh karena menggunakan seluruh populasi (kapal) sebagai sampel penelitian. Berdasarkan hasil analisis perhitungan Load Factor diperoleh Load Factor rata - rata penumpang dan kendaraan sebesar 10% dan 98.5% serta standar pelayanan minimal pengoperasian kapal belum terpenuhi dengan tidak sesuainya waktu keberangkatan kapal dengan jadwal yang tersedia. Terdapat perbedaan dari kondisi Existing, yang diperolah dari hasil analisis kebutuhan kapal dan penjadwalan kapal optimal sehingga menyebabkan adanya perbedaan antara pola operasi yang berlaku dengan rencana hasil analisis. Hasil Analisis dihitung berdasarkan jumlah trip dan jumlah kapal sesuai dengan kebutuhan pengguna jasa. Adanya perbedaan antara kondisi Existing dengan hasil analisis, dimana jumlah kapal ideal sudah sesuai dengan kebutuhan namun diperlukan penambahan jumlah trip kapal menjadi 27 trip/hari sesuai dengan kebutuhan pengguna jasa.
Pengembangan Media Pembelajaran E-Comic pada Mata Pelajaran PPKn Kelas VIII SMP Zuliasmi, Syahra; Anugrah, Septriyan; Novrianti, Novrianti; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (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.v6i3.3100

Abstract

This research aims to test the validity, practicality, and effectiveness of E-Comic media in the Civics Education learning for eighth-grade junior high school students. This study uses the research and development (R&D) method with a simplified Borg and Gall model into three stages: preliminary study, product development and validation, and effectiveness testing. The instruments used are validation sheets and tests in the form of multiple-choice questions. The data produced are analyzed quantitatively descriptive. The E-comic media developed is considered feasible with a material validation of 4.73 and a media of 4.80. The practicality was high (4.69) and the effectiveness was sufficient (N-gain 65.74%). The presentation is engaging, accessible, and enhances students' interest and understanding. Although effective, this media is still limited to one chapter of material and tested in one school so it needs further development. The results of the development of E-comic media in PPKn learning have proven to be valid, practical, and quite effective in improving student learning outcomes. This medium makes it easier to understand material through attractive and accessible visuals. However, the scope of the material is still limited and needs further development so that it can be applied more widely in various schools
Pengembangan Media Video Pembelajaran pada Mata Pelajaran Informatika Materi Jaringan Komputer dan Internet Kelas VII SMP Fitriani, Vina; Eldarni, Eldarni; Novrianti, Novrianti; Yusri, Meldi Ade Kurnia
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (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.v6i3.3159

Abstract

This research aims to develop a learning video media for the subject of Informatics, particularly on the topic of Computer Networks and Internet for grade VII of junior high school. This development is in response to the lack of varied media in learning which often leads to boredom and low student comprehension. This research employs a Research & Development (R&D) approach using the 4D development model, which consists of four stages: define, design, develop, and disseminate. The results of the study show that the average validation score by the material expert was 4.78, categorized as “very valid”. Validation by media expert 1 yielded an average score of 4.95 (“very valid”), while media expert 2 gave an average score of 4.035 (“valid”). Furthermore, a practicality test involving 25 students resulted in an average score of 4.84, indicating a “very practical” category. Based on these findings, the video-based learning media on Computer Networks and the Internet for Grade VII is considered feasible and appropriate for use in the learning process.
Pengembangan Media Pembelajaran E-Comic pada Mata Pelajaran PAI Kelas VII SMP Busro, Fauziah Salsabil; Hendri, Nofri; Novrianti, Novrianti; Kurnia, Reni
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (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.v6i3.3190

Abstract

This research aims to produce a valid and practical product in the form of an E-Comic for the PAI subject in the 7th grade of junior high school so it can be used in learning. This type of research is Research and Development (R&D) using the 4D development model, which consists of the stages of define, design, development, and disseminate. Data collection is conducted through observations, interviews, questionnaires, and documentation. The results of product development are obtained through validation and practicality testing. The results of product development are obtained through validity and practicality tests. The validity test was carried out by 3 validators, namely 2 media validators and 1 material validator. In the first stage, the average percentage of the two validators was 87.1% and the average percentage of 90% of the two validators in the second stage, both of which were categorized as “Very Valid”. Then, the average percentage of expert validators on the first and second day was 93.3% and 97.8% which were categorized as “Very Valid”. The practicality test of e-comic media conducted on seventh grade students of SMP Negeri 1 Solok is 87.9% and falls into the “Very Practical” category. Based on the validity and practicality tests, e-comic in learning Islamic Religious Education class VII SMP is valid and practical for use in learning.
Efektivitas Penerapan Model Pembelajaran Game Based Learning Terhadap Kreativitas Belajar IPA Siswa Kelas VII SMPN 2 Kec. Akabiluru Rahmawati, Suci; Novrianti, Novrianti; Zen, Zelhendri; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (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.v6i4.3578

