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The development of digital Malay ethnoparenting: “Preserving culture for parenting in digital age” Ria Novianti; Mahdum; Suarman; Ainama Nafisa Putri
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 14 No. 1 (2025): February
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip-v14i1.p29-42

Abstract

This research aims to design and develop a Digital Malay Ethnoparenting application based on Riau Malay culture. Using the research and development method with a quantitative and qualitative approach, the research stages follow the ADDIE model. (Analysis, Design, Development, Implementation, Evaluation). The results of the analysis indicate the need for culturally-based parenting content that is relevant to the digital lifestyle of millennial parents. The application content is designed to include the values of Tunjuk Ajar Melayu, which contains moral and spiritual guidance. The application prototype was tested in alpha and beta phases, involving 48 parents in Pekanbaru. The trial showed that this application is innovative, easy to use, and meets the needs of modern parenting. Expert evaluation ensures the system's cultural validity and functionality. The research results confirm the potential of the application to preserve the cultural values of Riau Malay through technology, bridging the need for modernization without leaving behind the local cultural heritage.
DEVELOPMENT OF INTERACTIVE MULTIMEDIA TOWARDS ECONOMIC PROBLEMS ON ECONOMIC SUBJECTS FOR SOCIAL SCIENCE CLASS X STUDENTS AT DARMA YUDHA HIGH SCHOOL Simanjuntak, SahalaFreddy; Suarman; Indrawati, Henny
International Journal of Educational Best Practices Vol. 3 No. 2 (2019)
Publisher : Prodi Administrasi Pendidikan Program Pascasarjana Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/ijebp.3.2.64-74

Abstract

This research aims to produce interactive multimedia using Lectora inspire in learning economic using the 4D development model. This work employed a qualitative descriptive method. Interactive multimedia was produced through three stages: definition, design, and development. This research was limited to the development stage. Definition stage comprised the preliminary analysis, curriculum analysis, material analysis, characteristic analysis, and formulation. Meanwhile, the design stage included pre-production from flowchart and storyboard making, media production to final activities: mixing, editing, and finalization. The development stage encompassed the following: (1) Expert appraisal, which was expert validation and revision with a result of very appropriate based on validation of media expert, material expert and language expert, and (2) Developmental testing, consisting of a small-scale tryout with a score of 81.98% (very appropriate). Our proposed system was very appropriate, according to the result of validation by an expert in a small scale try-out; thus it can be used in economic learning at SMA Darma Yudha.
EXAMINING THE IMPACT OF USING LEARNING MEDIA ON STUDENTS’ LEARNING MOTIVATION AND LEARNING OUTCOMES Permatasari, Romadina; Suarman; Gimin
International Journal of Educational Best Practices Vol. 8 No. 1 (2024)
Publisher : Prodi Administrasi Pendidikan Program Pascasarjana Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/ijebp.8.1.88-102

Abstract

This research aims to examine the influence of the use of learning media on students’ learning motivation and learning outcomes in creative economics courses at an education department of one university in Indonesia. The research was carried out employing a quantitative approach with descriptive research methods. The population of this research is undergraduate students from three classes (2019 -2021 cohorts) at this department with a total population of 232 students. They were selected using the Simple Random Sampling method so that the number of samples taken was 70 students. Data were collected using a questionnaire which was distributed to respondents via the Google Form. Data analysis was carried out using regression analysis with the path analysis method to test the research hypothesis. This study found that: 1) the use of learning media has a positive effect on students’ learning motivation; 2) learning motivation has a positive effect on students’ learning outcomes; 3) the use of learning media has a positive effect on students’ learning outcomes (with learning motivation as a mediator). These findings imply that the use of learning media is highly recommended for improving students’ learning outcomes. This influence becomes greater when learning motivation is used as a mediator. This study also shows that learning motivation acts as an intermediary between the use of learning media and students’ outcomes.
Penggunaan Kahoot Untuk Meningkatkan Minat Belajar Siswa Sekolah Menengah Pertama Pada Pelajaran Ilmu Pengetahuan Sosial Mualif Hari Wahyudi; Suarman; Gimin
Jurnal Ilmu Sosial dan Humaniora Vol. 2 No. 2 (2023): Desember (Jurnal Ilmu Sosial dan Humaniora)
Publisher : CV Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jishum.v2i2.300

