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Journal : Indo-MathEdu Intellectuals Journal

Dampak Pengunaan Gadget pada Perkembangan Karakter Siswa Sekolah MI Muhammadiyah Segong Pujangga, Nova; Haerudin, Dodi Ahmad
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1819

Abstract

The purpose of this study is to find out how the use of student gadgets in MI Muhammdiyah Segong school, namely cellphones, has an impact on the growth of student character in MI Segong Muhammadiyah school. The type of research is qualitative descriptive, which is a research process that is carried out to analyze the information obtained in the form of words, daily behavior how to use student gadgets at MI Muhammdiyah Segong school. The data collection techniques used are observation, interviews, and documentation. The data analysis techniques used are: data reduction, data presentation, and verification. Then analyze the results of observations and interviews from the results of the research. Based on the results of the study, it was found that character formation is quite difficult to direct due to the lack of consistent supervision from parents in the use of gadgets. Children are used to giving gadgets after doing homework and when given gadgets there are no rules for when using gadgets so that children spend more time using gadgets by playing games and watching entertainment videos until they forget about educational obligations. The school in shaping the character of students is quite good in the teacher's strategy that uses methods in discussions with parents in terms of the use of gadgets for children. As well as conducting learning in the classroom to form better character values and provide positive examples to students.
Penerapan Metode Mind Mapping Menggunakan Aplikasi Draw.Io Terhadap Pemahaman Konsep pada Mata Pelajaran Teknologi Informasi & Komunikasi di MA Negeri 1 Kuningan Cahya, Guntur Nur; Haerudin, Dodi Ahmad
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1840

Abstract

This study aims to determine students' understanding of concepts by using the Mind Mapping method using Draw.io application in the subject of Information and Communication Technology at MA Negeri 1 Kuningan. The method used used a quantitative approach with the type of quasi-experimental method with a pretest-posttest control group design. The sample used in this study was divided into 2 classes (experimental and control) with a total of 62 students. The data collection technique used is using tests/questions and questionnaires. The data analysis techniques used were validity tests, reliability tests, normality tests, homogeneity tests, hypothesis tests (t tests). This study aims to determine students' understanding of concepts by using the Mind Mapping method using Draw.io application in the subject of Information and Communication Technology at MA Negeri 1 Kuningan. The method used used a quantitative approach with the type of quasi-experimental method with a pretest-posttest control group design. The sample used in this study was divided into 2 classes (experimental and control) with a total of 62 students. The data collection technique used is using tests/questions and questionnaires. The data analysis techniques used were validity tests, reliability tests, normality tests, homogeneity tests, hypothesis tests (t tests). The results of this study show that the results of the application of the mind mapping method using the application draw.io there is a significant difference, as evidenced by the results of the research, students are able to understand the material presented. There was an increase in student understanding as seen from the average of the previous year
Dampak Pengunaan Gadget pada Perkembangan Karakter Siswa Sekolah MI Muhammadiyah Segong Pujangga, Nova; Haerudin, Dodi Ahmad
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1819

Abstract

The purpose of this study is to find out how the use of student gadgets in MI Muhammdiyah Segong school, namely cellphones, has an impact on the growth of student character in MI Segong Muhammadiyah school. The type of research is qualitative descriptive, which is a research process that is carried out to analyze the information obtained in the form of words, daily behavior how to use student gadgets at MI Muhammdiyah Segong school. The data collection techniques used are observation, interviews, and documentation. The data analysis techniques used are: data reduction, data presentation, and verification. Then analyze the results of observations and interviews from the results of the research. Based on the results of the study, it was found that character formation is quite difficult to direct due to the lack of consistent supervision from parents in the use of gadgets. Children are used to giving gadgets after doing homework and when given gadgets there are no rules for when using gadgets so that children spend more time using gadgets by playing games and watching entertainment videos until they forget about educational obligations. The school in shaping the character of students is quite good in the teacher's strategy that uses methods in discussions with parents in terms of the use of gadgets for children. As well as conducting learning in the classroom to form better character values and provide positive examples to students.
Pengaruh Model Pembelajaran Contextual Teaching and Learning (CTL) Terhadap Hasil Belajar dalam Sub Materi Media Sosial di Kelas VII pada SMP Negeri 2 Darma Fadhlurrohman, Fikri; Haerudin, Dodi Ahmad
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1838

