Claim Missing Document
Check
Articles

Found 35 Documents
Search

Pengaruh Model Pembelajaran Concept Attainment terhadap Pemahaman Konsep Matematika Siswa Kelas VII Mawardin, Mawardin; Hidayad, Arif; Hakim, Arif Rahman
JagoMIPA: Jurnal Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025): JagoMIPA: Jurnal Pendidikan Matematika dan IPA
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jagomipa.v5i3.2116

Abstract

Penelitian ini bertujuan untuk mengevaluasi dampak penerapan model pembelajaran concept attainment terhadap pemahaman siswa dalam konsep matematika. Model ini dipercaya mampu meningkatkan kemampuan berpikir logis, analitis, dan sistematis siswa. Dalam konteks pembelajaran matematika, pemahaman konsep yang mendalam sangat krusial. Penelitian ini menggunakan metode kuantitatif dan desain Quasi-Eksperimental jenis kelompok pretest-posttest Control Grup. Penelitian ini dilaksanakan di salah satu SMPN di Kecamatan Bolo, Kabupaten bima, dengan melibatkan dua kelompok siswa sebagai partisipan, yakni kelas eksperimen dan kelas kontrol. Data diperoleh melalui hasil pretest-posttest sebelum dan sesudah penerapan model pembelajaran. Instrumen digunakan untuk menilai kemampuan siswa dalam menyusun ulang konsep matematika secara runtut ketika menyelesaikan soal-soal matematika. Kemudian hasil tes dianalisis dengan serangkaian uji validitas, prasyarat analisis, dan hipotesis dengan menggunakan uji-t dan N-Gain Score. Temuan menunjukkan peningkatan signifikan pada pemahaman konsep di kelas eksperimen dengan skor N-Gain rata-rata 0.6924, tergolong cukup efektif. Sebaliknya, kelas kontrol memperoleh skor N-Gain rata-rata 0.2351, tergolong kurang efektif. Uji-t menghasilkan nilai t sebesar 12.592 dengan tingkat signifikansi 0.00, mengonfirmasi perbedaan bermakna antara kedua kelompok. Kesimpulannya, model concept attainment terbukti efektif sebagai alternatif strategi pembelajaran yang dapat memperdalam pemahaman matematika siswa.
REVOLUTIONIZING ELEMENTARY SCIENCE EDUCATION: IMPACT OF INTERACTIVE VISUAL MEDIA ON LEARNING THE HUMAN RESPIRATORY SYSTEM Putri, Faniningsih Ardila; Arif Rahman Hakim; Syahriani Yulianci; Arif Hidayad; Zulharman
EDUCATIONE Volume 3, Issue 2, July 2025
Publisher : CV. TOTUS TUUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59397/edu.v3i2.65

Abstract

The persistent difficulty students face in understanding the human respiratory system—a core yet abstract topic in science education—is rooted in the lack of contextual, visual, and interactive learning media, as highlighted by both national and international research. This study aimed to examine whether technology-based, visual respiratory system media can significantly enhance elementary students’ cognitive learning outcomes, particularly in higher-order thinking skills such as analysis and evaluation. Employing a quantitative, quasi-experimental one-group pretest-posttest design, the study involved 34 fifth-grade students at SDN Inpres Rasa 1, Kabupaten Bima, using purposive sampling. A 20-item multiple-choice test based on the revised Bloom’s taxonomy (C1–C4) was used to measure learning outcomes before and after intervention. Descriptive statistics showed a marked improvement: the mean pretest score was 62.8, rising to 73.3 in the posttest, with gains observed across all ability levels. Inferential analysis using a paired sample t-test confirmed the significance of this improvement (t = -15.2, df = 33, p < .001), demonstrating that interactive visual media have a strong positive effect on students’ conceptual understanding of the respiratory system. The results conclude that technology-based visual media not only promote retention and comprehension but also foster analytical and evaluative skills, aligning with current science education goals. This research provides empirically-tested, practical recommendations for educators and policymakers, supporting the integration of digital media in science curricula and teacher training. Future studies are recommended to expand this approach with control groups, longitudinal designs, and investigations into affective and psychomotor domains, as well as the use of emerging technologies like augmented reality and virtual reality to further enhance science learning outcomes.
Pengembangan Aplikasi Cerita Rakyat Sape untuk Meningkatkan Literasi Budaya Generasi Muda di Kecamatan Sape Ramadhan, Ardi; Ahyar; Fitrianingsih, Nur; Fitriati, Ita; Hakim, Arif Rahman
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 11 No. 2 (2025): Volume 11 No 2 September 2025
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v11i2.3162