Abstract

The aim of this research is to assess the effectiveness of the Game Based Learning (GBL) model in enhancing the creativity of seventh-grade students in science subjects. The background of the study reveals that conventional teaching methods, which are still dominated by the teacher's role, lead to low active participation from students. This research employs a quantitative approach with a pre-experimental design involving a single group with pretest and posttest measurements. The subjects of the study are the students of class VII.1 at SMP N 2 in Akabiluru District, selected using purposive sampling techniques. The data collection instruments consist of written tests, a creativity learning questionnaire, and practical evaluations. The analysis results indicate an average creativity score of 97.10 with a standard deviation of 11.331, which falls into the high category (77.68%). The GBL model was implemented through the Wordwall platform, utilizing the Matching Pairs feature. These findings demonstrate that the application of the GBL model is effective in enhancing students' creativity in science subjects.
Pengembangan Media Video Animasi Motion Graphic pada Materi Sistem Komputer Kelas X SMA/Sederajat Dika, Revina Werin; Yusri, Meldi Ade Kurnia; Novrianti, Novrianti; Masnur, Alkadri
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 5 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i5.606

Abstract

Penelitian pengembangan ini dilatarbelakangi oleh rendahnya minat dan partisipasi siswa dalam mengikuti pembelajaran Informatika, yang berdampak pada respons siswa terhadap proses belajar mengajar. Ketersediaan media pembelajaran yang kurang juga membuat kegiatan pembelajaran menjadi kurang beragam. Karena itu, penelitian ini bertujuan untuk membuat produk berupa media video yang bisa digunakan dalam pembelajaran. Penelitian ini menggunakan metode pengembangan RD (Research Development) dengan model 4D, yaitu Define, Design, Development, dan Dissemination. Untuk mengumpulkan data, digunakan beberapa lembar validasi seperti lembar validasi materi, lembar validasi media, serta angket praktikalitas. Subjek uji coba dalam penelitian ini adalah 20 orang siswa kelas X di SMAN 1 Pariangan. Berdasarkan hasil uji kelayakan melalui lembar validasi yang diberikan kepada validator materi dan validator media, diperoleh hasil dari validator materi sebesar 89,10% dengan kategori sangat valid. Hasil validasi yang dilakukan Bersama validator media pertama mencapai persentase 98,82% dengan kategori sangat valid. Hasil validasi yang diperoleh bersama validator kedua mencapai persentase 97,64% dengan kategori sangat valid. Uji praktikalitas dari media yang dikembangkan dinyatakan sangat praktis dengan persentase sebesar 91,91%. Dari perhitungan tersebut, dapat disimpulkan bahwa media video animasi Motion Graphic pada materi Sistem Komputer kelas X SMA/Sederajat memiliki kategori “Sangat Valid” dan “Sangat Praktis”.
Analysis of Learning Resource Utilization by Students of the Educational Technology Study Program, FIP UNP Putri, Lidya Indah; Yeni J, Fetri; Novrianti, Novrianti; Rahmi, Ulfia
The Future of Education Journal Vol 4 No 5 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i5.593

