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All Journal Cakrawala Pendidikan Jurnal Profesi Kependidikan Jurnal Nalar Pendidikan ELT Worldwide: Journal of English Language Teaching Penggunaan Media Sains Flipbook dalam Pembelajaran IPA di Sekolah Dasar Auladuna Journal of Educational Science and Technology Al Ishlah Jurnal Pendidikan Pendas : Jurnah Ilmiah Pendidikan Dasar Tarbawi: Jurnal Keilmuan Manajemen Pendidikan CARADDE: Jurnal Pengabdian Kepada Masyarakat Indonesian Journal of Learning Education and Counseling JKPD : Jurnal Kajian Pendidikan Dasar Patria Artha Technological Journal Journal on Education JKP (Jurnal Konseling Pendidikan) Jurnal Onoma: Pendidikan, Bahasa, dan Sastra Didaktik : Jurnal Ilmiah PGSD STKIP Subang Journal of Innovation in Educational and Cultural Research TANJAK: Journal of Education and Teaching Guiding World : Jurnal Bimbingan dan Konseling Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Seminar Nasional Pengabdian Kepada Masyarakat INOVASI: Jurnal Hasil Pengabdian Masyarakat Seminar Nasional Hasil Penelitian LP2M UNM Journal of Educational Technology, Curriculum, Learning, and Communication Chemedu: Jurnal Ilmiah Pendidikan Kimia Jurnal Teknologi Pendidikan Edumaspul: Jurnal Pendidikan SAP (Susunan Artikel Pendidikan) Journal of Early Childhood Education Perspectives (JECEP) Dedicated: Journal of Community Services (Pengabdian kepada Masyarakat) Journal of Research in Instructional Bina Gogik Curricula: Journal of Curriculum Development Inovasi Kurikulum
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Pelaksanaan Pembelajaran Daring di masa COVID-19 di SMP Negeri 3 Marioriwawo Alvina Nurulita; Abdul Hakim; Nurhikmah H
JOURNAL OF EDUCATIONAL TECHNOLOGY, CURRICULUM, LEARNING AND COMMUNICATION Vol 1, No 3 (2021): Edisi Juli
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jetclc.v1i3.22411

Abstract

This study aims to describe 1) How is the process of implementing online learning 2) the advantages and disadvantages of online learning during the implementation of online learning 3) Obstacles to the implementation of online learning during the COVID-19 period in Indonesian language subjects. The data analysis technique used was descriptive-analytical technique. The results of the study indicate that the implementation of online learning is a process of implementing learning that students are required to study alone in their respective homes. The disadvantages and advantages of online learning are that it is easy because teachers can give assignments and students send assignments more easily because they are sent via WhatsApp, the drawback is the lack of student activity in participating in teaching and learning activities. The obstacle is the ineffectiveness of learning due to lack of supervision from parents and students experiencing boredom during the online learning process. 
Pengaruh Model Pembelajaran Penemuan Terbimbing terhadap Hasil Belajar Siswa Kelas X SMAN 2 Binamu (Studi pada Materi Pokok Ikatan Kimia) Nurhikmah Nurhikmah; Muhammad Yunus; Sumiati Side
ChemEdu Vol 3, No 1 (2022)
Publisher : Jurusan Kimia FMIPA UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/chemedu.v3i1.32945

Abstract

The research was a quasi-experimental that aimed to know the effect of guided discovery learning toward students’ achievement of class X SMAN 2 Binamu. The independent variable in this research was guided discovery learning models, the dependent variable was students’ achievement on chemical bonding subject matter. The population was class X SMAN 2 Binamu consisted of 157 students that spread on six classes. Taking technique of sample was random sampling. The sample of this research consisted of two classes, namely class X1 as an experiment class with 25 students and class X2 as a control class with 25 students. The data of the research were gathered by testing the students’ achievement on chemical bonding subject matter for post-test multiple choice form which were analyzed by using t-test. Results of inferential statistical analysis were tcalculate (1,865) higher than ttable (1,671) on α ═ 0,05. Conclude that guided discovery learning model gives effected to toward student’s achievement of class X SMAN 2 Binamu on chemical bonding subject matter.
Pelatihan Gamifikasi Dalam Pembelajaran Sekolah Menegah Atas Nurhikmah H; Dedy Aswan; Baso Asrul N Bena; Abdul Malik Ramli
CARADDE: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2023): Agustus
Publisher : Ilin Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/caradde.v6i1.2074