Abstract

Abstrak Perkembangan pesat dalam ranah teknologi informasi dan komunikasi telah menghadirkan pergeseran fundamental dalam tatanan kehidupan manusia, termasuk dalam lingkup pendidikan. Temuan peneliti di lapangan menunjukkan bahwa masih banyak generasi muda Sape yang tidak mengetahui tentang cerita rakyat setempat. Penelitian ini bertujuan untuk mengembangkan aplikasi Cerita Rakyat berbasis Android sebagai media literasi budaya dalam upaya melestarikan cerita rakyat Sape. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Aplikasi dikembangkan menggunakan platform Kodular dan divalidasi oleh dua ahli media. Uji coba dilakukan terhadap 25 pemuda berusia 15–24 tahun dengan metode pretest dan posttest. Hasil validasi menunjukkan tingkat kelayakan sebesar 88,89%, sedangkan hasil uji efektivitas menunjukkan peningkatan skor literasi budaya dengan nilai N-gain rata-rata sebesar 0,64 yang termasuk kategori sedang menuju tinggi. Penelitian ini membuktikan bahwa aplikasi Cerita Rakyat efektif sebagai sarana edukasi dan pelestarian budaya lokal. Lebih dari itu, integrasi teknologi digital dengan konten budaya lokal memiliki potensi jangka panjang sebagai strategi kultural untuk memperkuat identitas lokal secara berkelanjutan dan lintas generasi di tengah arus globalisasi. Aplikasi ini juga berfungsi sebagai sarana dokumentasi budaya yang dapat direplikasi di daerah lain, serta mendorong keterlibatan generasi muda dalam pelestarian nilai budaya melalui media digital yang adaptif dan inklusif. Kata Kunci: Teknologi Informasi, Pelestarian Budaya, Cerita Rakyat, Aplikasi Android, Literasi Budaya   Abstract The rapid advancement of information and communication technology has brought fundamental changes to human life, including in the field of education. Field findings indicate that many young people in Sape are still unfamiliar with their own local folktales. This study aims to develop an Android-based application called Cerita Rakyat as a cultural literacy tool to help preserve the region’s folktales. The research employed a Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The application was developed using the Kodular platform and validated by two media experts. It was tested on 25 youth aged 15–24 using a pretest and posttest approach. Validation results showed a feasibility rate of 88.89%, while effectiveness testing revealed an increase in cultural literacy scores, with an average N-gain value of 0.64, categorized as medium to high. The findings confirm that the Cerita Rakyat application is effective as an educational tool and a means of preserving local culture. Furthermore, integrating digital technology with local cultural content has long-term potential as a cultural strategy to strengthen local identity in a sustainable and intergenerational manner amidst globalization. The application also serves as a digital cultural documentation tool that can be replicated in other regions, encouraging youth engagement in preserving cultural values through inclusive and adaptive digital media. Keyword: Information Technology, Cultural Preservation, Folklore, Android Application, Cultural Literacy
Development of Interactive Learning Media using Scracth to Increase Students' Motivation to Learn Fajira, Ira; Ahyar, Ahyar; Hakim, Arif Rahman
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.4248-4259

Abstract

This research was conducted to overcome the problem of low student learning motivation in Informatics subjects at SMPN 2 Hu'u which is often caused by conventional learning methods and limitations of interactive media. The purpose of this research is to develop Scratch-based interactive learning media that is able to increase student motivation and involvement in the learning process. This development follows the ADDIE model which consists of Analyze, Design, Development, Implementation, and Evaluation stages. Data collection was carried out through observation, interviews, expert validation, and practicality questionnaires involving teachers and students. The results of expert validation showed that the media was in the very feasible category with an overall score above 80 percent, while the practicality test showed a positive response from both teachers and students with an average score above 85 percent. These findings prove that Scratch-based media is not only feasible and practical but also effective in creating a fun and interactive learning atmosphere. In conclusion, the media developed in this study can be considered as an innovative solution to increase students' motivation to learn and improve the quality of Informatics education in schools
The Influence of Augmented Reality (Ar) Media on The Learning Outcomes of SMP Negeri 2 Woha Students in Ict Subjects Julkifli, Fahrul; Hardiansyah, Hardiansyah; Hakim, Arif Rahman
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.4594-4607

Abstract

The advancement of digital technology in education demands innovative approaches that not only assess learning outcomes but also enhance students' motivation. At the junior high school level, ICT subjects are often perceived as challenging, with many students performing below the minimum standard, particularly in practical skills, and showing low interest in conventional methods. This study aimed to investigate the effect of Augmented Reality (AR) media on students' learning outcomes and motivation in ICT at SMP Negeri 2 Woha. A quantitative approach with a quasi-experimental Non-Equivalent Control Group Design was applied, involving two classes of 30 students each. The experimental class received learning with AR media, while the control class continued with conventional methods. Data were collected through pretests, posttests, questionnaires, and observations, then analyzed using SPSS and JAMOVI. The findings showed that the experimental class achieved an average posttest score of 85.4 with a medium N-Gain of 0.54, while the control class only reached 75.2 with a low N-Gain of 0.22. Moreover, motivation in the AR class was higher (average 4.38) than in the control class (3.15). In conclusion, AR media effectively supported ICT learning and can serve as an innovative tool for fostering 21st-century skills.