Abstract

Higher education today faces various challenges and opportunities influenced by the development of technology and information. In this context, the utilization of learning resources becomes an important aspect to enhance the quality of education and support the completion of students' assignments. Students are expected to be able to utilize various learning resources such as e-journals, textbooks, e-books, as well as artificial intelligence-based tools like ChatGPT and Perplexity to support the completion of their coursework. This research aims to analyze the utilization of learning resources by students in completing their coursework. The type of research used is descriptive quantitative research to describe the actual situation based on data obtained from a predetermined sample. The sample in this study consisted of 105 students selected using the proportionate stratified random sampling technique. Based on the data analysis results, the average percentage of resource utilization is as follows: e-journal 81.79% (very good category), textbooks 74.57% (good category), e-books 79% (good category), ChatGPT 83.67% (very good category), and Perplexity 82.1% (very good category). These findings indicate that students predominantly use digital resources that are considered practical, relevant, and efficient in completing their coursework. Although textbooks are still used, their usage is the lowest compared to other digital sources. Overall, the utilization of learning resources by students of the Educational Technology Study Program at FIP UNP has been effective, but improving information literacy is essential so that students can be more discerning in choosing credible sources that meet their academic needs.
Sosialisasi Minyak Goreng Bekas/Jelantah Terhadap Kesehatan dan Lingkungan Serta Penanggulannya Pada Pelajar SMA Serirama YLPI, Kota Pekanbaru, Riau Mursyidah, Mursyidah; Khalid, Idham; Zulkarnaini, Zulkarnaini; Novrianti, Novrianti; Purnamawati, Neneng; Husbani, Ayyi; Guna, Indra; Salsabilah, Lutfiah
ARSY : Jurnal Aplikasi Riset kepada Masyarakat Vol. 6 No. 2 (2025): ARSY : Jurnal Aplikasi Riset kepada Masyarakat
Publisher : Lembaga Riset dan Inovasi Al-Matani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/arsy.v6i2.1474

Abstract

Minyak bekas pakai atau biasa disebut jelantah sering sekali dibuang langsung di saluran pembuangan air, bak cuci piring, bahkan ke tanah. Meski terbilang praktis, cara tersebut nyatanya memiliki dampak buruk bagi lingkungan. Minyak jelantah tidak termasuk kategori limbah B3 dan tidak termasuk sampah. Tetapi minyak jelantah dianggap sebagai limbah. Minyak jelantah sebaiknya tidak dibuang sembarangan ke saluran air,karena dapat menyumbat saluran air dan dapat mencemari lingkungan. Lapisan minyak pada permukaan air dapat merusak ekosistem perairan. Pemakaian minyak jelantah berkali-kali tidak baik untuk kesehatan karena dapat meningkatkan risiko penyakit jantung dan gangguan kesehatan lainnya. Studi juga menyebutkan bahwa minyak goreng yang dipakai berkali-kali dapat menghasilkan berbagai senyawa, termasuk polisiklik aromatik hidrokarbon yang bersifat karsinogenik atau menyebabkan kanker. Adapun proses pembuatan sabun mandi ini dengan mencampurkan minyak jelantah dengan basa kuat NaOH dengan beberapa variabel zat pewarna makanan dari minyak jelantah hasil dari proses netralisasi.
Evaluasi Pelaksanaan Kebijakan Program Guru Penggerak dalam Meningkatkan Mutu Guru di SMPN 42 Pekanbaru Subhan, Muhammad Adam; Rayendra, Rayendra; Novrianti, Novrianti; Amsal, Mutiara Felicita
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 6 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i6.624