Abstract

The low learning outcomes of Information Engineering (ICT) students in grade VII of SMP Negeri 2 Darma are caused by several factors, including students who are less motivated to learn ICT and also the factor of teachers who still use conventional methods or lecture methods so that in the teaching and learning process students tend to be passive. This study aims to find out whether there is an influence of the Contextual Teaching and Learning (CTL) learning model on learning outcomes in social media sub-material in grade VII at SMP Negeri 2 Darma. The research approach used is a quantitative approach with an experimental research design type. The population in this study is 35 students with a sample of grade VII of SMP Negeri 2 Darma. The data collection technique uses a test. Data analysis using t-test. The results of the study showed that the pretest results had a mean of 46.42 and a posttest result of 68.71. Contextual Teaching and Learning (CTL) learning media has an influence on the learning outcomes of information technology (ICT) social media sub-materials. This is shown from the results of data analysis that the value of, t count = 10.911 > t table = 2.650, so that the hypothesis proposed in the study is accepted, so that there is an influence of the Contextual Teaching and Learning (CTL) learning model on learning outcomes in social media sub-material in grade VII at SMP Negeri 2 Darma
Penerapan Metode Mind Mapping Menggunakan Aplikasi Draw.Io Terhadap Pemahaman Konsep pada Mata Pelajaran Teknologi Informasi & Komunikasi di MA Negeri 1 Kuningan Cahya, Guntur Nur; Haerudin, Dodi Ahmad
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1840

Abstract

This study aims to determine students' understanding of concepts by using the Mind Mapping method using Draw.io application in the subject of Information and Communication Technology at MA Negeri 1 Kuningan. The method used used a quantitative approach with the type of quasi-experimental method with a pretest-posttest control group design. The sample used in this study was divided into 2 classes (experimental and control) with a total of 62 students. The data collection technique used is using tests/questions and questionnaires. The data analysis techniques used were validity tests, reliability tests, normality tests, homogeneity tests, hypothesis tests (t tests). This study aims to determine students' understanding of concepts by using the Mind Mapping method using Draw.io application in the subject of Information and Communication Technology at MA Negeri 1 Kuningan. The method used used a quantitative approach with the type of quasi-experimental method with a pretest-posttest control group design. The sample used in this study was divided into 2 classes (experimental and control) with a total of 62 students. The data collection technique used is using tests/questions and questionnaires. The data analysis techniques used were validity tests, reliability tests, normality tests, homogeneity tests, hypothesis tests (t tests). The results of this study show that the results of the application of the mind mapping method using the application draw.io there is a significant difference, as evidenced by the results of the research, students are able to understand the material presented. There was an increase in student understanding as seen from the average of the previous year
Pengaruh Penerapan Media Video Animasi Berbasis Powtoon Terhadap Hasil Belajar Siswa pada Mata Pelajaran Pendidikan Pancasila di Kelas VIII SMPN 4 Darma Juliany, Leni; Haerudin, Dodi Ahmad
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4033

Abstract

The purpose of this study was to determine the effect of the application of Powtoon-based animated video media on student learning outcomes in Pancasila Education subjects in class VIII SMP Negeri 4 Darma. The research used a quantitative method with a quasi-experimental design type Nonequivalent Control Group Design, where class VIII A was used as the experimental class and VIII B as the control class. Data collection techniques were carried out through multiple choice tests, documentation, and interviews, with the main instrument being a learning outcome test. Data analysis used Mann-Whitney test and N-Gain test. The results showed that there was no significant effect between the application of Powtoon-based animated video media and student learning outcomes, as indicated by the Asymp.Sig (2-tailed) value of 0.250> 0.05. However, there is an increase in learning outcomes after being given treatment with an average N-Gain value of 0.52451 which is in the moderate category. This shows that even though the research hypothesis is rejected, the use of Powtoon media still has a positive impact on increasing student understanding. Therefore, the results of this study can be used as evaluation and consideration material for teachers to develop digital learning media in Pancasila Education subjects, so that the learning process is more interesting, interactive, and able to encourage increased student learning outcomes in the future
Efektivitas Model Game Based Learning Menggunakan Aplikasi Blooket dalam Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Bahasa Inggris Kelas VII di SMP Negeri 2 Cikijing Widiantika, Wafa; Haerudin, Dodi Ahmad
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4034

