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Development of Web-Based Digital Mathematics Modules Grade VII SMPN 1 Watansoppeng Sri Rahmawati; Nurhikmah H; Awaluddin Muin
Inovasi Kurikulum Vol 21, No 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.67846

Abstract

The development of digital mathematics modules in the digital era offers vital relevance in enhancing learning effectiveness. This research applies the research and development (R and D) approach to the ADDIE model, which includes five stages: analysis, design, development, implementation, and evaluation. This research aims to holistically identify needs, design, and evaluate the digital modules. The trial respondents are 29 seventh-grade students from SMP Negeri 1 Watansoppeng. The modules are validated by subject matter and media experts. Additionally, based on trial results, the modules are deemed practical due to positive responses from students. Analysis of learning test results shows a significant improvement in post-test scores, and N-gain analysis indicates the effectiveness of the modules in enhancing student understanding. This research concluded that the digital modules are effective and suitable for use in the context of mathematics learning in schools. The digital modules as an alternative have significant potential to enhance the quality of mathematics education, particularly in leveraging digital technology as an effective and relevant learning tool. Using web-based digital mathematics modules developed through the RD approach with the ADDIE model represents a progressive step in supporting teaching and learning mathematics in the current digital era. AbstrakPengembangan modul digital matematika di era digital menawarkan relevansi yang vital dalam meningkatkan efektivitas pembelajaran. Penelitian ini menerapkan pendekatan research and development (R and D) dengan model ADDIE, yang mencakup lima tahapan, yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Tujuan penelitian ini adalah untuk mengidentifikasi kebutuhan, merancang, dan mengevaluasi modul digital tersebut secara holistik. Responden uji coba is 29 peserta didik kelas VII SMP Negeri 1 Watansoppeng, modul ini dinilai valid oleh validator ahli materi dan media. Selain itu, dari hasil uji coba, modul ini dianggap praktis berdasarkan respon positif dari peserta didik. Analisis tes hasil belajar menunjukkan peningkatan yang signifikan pada nilai posttest, dan hasil analisis N-gain menunjukkan efektivitas modul dalam meningkatkan pemahaman siswa. Dari hasil penelitian ini, disimpulkan bahwa modul digital tersebut efektif dan layak digunakan dalam konteks pembelajaran matematika di sekolah. Modul digital sebagai sebuah alternatif yang memiliki potensi besar untuk meningkatkan kualitas pembelajaran matematika, khususnya dalam memanfaatkan teknologi digital sebagai sarana pembelajaran yang efektif dan relevan. Penggunaan modul digital matematika berbasis web yang dikembangkan melalui pendekatan R and D dengan model ADDIE merupakan langkah progresif dalam mendukung pengajaran dan pembelajaran matematika di era digital saat ini.Kata Kunci: Basis website; modul digital; Matematika; website
Development of a digital module for planning and installation of the audio system subject in audio video engineering skills competency Dian ismidiati Idil; Nurhikmah H; Abd. Haling
Inovasi Kurikulum Vol 21, No 3 (2024): Inovasi Kurikulum, August 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i3.66913