Abstract

Peningkatan mutu guru merupakan kebutuhan strategis dalam menjawab tantangan pendidikan abad ke-21, terlebih dalam konteks kebijakan Merdeka Belajar yang menempatkan guru sebagai penggerak perubahan. Salah satu program unggulan Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi adalah Program Guru Penggerak, yang bertujuan menciptakan pemimpin pembelajaran berdaya ubah dan kolaboratif. Namun demikian, sejauh mana program ini benar-benar menjawab kebutuhan peningkatan mutu guru di tingkat satuan pendidikan belum banyak dikaji secara mendalam. Oleh karena itu, penelitian ini bertujuan untuk mengevaluasi pelaksanaan kebijakan Program Guru Penggerak di SMPN 42 Pekanbaru melalui pendekatan model CIPP (Context, Input, Process, Product). Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan metode pengumpulan data berupa observasi, wawancara, dan studi dokumentasi. Informan penelitian terdiri atas satu kepala sekolah, enam guru penggerak, dan tiga guru non penggerak. Model evaluasi CIPP digunakan untuk menilai secara sistematis empat aspek utama: kebutuhan dan latar belakang program (context), kesiapan sumber daya dan perencanaan (input), pelaksanaan kegiatan dan dinamika proses (process), serta hasil dan dampaknya terhadap peningkatan mutu guru (product). Hasil penelitian menunjukkan bahwa Program Guru Penggerak di SMPN 42 Pekanbaru telah menjawab kebutuhan sekolah dalam meningkatkan kompetensi guru. Secara kontekstual, program ini selaras dengan visi sekolah dan kebutuhan profesionalisme guru. Sumber daya manusia cukup mendukung meskipun sarana prasarana digital masih terbatas. Pelaksanaan program berjalan efektif dengan partisipasi aktif guru, meskipun monitoring eksternal belum maksimal. Dampak program terlihat pada perubahan strategi mengajar, meningkatnya refleksi guru, dan mulai terbentuknya budaya kolaboratif. Namun demikian, pengimbasan masih belum sepenuhnya sistematis. Oleh karena itu, perlu strategi lanjutan untuk memastikan keberlanjutan dan pelembagaan dampak program secara menyeluruh.
Co-Authors AA Sudharmawan, AA Abdul Fajar, Dimas Abna Hidayati Abrila, Three Suhaimah Ade Meldi Adi Novriansyah, Adi Aditya Permadi Afdhal, Muhammad Abim Aisy, Fira Rahadhatul Alhamdani, Ega Alkadri Masnur Alwiah, Sy. Sarah Andriani, Cesilia Anggreana, Vella Anugrah, Septriyan Aprilia, Nyimas Arnita Arifyanto, Alber Tigor Askia, Fazhira Aspin Aspin, Aspin Asri Febriyanti Asshiddiq, Affan Attifa, Fadlulrahman Bayhaqi, Imam Busro, Fauziah Salsabil Chairul Insani Ilham Chandra Dewi, Diana DARMANSYAH . Dedi Supendra Defsry, Bagus Desi Wahyuni Deswanto, Jefri Dika, Revina Werin Eldarni Fauzi Ahmad Muda Fetri Yeni J Fitri Maiziani fitria ningsih Fitriani, Vina Fitrianti Fitrianti, Fitrianti Guna, Indra Hanafi, Fachri Handayani, Corry harmiyati, harmiyati Hashifah, Shafarina hendri, nofri Husbani, Ayyi Ilham, Muhammad Rizkho Ira Herawati, Ira Irwan Irwan Iskandar, M. Yakub Kiki Amelia, Kiki Kurnia, Meldi Ade Kurnia, Reni Lili Rahmadani Lisa Candra Sari Lisnaini, Winda Lukas M. Yakub Iskandar Maharani, Cyntia Maifa, Zakia Azzahra Mansah, Julastri Martin Kustati Meisa, Zahra Alvi Meldi Ade Kurnia yusri Melysa, Richa Melysa, Richa Mildawati, Roza Muhammad Ariyon Muhammad Ilwan Al-Asmahi Muntazia, Azhidah Mursyidah Mursyidah Mursyidah Umar Mursyidah Umar, Mursyidah Mutiara Felicita Amsal Nana Sepriyanti Neneng Purnamawati Nofri Hendri Nopriyani, Devi Novia Rita Nurhalizah, Sry Sherly Nurhizrah Gistituati Pandjaitan, M. M Lanny W. Pertiwi, Rahmi Putri, Dinda Aulia Putri, Lidya Indah Putri, Vira Syelvia Rafhie Adrian, Rafhie Rahmad Hidayat Rahmawati, Rahmawati Rahmayanti, Elsa Rahmi Pratiwi, Rahmi Rahmi, Ulfia Ramayanti, Elsa Randhi Lasepdika Kasna Rayendra Rayendra Rayendra, Rayendra Rini Yunita, Rini Rosalia M Taufand, Rosalia M Rosmaria, Rosmaria RR. Ella Evrita Hestiandari Rusdinal Rusdinal Rycha Melisa, Rycha Salsabila Yunitari Salsabila, Viona Salsabilah, Lutfiah Sari, Lisa Candra Sari, Nora Maita Sepria Catur Hadiguna, Sepria Catur Siti Aisyah Siti Aisyah Siti Nurlaili Triwahyuni Steven, Laurentius Subhan, Muhammad Adam Suci Rahmawati, Suci Sugeng Santoso Supratman Supratman Surnata, Surnata Syafril Syafril Syafril, Syafril Trisa, Wulan Wahyu Fauzan Syahputra Wella Marsita Wisry Dona Ernita Zen, Zelhendri Zuliarni Zuliarni Zuliasmi, Syahra Zuwirna Zuwirna