Abstract

Penggunaan media pembelajaran berbasis Kahoot sudah banyak dilakukan oleh para guru untuk meningkatkan minat belajar dari siswa. Dikarenakan, pendidikan memiliki peran penting dalam pengembangan generasi berkualitas dan peningkatan taraf hidup dalam masyarakat. Minat belajar siswa memainkan peran kunci dalam mencapai tujuan pembelajaran. Namun, mata pelajaran IPS sering dianggap abstrak dan sulit dipahami oleh siswa, yang dapat menyebabkan penurunan minat belajar. Dalam era globalisasi, kemajuan teknologi mempengaruhi pendidikan, dan media pembelajaran seperti Kahoot menjadi solusi untuk membuat pembelajaran lebih menarik dan inovatif. Penelitian ini menggunakan metode eksperimen dengan desain one group pretest-posttest untuk menganalisis perbedaan minat belajar sebelum dan setelah penggunaan Kahoot sebagai media pembelajaran pada mata pelajaran IPS. Hasil penelitian menunjukkan bahwa penggunaan Kahoot signifikan meningkatkan minat belajar siswa kelas 7 di SMPN 9 Tualang. Perubahan ini didukung oleh hasil analisis uji beda yang menunjukkan perbedaan yang signifikan antara pretest dan posttest siswa. Hasil ini juga diperkuat oleh analisis N-Gain yang menunjukkan peningkatan minat belajar siswa dalam kategori tinggi. Penelitian ini sejalan dengan penelitian sebelumnya yang menunjukkan bahwa Kahoot dapat meningkatkan motivasi belajar siswa. Oleh karena itu, media pembelajaran berbasis Kahoot dapat menjadi solusi yang efektif untuk meningkatkan minat belajar siswa pada mata pelajaran IPS di sekolah. Media pembelajaran seperti Kahoot dapat menciptakan suasana pembelajaran yang menarik, interaktif, dan tidak membosankan, yang pada gilirannya meningkatkan minat belajar siswa. Kesimpulan dari penelitian ini adalah bahwa penggunaan media pembelajaran berbasis Kahoot efektif dalam meningkatkan minat belajar siswa kelas 7 di SMPN 9 Tualang pada mata pelajaran IPS. Diharapkan bahwa pendekatan pembelajaran yang mengintegrasikan teknologi ini dapat digunakan secara luas dalam pendidikan untuk menciptakan suasana belajar yang lebih menarik dan memotivasi siswa untuk belajar dengan lebih baik.
Development of E-Modules to Improve Higher-Order Thinking Skills in Basic Accounting Subjects at Vocational Schools Jayanti, Fitria; Suarman; Syhaza, Almasdi
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 9 No. 1 (2025): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v9i1.10040

Abstract

This paper documents learning resources in electronic modules created to improve or explore students' Higher-Order Thinking Skills (HOTS) that are valid, practical, and effective. The research method used is Research and Development (R&D) with the ADDIE model (Analyze, Design, Development, Implementation and Evaluation). The feasibility of the E-Module which was developed based on the results of module expert validation obtained 97.7% with very valid product criteria or suitable for use. Based on material expert validation, 94.5% was obtained with the valid or convenient product criteria. Based on the results of implementation in the field by basic accounting subject educators and students, the practicality of the E-Module developed received an assessment of the teacher's response with an average percentage score of 88.28% with convenient criteria and student responses with an average percentage score of 87.25% with efficient criteria. Furthermore, the E-Module developed was proven effective based on the results of the T-test and N-test gain analysis score is 0.842, which is in the high category. Therefore, this E-Module is effective in improving students' high-level thinking abilities.
The Use of Quizwhizzer-Based Learning Media to Increase Class XI Students’ Learning Interest in Economics Subjects at SMAN 1 Mandau Fitriani, Ulfa; Suarman; Mujiono
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 8 No. 6 (2024): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v8i6.9725

Abstract

The present study analyzes the differences in students' learning interests before and after using quizwhizzer-based learning media. This research was carried out at SMAN 1 Mandau in class XI in the economics group. The research uses an experimental method with the One Group Pretest-Posttest Design model. The data collection method uses a questionnaire, and the data analysis technique uses descriptive statistical analysis and difference tests (t-test). The research results show that there are differences in students' learning interests before and after using quizwhizzer-based learning media. This is proven by the pretest results of interest in learning of 67.63, where students were quite interested in participating in learning before using quizwhizzer-based learning media. Then, after using quizwhizzer-based learning media there was a change in students' interest in learning, which increased to 73.62, which means that learning media quizwhizzer-based can increase students' interest in learning. The results of the different tests (t-test) show that the tcount value obtained is 6,912 while the ttable value is 1,692, so the tcount > ttable value so it can be concluded that there is a difference in students' learning interest before and after using quizwhizzer-based learning media. Thus, teachers are expected to be able to use this media during the learning process because quizwhizzer-based learning media can increase students' interest in learning. This research can be a reference for increasing students' interest in learning. And future researchers can use premium quizwhizzer-based learning media to obtain features more complete.
Peningkatan Hasil Belajar Kelas XI Mengenai Kebijakan Fiskal Melalui Metode Problem Based Learning (PBL) di SMAN 15 Pekanbaru Indah Purba; Fajri; Ayu Melia; Cherly; Ega; Erwiza; Suarman; Erawati
Jurnal Ilmu Pendidikan dan Sosial Vol. 4 No. 2 (2025): Juli
Publisher : CV Putra Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58540/jipsi.v4i2.878

