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Pengembangan Game Edukasi Interaktif Berbasis Android Untuk Mendukung Proses Pembelajaran Siswa Sekolah Menengah An Nikmah Al Islamiyah Kamboja Herdani, Inka Friska; Ismanto, Edi; Novalia, Melly; Syahfutra, Wandi
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 4 (2025): JPTI - April 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.818

Abstract

Penelitian ini bertujuan untuk mengembangkan game edukasi berbasis Android sebagai media pembelajaran jaringan komputer dasar di sekolah menengah An-Nikmah Al-Islamiyah Phnom Penh. Pengembangan dilakukan menggunakan model 4D yang terdiri dari tahapan Define, Design, Develop, dan Disseminate. Metode pengujian melibatkan validasi oleh ahli media, ahli materi, dan ahli bahasa serta uji coba kepada siswa dan guru untuk menilai aspek kelayakan dan praktikalitas. Data dikumpulkan melalui observasi, wawancara, dan angket, kemudian dianalisis secara kuantitatif menggunakan skala Likert untuk mengukur tingkat validitas dan efektivitas media pembelajaran.Hasil penelitian menunjukkan bahwa game edukasi yang dikembangkan memiliki tingkat kelayakan sangat tinggi dengan skor validasi ahli media sebesar 87%, ahli materi 79%, dan ahli bahasa 84%. Evaluasi praktikalitas oleh guru dan siswa juga memberikan hasil positif dengan persentase masing-masing 90% dan 81%. Penggunaan game edukasi ini meningkatkan keterlibatan siswa dalam pembelajaran serta memberikan pengalaman belajar yang lebih interaktif dan mandiri. Selain itu, game edukasi ini berkontribusi terhadap pengembangan pendidikan berbasis teknologi dengan menyediakan alternatif pembelajaran digital yang menarik dan mudah diakses.Penelitian ini memberikan dasar bagi pengembangan lebih lanjut dalam integrasi teknologi dalam pembelajaran, terutama dalam meningkatkan pemahaman siswa terhadap konsep jaringan komputer dasar. Pengujian lebih luas dan jangka panjang direkomendasikan untuk mengoptimalkan efektivitas media ini dalam berbagai konteks pendidikan.
The Application of Interactive Learning Media to Improve Grade 8B Malay Language Lessons at An-Nikmah Al Islamiyah Phnom Penh Instituute, Cambodia Fika Amelia; Wandi Syahfutra; Deprizon; Neng Sholihat; Radhiyatul Fithri
Jurnal Riset Sosial Humaniora dan Pendidikan Vol. 3 No. 3 (2024): September : Jurnal Riset Sosial Humaniora, dan Pendidikan
Publisher : LPPM Universitas 17 Agustus 1945 Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56444/soshumdik.v3i3.2669

Abstract

This study aims to improve students' Malay language learning outcomes at An Nikmah Al Islamiyah PhnomPenh Institute, Cambodia, through the application of interactive learning media. The method used is Classroom Action Research (PTK), which consists of four cycles: planning, implementation, observation, and reflection. The study was participated by 30 students who had difficulties in learning Malay Language. In each cycle, interactive media such as educational apps, learning videos, and language games were applied to increase student engagement and understanding of the material. Data collection was conducted through observation, interviews with students and teachers, and document analysis of learning outcomes. The results showed a significant increase in student engagement, where students' active participation increased from 31% in the first cycle to 51% in the second cycle and increased again to 83% in the third cycle. In addition, students' average test scores increased by 20% and 32% after the implementation of interactive media. The application of interesting and diverse learning media is proven to increase students' learning motivation and facilitate understanding of the material. The conclusion of this study confirms that the use of interactive learning media can effectively improve the quality of Malay language learning.
Syshunt: Game Quiz Mobile untuk Pengenalan Perangkat Keras Komputer menggunakan Successive Approximation Model Suryadila, Lusi; Ismanto, Edi; Novalia, Melly; Syahfutra, Wandi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 9 No 1 (2025): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v9i1.29773