Abstract

Peningkatan kemampuan tenaga pendidik pada satuan pendidikan SMA untuk menguasai pembelajaran dengan konsep dan media gamifikasi dalam pembelajaran. Metode Pelaksanaan PKM ini dengan menggunaka metode Workshop Interaktif dan Pembelajaran Berbasis Proyek, Terdapat peningkatan pengetahuan dan keterampilan guru dalam memproduksi media gamifikasi untuk pembelajaran bagi siswa menengah atas yang memiliki ketertarikan pada game. Pelatihan gamifikasi telah berhasil dalam meningkatkan pemahaman, motivasi, dan kesiapan peserta dalam menerapkan gamifikasi dalam pembelajaran.
DEVELOPMENT OF TEACHING MATERIALS BASED ON AUGMENTED REALITY (AR) IN SCIENCE SUBJECTS AT MIN 1 KOLAKA UTARA STUDENTS Husnaini; Nurhikmah H; Awaluddin Muin; Abdul Hakim; Pattaufi
Auladuna: Jurnal Pendidikan Dasar Islam Vol 10 No 2 (2023): DECEMBER
Publisher : Department of Pendidikan Guru Madrasah Ibtidaiyah Universitas Islam Negeri Alauddin Makass

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/auladuna.v10i2a8.2023

Abstract

Abstract The low student learning outcomes in natural science at MIN 1 North Kolaka were because students had difficulty understanding abstract concepts. One of the technologies that could be utilized to visualize abstract concepts into more concrete three-dimensional objects was Augmented Reality (AR). This study aimed to measure the validity, practicality, and effectiveness of teaching-based materials in Augmented Reality in natural science learning. The research method used was Research and Development with ADDIE model. The subjects of this research were students of class V MIN 1 North Kolaka. Based on the test results obtained: (1) the result of the material and media validation test was 4.41 in the valid category, (2) the result of the practicality analysis was 80.9% in the practical category, and (3) the effectiveness result obtained from learning test was 66.7 % in the effective category and student responses were good qualifications. Therefore, teaching materials based on Augmented Reality were feasible to implement in the learning process because they were able to improve learning outcomes and attract students' attention to learning. Integrating AR into the curriculum can improve the quality of science learning in class V of elementary schools.
Pengembangan Multimedia Interaktif Mata Pelajaran Bahasa Daerah untuk Meningkatkan Hasil Belajar Siswa Yusri Yusuf; Nurhikmah H; Pattaufi Pattaufi
Jurnal Onoma: Pendidikan, Bahasa, dan Sastra Vol. 11 No. 1 (2025)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/onoma.v11i1.5226