Abstract

The development of digital module in Planning and Installation of Audio Systems Subject for grade XI at SMKN 10 Makassar aims: (1) to discover the description of the needs for digital module for planning and installation audio system subject at SMKN Negeri Makassar, (2) to design the product of digital module in planning and installation of audio system at SMKN 10 Makassar, and (3) to measure the level of validity, practicality, and effectiveness of digital module for planning and installation of audio system at SMKN 10 Makassar. This study is a Research and Development (R and D) type of research, using the development model ADDIE model, which consists of five stages, namely: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. The number of test subjects was two validators, subject teachers, and class IX students at SMK Negeri 10 Makassar. This research shows that the student's needs are met with the required qualifications. Digital modules are developed according to the needs of students and teachers using Canva and Microsoft. The results of expert validation, teacher responses, limited trials, and small group trials, as well as evaluation of student learning outcomes, are in the very good category, indicating that the digital module for planning and installing audio systems is declared valid and practical (easy to use) and effectively used in the learning process. AbstrakPengembangan modul digital pada Mata Pelajaran Perencanaan dan Instalasi Sistem Audio untuk kelas XI di SMK Negeri 10 Makassar bertujuan yaitu untuk: (1) mengetahui gambaran kebutuhan modul digital perencanaan dan instalasi sistem audio di SMK Negeri 10 Makassar, (2) mendesain produk modul digital perencanaan dan instalasi sistem audio di SMK Negeri 10 Makassar, (3) mengukur tingkat validitas, kepraktisan, dan efektifitas modul digital perencanaan dan instalasi sistem audio di SMK Negeri 10 Makassar. Penelitian ini merupakan penelitian jenis Research and Development (R and D) menggunakan model ADDIE terdiri dari lima tahapan yaitu: (1) analysis, (2) design, (3) development, (4) implementation, (5) evaluation. Jumlah subjek uji coba yaitu 2 validator, guru mata pelajaran, dan peserta didik kelas IX SMK Negeri 10 Makassar. Hasil penelitian ini menunjukkan tingkat kebutuhan peserta didik berada pada kualifikasi dibutuhkan. Modul digital dikembangkan sesuai kebutuhan peserta didik dan guru dengan menggunakan canva dan Microsoft. Hasil validasi ahli, tanggapan guru, uji coba terbatas, dan uji coba kelompok kecil, serta evaluasi hasil belajar peserta didik berada pada kategori sangat baik sehingga menunjukkan bahwa modul digital perencanaan dan instalasi sistem audio dinyatakan valid dan praktis (mudah digunakan) dan efektif digunakan dalam proses pembelajaran.Kata Kunci: kreativitas dalam pembelajaran; modul digital; perencanaan dan instalasi sistem audio
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.
EFEKTIVITAS PENGGUNAAN MULTIMEDIA INTERAKTIF TERHADAP HASIL BELAJAR KOGNITIF PJOK SISWA SMP NEGERI 1 GALESONG UTARA Eliana Putri; Rusli; Nurhikmah H; Suryadi Ishak; Safaruddin
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Process
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.10637

Abstract

This study aims to determine the effectiveness of interactive multimedia in improving students’ cognitive learning outcomes in Physical Education, Sports, and Health (PJOK) at the junior high school level. The research employed a quasi-experimental method with a one-group pretest–posttest design involving 30 seventh-grade students from SMP Negeri 1 Galesong Utara. Students were given a pretest to measure their initial cognitive achievement, followed by learning activities using interactive multimedia, and finally a posttest to evaluate their learning improvement. The cognitive learning outcomes were measured using objective test instruments and analyzed using JASP software. The Shapiro–Wilk normality test showed that the data were normally distributed (p = 0.068). The paired samples t-test revealed a significant difference between pretest and posttest scores, with t = –14.55, df = 29, and p < 0.001. The mean score increased substantially from 55.67 in the pretest to 88.33 in the posttest. Furthermore, the effect size was very large (Cohen’s d = 2.656), indicating a strong impact of interactive multimedia on students’ cognitive learning outcomes. These findings confirm that interactive multimedia is highly effective in enhancing students’ understanding, engagement, and cognitive mastery in PJOK learning.
PENGEMBANGAN SUMBER BELAJAR DIMOOCS PADA MATA PELAJARAN PENDIDIKAN PANCASILA DAN KEWARGANEGARAAN DISMP NEGERI 6 MAKASSAR A.Fauziah; Abdul Hakim; Nurhikmah H
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11501

Abstract

The application of technology in education is growing with the advent of various digital platforms, one of which is Massive Open Online Courses (MOOCs), which allow students to access learning materials flexibly. This research aims to develop learning resources in MOOCs for Pancasila and Civics education that can motivate students in learning, using the Alessi and Trollip development model. This model consists of several stages: planning, design, and development. During the planning stage, teachers are identified to determine learning needs relevant to students and the applicable curriculum. The design of learning materials focuses on developing interactive learning resources that utilize multimedia and are easily accessible to students. . The implementation of the MOOCs platform shows that students are more interested and involved in technology-based learning that provides various learning formats such as videos, quizzes and online discussions. The subjects in this study were 20 students and 1 teacher of Pancasila and Citizenship Education. Data collection used interviews with teachers, content/material expert validation questionnaires, media expert validation questionnaires, beta test questionnaires 1 (small group test), beta test questionnaires 2 (large group test), and other supporting documents in this study. The data analysis techniques used consisted of qualitative descriptive techniques and static descriptive techniques. The results of this study indicate that the results of interviews with teachers indicate that students find it easier to understand learning through technology compared to existing real learning resources. The results of the product feasibility assessment through the alpha test on content/material experts were 100% (very valid) and on media experts 93.75% (very valid). Furthermore, in beta test 1 (small group), the score was 79.69% (practical) and in beta test 2 (large group), the score was 84% ​​(practical). Based on these analysis results, it was concluded that the development research produced a MOOCs platform product that was valid and practical for use in the learning process.