Abstract

Game-based learning media is an example of ongoing technological advances in education. This media is becoming increasingly popular as an innovative solution in education. This research aims to develop and test the feasibility of mobile-based quiz games as learning media for computer hardware introduction using the Successive Approximation Model (SAM). This research is a kind of development using the SAM model. The three main stages of the SAM model consist of the preparation stage, the iterative design stage, and the iterative development stage. The data collection technique in this study used a questionnaire. Meanwhile, the data analysis technique used descriptive quantitative. The result of our findings is a mobile-based quiz game as a learning medium for computer hardware introduction. The results of media and material expert validation show that this game has a media feasibility of 87.14% and material feasibility of 86%. However, the results of the student practicality test were slightly lower with a score of 79.88%, which may be influenced by limitations in the interface features or the time needed for students to adapt to the game mechanics. Nevertheless, the game proved to be effective in understanding computer hardware and is more interactive and fun compared to conventional learning. With a more engaging learning experience, this game can be a creative alternative that supports the teaching and learning process, overcoming the problems of traditional learning that is often monotonous.
THE DEVELOPMENT OF ENGLISH LEARNING MEDIA BASED ON ANDROID APPLICATION ON MATERIAL COMPLIMENTS TOWARD STUDENTS’ OF 10TH GRADE SENIOR HIGH SCHOOL Utami, Herdina; Febtiningsih, Prih; Syahfutra, Wandi
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.v7i1.8958

Abstract

The purpose of this study was to develop English learning media based on an Android application for X SMA compliments material, as well as to determine the quality of media products. This study uses Research and Development (R&D) research and the model used is the ADDIE Development model which consists of 5 stages namely Analysis, Design, Development, Implementation and Evaluation. The data analysis technique used is feasibility and quality the media obtained with the instrument in the form of a questionnaire. This product has been validated by material experts, media experts. The results of the validation show that material experts obtain an average of 4.77 which is included in the "Very Good" criteria, for the validation results of media experts obtain an average of 4.56 in the "Very Good" category. The developed media was tested on 26 class X SMA Muhammadiyah 1 Pekanbaru. Based on the acquisition results these data indicate that Android-Based English Learning Media in Material Compliments is suitable for use as a learning resource for high school students. In trial with students obtaining a result of 4.61 which is included in the "Very Good" criteria. It can be concluded that this android-based application product can increase student motivation and achievement and is suitable for use in the learning process.
The Development of Personal Letter Material Through Flipbook to Enhance Students Reading Comprehension Gianssi, Syerani Hestiza; Syahfutra, Wandi; Pahmi, Pahmi
ELT-Lectura Vol. 11 No. 2 (2024): ELT-Lectura Studies and Perspective in English Language Teaching
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/elt-lectura.v11i2.16626

Abstract

In this sophisticated era, the learning process is very minimal using books. Most students are more interested in learning by using applications as learning media, because it is fun and not boring. One of the applications that can be used as learning media is the Flipbook application. This Flipbook application can enter data in the form of images, videos, music, keys, animations, and also links to other sources into one. Based on the researcher's experience while teaching, the researcher found the problem that occurred in students, namely the low interest in reading students in English lessons. This research was conducted to find out whether this Flipbook application can improve students' reading skills in English lessons about personal letters to 11th grade students of PGRI Pekanbaru High School. The researcher took samples in class XI IPS with a total of 32 students. After conducting the research, the researcher found an increase that has been seen from the t-test. The t-test score obtained is 29.62%, while the p-value is 0.000 <0.05. Based on the results of the research, it can be concluded that there is an increase in reading comprehension ability regarding personal letters in grade XI IPS of SMA PGRI Pekanbaru.
Improving Students’ Reading Comprehension by Using SQ3R Method Syahfutra, Wandi
Journal of English and Arabic Language Teaching Vol 8, No 2 (2017): J/E/A/L/T (December)
Publisher : State Islamic University of Sultan Syarif Kasim Riau

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

Abstract

Reading is one of the most important components of any language and it is an essential tool  for  long-life  learning.  The  goal  of  reading  is  comprehension.  In  order  to comprehend reading passage, students need to apply some methods to help them. This study aimed at improving students’ reading comprehension and motivation by using SQ3R method. SQ3R system has been used successfully for many years and the system has proven effective in increasing students’ retention. Student learning centres on a complex problem that does not have a single correct answer. Students work in collaborative  groups  to  identify what  they need  to  learn  in  order to improve their reading comprehension.. From the test, it was obtained that the lower score is 64 and the higher score is 88. The mean is 81.03. The data were obtained from the research by using SPSS. Overall, the results showed that students’ reading comprehension could be improved by using SQ3R method were identified.