Abstract

The background of this research is the low learning outcomes of students due to the dominance of lecture methods and the lack of utilization of technology-based learning media. This study aims to determine the effectiveness of the Game Based Learning model assisted by the Blooket application in improving the learning outcomes of seventh-grade students in English subjects at SMP Negeri 2 Cikijing. This research employs a quantitative approach with a quasi-experimental method and an Nonequivalent Control Group Design. The sample consists of two classes: an experimental class that uses the Game Based Learning model assisted by the Blooket application, and a control class that uses conventional methods. Data collection techniques were carried out through pretests and posttests, which were then analyzed using normality tests, homogeneity tests, and t-tests (Independent Sample T-Test). The results of the hypothesis test show that the significance value (Sig. 2-tailed) is 0.000 < 0.05, indicating a significant difference in learning outcomes between the two classes. Therefore, the use of the Game Based Learning model supported by the Blooket application is proven to be effective in enhancing students’ learning outcomes. This model successfully creates an engaging and interactive learning environment that fosters student motivation and active participation in English learning.
Pengaruh Penggunaan Baamboozle sebagai Media Pembelajaran Informatika terhadap Hasil Belajar Siswa Kelas X di SMKN 1 Kuningan Ferdiana, Agil; Haerudin, Dodi Ahmad
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4067

Abstract

This research aims to determine the effect of Baamboozle as a learning medium on the learning outcomes of class X students at SMKN 1 Kuningan. This research uses a quantitative research type. In this study, the experimental method is employed. The design applied in this research is a pre-experimental study with a One Group Pretest-Posttest Design. The population used consists of all class X students at SMK Negeri 1 Kuningan, totaling 640 individuals. The sample used in this study is the class X of Agribusiness Crop/Agribusiness Food Crops and Horticulture (ATPH) 1 as the experimental class, consisting of 30 students, including 23 males and 7 females. The instruments used were pretest, posttest, and questionnaires. The data analysis techniques employed were validity test, normality test, hypothesis test, reliability test, and data tabulation. This research was conducted at SMKN 1 Kuningan with a sample of 30 students from class X ATPH 1. The findings of this study are: (1) the students' learning outcomes in Informatics before using the Baamboozle media were far from the KKM (Minimum Competency Criteria) with an average of 62.66; (2) the students' learning outcomes in Informatics after using the Baamboozle media showed an improvement with an average score of 77.33; (3) Based on the hypothesis testing/paired sample t-test, there is an effect on students' learning outcomes before and after using Baamboozle media as a learning tool
Model Pembelajaran Kooperatif Tipe STAD (Student Team Achievement Division) dengan Media Kahoot untuk Meningkatkan Hasil Belajar Siswa Kelas XI pada Mata Pelajaran Bahasa Inggris di SMAN 1 Darma Novianti, Siti Ersa; Haerudin, Dodi Ahmad; Abdusalam, Dudung
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4073

Abstract

This research is based on the problem of low student motivation and learning outcomes in English subjects, which is caused by the use of conventional learning methods that are less attractive. The purpose of this study is to determine the effectiveness of the Student Teams Achievement Division (STAD) cooperative learning model assisted by Kahoot in improving student learning outcomes. This study employed a quantitative approach with a quasi-experimental method, using a pretest-posttest control group design. The samples is two classes: class XI-6 as the experimental group and class XI-7 as the control group, each consisting of 25 students. The experimental class was taught using the STAD model with Kahoot, while the control class used conventional learning methods. Data were collected through tests, interviews, and observations, and analyzed using SPSS with normality test, homogeneity test, and hypothesis testing. The results showed a significant improvement in the posttest scores of the experimental class compared to the control class. The hypothesis testing using independent sample t-test yielded a significance value of 0.047 < 0.05, indicating a significant difference in learning outcomes between the two classes. This proves that the use of the STAD cooperative learning model assisted by Kahoot has a positive and significant effect on students’ English learning outcomes.
Pemanfaatan Google Classroom dalam Pembelajaran Komputer dengan Menggunakan Akun Belajar.Id di SMPN 2 Jalaksana Ginanjar, Esa; Haerudin, Dodi Ahmad
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4138

Abstract

This research aims to examine the implementation of Google Classroom in computer learning at SMPN 2 Jalaksana through the Belajar.id account from the Ministry of Education, Culture, Research, and Technology. This platform provides a safe and effective digital learning environment for both teachers and students. This research uses research and development methods. The steps of the 4D development model consist of define, design, develop, and disseminate stages. Data in this study were collected through several techniques including observation and in-depth interviews. The qualitative data analysis technique consists of three main stages: data reduction, data display, conclusion drawing & verification, and conclusion. Based on the interview results, 60% of the 1A class students are starting to get used to digital learning using Google Classroom, especially in shaping discipline, responsibility, and digital character. However, 40% of the other students still require guidance to adapt to the rhythm of digital learning. Overall, the use of Belajar.id accounts has proven to support the effectiveness of learning and contribute to the formation of students' digital character in the era of digital education transformation.