Abstract

Penelitian ini bertujuan untuk mengidentifikasi kebutuhan multimedia interaktif, mendesain pengembangan multimedia interaktif dan mengukur tingkat validitas, kepraktisan, dan keefektifan multimedia interaktif. Penelitian menggunakan metode penelitian pengembangan Research and Development yang difokuskan untuk mengembangkan multimedia interaktif. Model pengembangan yang digunakan mengacu pada model pengembangan ADDIE dengan lima tahapan, yakni: analysis, design, development, implement, dan evaluate. Penelitian dilaksanakan di SDN 57 Bulu-Bulu Kabupaten Maros dengan subjek penelitian 28 siswa dan 1 guru mata Pelajaran Bahasa Daerah. multimedia interaktif yang dikembangkan dinyatakan sangat valid oleh ahli isi materi dan valid oleh ahli media dan desain. Tingkat kepraktisannya diukur dari angket respon oleh guru dan siswa dan dari kedua penilaian dinyatakan sangat praktis. Tingkat keefektifan multimedia interaktif diukur dengan pretest dan posttest yang menunjukkan terjadinya peningkatan hasil belajar sehingga dinyatakan sangat efektif. Berdasarkan hasil analisis data dalam penelitian ini Multimedia interaktif sebagai media pembelajaran menjadikan kegiatan belajar mengajar dapat di dalam atau di luar ruang kelas, memungkinkan adanya interaksi langsung antara siswa dengan sumber belajar. Multimedia interaktif akan membantu siswa menjadi lebih aktif dan kreatif dalam belajar, dan menjadikan guru sebagai fasilitator yang memberikan kemudahan kepada siswa untuk belajar. Dengan multimedia interaktif pembelajaran berbantuan android, siswa dapat belajar sesuai sesuai dengan kebutuhan, kemampuan, dan minat siswa. Maka dari itu dapat disimpulkan bahwa pengembangan multimedia interaktif Bahasa Daerah dapat digunakan dalam proses pembelajaran.
Development of Website-Based Digital Teaching Materials for the Jarimatika Qur'an Method: A Local Content Integration Approach Rizki Muthmainnah Amir; Arismunandar Arismunandar; Nurhikmah H
Tarbawi: Jurnal Keilmuan Manajemen Pendidikan Vol 11 No 01 (2025): April 2025
Publisher : Program Studi Manajemen Pendidikan Islam Fakultas Tarbiyah dan Keguruan UIN Sultan Maulana Hasanuddin Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32678/tarbawi.v11i01.11203

Abstract

This study employs a research and development approach to identify the need, design, validity, practicality, and effectiveness of website-based digital teaching materials for the Jarimatika Qur'an Method as local content. The development process follows the 4D model (Define, Design, Develop, and Disseminate). Data collection involved observations, document analysis, and questionnaires, analyzed quantitatively and qualitatively. The study participants included media and content experts, one first-grade teacher, and 21 first-grade students. The results indicate that: (1) students require website-based digital teaching materials to enhance their learning experience; (2) the developed digital teaching material was successfully implemented in the form of a website; (3) expert validation confirmed that the materials are valid and feasible for use; (4) teacher feedback classified the material as practical; and (5) effectiveness analysis based on student learning outcomes demonstrated a significant improvement (p<0.05). This study suggests that website-based digital teaching materials facilitate independent learning and enhance students' engagement in Qur'an memorization.
Enhancing Young Learners’ English Skills Through Game-Based Pedagogy Sulastri Sulastri; Arismunandar Arismunandar; Nurhikmah H; Ratnawati Ratnawati
Edumaspul: Jurnal Pendidikan Vol 8 No 2 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

The purpose of this study is to find out whether or not game- based pedagogy was effective in increasing students’ interest, active participation, enthusiasm and sympathy of the elementary school in learning English at SD Pemulung Rappokalling assumed that the learning media and methods provided by the teacher were still less attractive so students were not interested, unenthusiastic and unindependent in finishing the assignments. This study took one of the inhibiting factors of learning carried out in the class to increase interest in learning. The subjects of this study were 20 students of fifth grade students of SD Pemulung Rappokalling. The type of this research used Kemmis and Taggart models carried out 2 cycles, each of consisting of planning, action, observation and reflection stages in each cycle. The data in this study was obtained from the observation checklist written by the collaborator and observer. Methods of collecting data was obtained through observation, interviews and documentation. This research used a research methodology known as the classroom action research approach, data was analyzed since the learning action was implemented and developed during the learning process to conclude whether the use of the game -based pedagoy was effective in increasing students' interest in learning English. The results of this study indicated that learning English by applying the game -based pedagoy could improve the mastery of vocabulary and interest of students, this could be proven in the improvement of the percentage of the pre -cycle was obtained at 49.25%, cycle I was 61.38% and the second cycle reached 76%.
PENGEMBANGAN E-MODUL PEMBELAJARAN KEWIRAUSAHAAN BERWAWASAN TEKNOLOGI PENDIDIKAN BERBASIS PROJECT BASED LEARNING DI UNIVERSITAS NEGERI MAKASSAR Rizki ayu Afrianti; Nurhikmah H.; Farida Febriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.36502