Abstract

Peningkatan kualitas pembelajaran di era pendidikan abad ke-21 menuntut penggunaan metode yang mampu merangsang keterlibatan aktif peserta didik. Khusus pada pembelajaran ekonomi di tingkat SMA, topik mengenai kebijakan fiskal masih menjadi tantangan dalam pencapaian hasil belajar siswa. Penelitian sebelumnya menunjukkan bahwa pendekatan konvensional belum optimal dalam meningkatkan hasil belajar secara menyeluruh. Oleh karena itu, penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK) dengan penerapan model Problem Based Learning (PBL) yang dilaksanakan dalam dua siklus pada kelas XI SMAN 15 Pekanbaru tahun ajaran 2024/2025. Hasil penelitian menunjukkan bahwa terdapat peningkatan signifikan pada hasil belajar siswa setelah diterapkannya model PBL, yaitu peningkatan sebesar 13,9% pada aspek kognitif, 12,49% pada aspek psikomotor, dan 10,2% pada aspek afektif antara siklus 1 dan siklus 2. Model PBL juga terbukti efektif dalam meningkatkan keterlibatan siswa dalam proses pembelajaran. Temuan ini mengindikasikan bahwa penggunaan metode PBL dapat menjadi strategi pedagogis yang tepat untuk meningkatkan pemahaman siswa terhadap materi ekonomi yang kompleks. Implikasi dari penelitian ini menunjukkan bahwa model pembelajaran berbasis masalah dapat diterapkan secara luas dalam pembelajaran ekonomi guna meningkatkan capaian pembelajaran siswa secara holistik
The effect of educational games using educandy on elementary school students' learning motivation Non Syafriafdi; Elni Yakub; Tri Umari; Suarman; Isnaria Rizki Hayati; Dina Puspita; Putri Cahyani Pernandes
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 14 No. 3 (2025): June
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v14i3.p316-327

Abstract

This research investigates the effect of utilizing the Educandy educational game platform on the learning motivation of elementary school students at SD 035 Tarai Bangun, Tambang District, Kampar Regency. The study employed a quasi-experimental one-group pretest-posttest design to evaluate the effectiveness of Educandy in boosting students' motivation. The research subjects were selected using purposive sampling, and data were gathered through a validated motivation questionnaire. The results indicated a significant improvement in students' motivation, with post-intervention scores averaging higher than pre-intervention scores. The statistical analysis, using the Wilcoxon Signed-Rank Test, confirmed that the use of Educandy games had a positive influence on learning motivation, with an N-gain categorized as moderate. This finding suggests that Educandy games can serve as a practical alternative for enhancing students' learning motivation in elementary education.
APPLICATION OF TEAM GAME TOURNAMENT (TGT) AS A COOPERATIVE LEARNING MODEL TO INCREASE STUDENTS’ LEARNING MOTIVATION OF CLASS X OTKP IN BUSINESS ECONOMICS LEARNING SUBJECTS AT SMK TELKOM PEKANBARU Alfiyah Putri, Nabila; Suarman; Syabrus, Hardisem
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 7 No. 1 (2023): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v7i1.9040

Abstract

This paper is indicated by Business Economics students’ low learning motivation at class X OTKP of SMK Telkom Pekanbaru. This paper analyzes the differences in students’ learning motivation through the application of Team Game Tournament (TGT) as a cooperative learning model. This paper uses experimental research with the pre-experimental or quasi-experimental with the One-group pretest and posttest research design. The research was conducted at Telkom Vocational School Pekanbaru for students at class X of Office Administration who took Business Economics as an Experiment class. Data were collected through questionnaires and observation sheets. Data were analyzed using descriptive statistics through the N-gain test and paired sample t-test. The results indicate that the average student’s learning motivation was higher than the average student’s learning motivation before the application of the Team Game Tournament (TGT) learning model. It is proven from the results of the N-Gain test and Paired Sample T-Test that there are significant differences in students’ learning motivation after and before applying the model. Thus, one of the methods that can be applied by the teacher to increase students’ learning motivation is to apply the Team Game Tournament (TGT) cooperative learning model.
The Use of Interactive E-Modules to Increase Students' Interest in Learning Entrepreneurship at SMK Telkom Pekanbaru Kebetulan Loi; Suarman; Syahza, Almasdi
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 8 No. 1 (2024): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v8i1.9773

Abstract

The problem in this study is the low interest in student learning in entrepreneurship subjects. The problem that appears is the lack of student involvement and student interest in the learning process. This study aims to analyze students' entrepreneurial learning interests using interactive e-module teaching materials. This research was carried out at SMK Telkom Pekanbaru in class XII TKJ 1. This study used a type of experimental research with the One Group Pretest Posttest Design model. Data collection techniques using questionnaires and observations. The instruments in this study used questionnaire sheets and observation sheets. Data analysis techniques use descriptive analysis, t-test and Normality Gain (N-gain). The results showed that the use of interactive e-module teaching materials can increase students' interest in learning entrepreneurship. This can be seen from the difference in the level of interest in learning entrepreneurship students before and after the use of interactive e-modules shows from low to increase in very high categories. The use of interactive e-modules is effective in increasing students' interest in learning. Thus the conclusion of this study, there is an interest in learning student entrepreneurship with the use of interactive e-modules.