Abstract

Penelitian ini bertujuan untuk mengembangkan e-modul kewirausahaan berwawasan teknologi pendidikan berbasis project-based learning di Universitas Negeri Makassar. Penelitian pengembangan menggunakan model ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Data dikumpulkan melalui angket yang dibagikan kepada mahasiswa dan validasi daripara ahli materi dan ahli media, diikuti dengan uji kepraktisan dalam kelompok kecil dan besar. Hasil penelitian menunjukkan adanya kebutuhan tinggi akan e- modul pembelajaran kewirausahaan di kalangan mahasiswa karena kurangnya mediapembelajaran yang menarik dan mudah diakses. E-modul yang dikembangkan, yang dirancang berdasarkan model ADDIE, menggabungkan teks, gambar, video, dan kuis digital yang dapat diakses di berbagai perangkat. Validasi oleh ahli materi dan ahli media mengategorikan e-modul sebagai sangat valid. Uji kepraktisan yang melibatkan uji coba skala kecil dan skala besar menunjukkan bahwa e-modul tersebut praktis dan layak digunakan dalam pembelajaran. Oleh karena itu, e-modul kewirausahaan yang dikembangkan dengan wawasan teknologi pendidikan berbasis proyek di Universitas Negeri Makassar valid dan praktis untuk digunakan dalam pembelajaran kewirausahaan.
Efektivitas Multimedia Interaktif Ayo Lestarikan Lingkungan untuk Meningkatkan Hasil Belajar Kognitif IPAS Siswa Kelas Tinggi SDN 41 Malewang Kabupaten Takalar Regina Rita Bella; Muhammad Alfian Solo; Nurhikmah H; Suryadi Ishak; Safaruddin
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.9378

Abstract

This study aims to determine the effectiveness of the interactive multimedia Ayo Lestarikan Lingkungan developed using Articulate Storyline 3 in improving students’ cognitive learning outcomes in the IPAS subject. This research employed a quantitative approach with a pre-experimental one-group pretest–posttest design. The participants consisted of 35 fourth, fifth, and sixth-grade students at UPT SDN 41 Malewang, Takalar Regency. The research instrument was a cognitive learning test comprising 15 multiple-choice questions. Data were analyzed using the JASP application through normality testing, homogeneity testing, paired samples t-test, and effect size calculation. The results showed an increase in the average score from 61.00 on the pretest to 77.83 on the posttest. The data met statistical assumptions, with normality p = 0.061 and homogeneity p = 0.060. The paired samples t-test revealed a highly significant difference with t = –8.893 and p < 0.001. The Cohen’s d value of 1.503 indicated a very large effect of the multimedia on students’ cognitive achievement. Thus, the Ayo Lestarikan Lingkungan interactive multimedia based on Articulate Storyline 3 is effective for enhancing students’ cognitive learning outcomes on environmental conservation material.
EFEKTIVITAS PENGGUNAAN MEDIA FLIPBOOK INTERAKTIF TERHADAP HASIL BELAJAR KOGNITIF BAHASA INDONESIA SISWA KELAS VIII UPTD SMPN 6 SINJAI Faqihudin; Abd. Rahman Trisno; Nurhikmah H.; Suryadi Ishak; Safaruddin
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.9380

Abstract

This study investigates the effectiveness of using interactive flipbook media to improve the cognitive learning outcomes of eighth-grade students in Indonesian language learning at UPTD SMPN 6 Sinjai. A quasi-experimental method was employed using a One-Group Pretest–Posttest Design involving 30 students selected purposively. Data were collected through cognitive achievement tests administered before and after the intervention. The instrument consisted of multiple-choice questions validated through expert judgment. Data analysis included descriptive statistics, a normality test (Shapiro–Wilk), and a Paired Sample t-test, followed by effect size calculation using Cohen’s d. The findings show a substantial improvement in students’ cognitive learning outcomes, with the mean pretest score increasing from 56.53 to 80.13 in the posttest, indicating a 23.6-point gain. The Paired Sample t-test revealed a significant difference between pretest and posttest scores (t = –19.87; p < 0.001). The effect size was categorized as very large (Cohen’s d = 3.628), demonstrating that the interactive flipbook had a strong influence on students’ cognitive achievement. In conclusion, interactive flipbook media is highly effective for enhancing cognitive learning outcomes in Indonesian language instruction at the junior high school level.
Co-Authors A. Nidaul Magvira Nasrun A.Fauziah Abd Haling Abd. Haling Abd. Haling Abd. Rahman Trisno Abdul Hakim Abdul Haling Abdul Malik Ramli Abdul Malik Ramli Afriani Afriani Agus Qomaruzzaman Alvina Nurulita Amra Ariyani Anas Arfandi Andi Akram Dolla Andi Asmawadi Andi Wahed Andromeda Valentino Sinaga Arismunandar Arismunandar Arnidah, Arnidah Asrul Burhan Astana Aulia Putri Awaluddin Muin Awaluddin Muin, Awaluddin Bahri, Bahri Baso Asrul N. Bena Baso Jabu, Baso Chece Nurmalasari Citra Prasiska Puspita Tohamba Citra Rosalyn Anwar Dedy Aswan Dian Ismidiati Idil Dian ismidiati Idil Eliana Putri Ervianti, Ervianti Faaizah Shahbodin Fajar Arwadi Faliha Mahnur Faqihudin Farida Febriati Hamsar Hasfat Hamsu Abdul Gani Handy Ferdiansyah Hasmidarahma Hasmidarahma Hasnawi Haris Hengki Wijaya Heni Safitri Husnaini Husnul Khotimah Indra Azis Irnayanti Isnawati Amir Istar Al Fatih Malik Nur Jelita Pasombo Juriani Kamaruddin Syam Kesi Kobak L. Lu&#039;mu Laksmi dewi Lu’mu Lu’mu Lu’mu Taris M. Syakir Wahid Maenuddin Bustanil Syah Matswana Amin Merissa Monoarfa Merrisa Monoarfa Muh Putra Pratama Muhammad Alfian Solo Muhammad Aris Muhammad Rais Muhammad Wildan Muhammad Yunus N. Nurdaiman Nabilah Nurul Inayah Nirwana Nirwana Nur Islamiah Baharuddin Nurdaiman Nurdaiman Nurdiah Anggraeni Amir Nurdin Noni Nurindah Nurindah P. Pattaufi P. Purnama Pattaufi, Pattaufi Purnama Purnama Ratnawati Ratnawati Regina Rita Bella Reski Reski Rezki erina Rina Asriani Bakri Rina Asrini Bakri Risdayanti Risdayanti Risma Risma Rizki ayu Afrianti Rizki Muthmainnah Amir Rosihan Aminuddin Rukli Rukli Rusli Safaruddin Safaruddin Saleha Sartini Sartini Silvanna Glory Samaliwu Sitti Nurhalisa lisa Sri Rahmawati Sukmawati Sulastri Sulastri Sulfah Muhtar Sumiati Side Supriandi Supriandi Suryadi Ishak Titi Chandrawati Ulfayani Hakim Umar Tirtaraharja Umar, Nur Fadhilah Wahira Yonel Oktapianus Yosi Asnia Yusri Yusuf