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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.
Efektivitas Metode Pembelajaran Student Centered Learning Menggunakan Aplikasi Powtoon untuk Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran PPKn di SMPN 1 Sindangagung Pradana, Aji; 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.v6i6.4166

Abstract

This study aims to increase student motivation in learning Pancasila and Civics Education through the application of student-centered learning methods assisted by the Powtoon application. The research used a quantitative approach with a pre-experimental design of the One Group Pretest-Posttest Design type. The research population was all 153 students in grade VIII at SMP Negeri 1 Sindangagung, while the research sample was class VIII A with 28 students. Data were collected through observation, questionnaires, and documentation, then analyzed using quantitative descriptive statistics. The results showed that the average pretest questionnaire score was 32.79, while the posttest score increased to 44.18, with an increase of 11.39. The t-test produced a t-count value of 20.362, which was greater than the t-table value of 2.056. Thus, Ha was accepted, which meant that the student-centered learning method assisted by Powtoon was effective in increasing student learning motivation in Pancasila and Civics Education at SMP Negeri 1 Sindangagung.
Pengaruh Penggunaan ChatGPT Terhadap Motivasi Belajar Siswa Kelas X Jurusan Apat di SMK Negeri 1 Kuningan Nurhidayatillah, Anisa; 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.v6i6.4168

Abstract

The rapid advancement of artificial intelligence has influenced the field of education, where ChatGPT offers opportunities to increase interactivity, flexibility, and personalized learning. This study aims to determine the effect of using ChatGPT on the learning motivation of tenth-grade APAT students at SMK Negeri 1 Kuningan. The research method used was a quantitative approach with a pre-experimental design, involving 36 students selected randomly. Instruments included questionnaires, observation, and interviews, while data were analyzed using paired sample t-tests. The results revealed a significant increase in student motivation after using ChatGPT, showing that AI-based tools can enhance learning engagement. The findings highlight the importance of integrating ChatGPT into vocational education to improve students’ learning motivation and support innovative teaching practices.
Implementasi Penggunaan Aplikasi Visual Classroom dalam Meningkatkan Partisipasi Siswa dalam Pembelajaran Jarak Jauh di SMK Auto Matsuda Herdian, Iqbal; 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.v6i6.4196

Abstract

Distance learning during the COVID-19 pandemic presents major challenges, one of which is low student engagement in the online learning process. The Visual Classroom application is offered as a solution by providing interactive features and attractive visual media to increase student participation. This study aims to analyze the effect of using the Visual Classroom application on student participation in distance learning at SMK Auto Matsuda. The research method used is quantitative with a descriptive design and simple linear regression analysis. The research sample consists of 23 students who actively use the application. Data was collected through questionnaires that had been tested for validity and reliability. The results showed that the use of Visual Classroom had a significant effect on increasing student participation, with an F test value of 6.004 (p < 0.05) and a t value of 2.450 (p < 0.05). Student responses were also positive, with an average score of 72.43 in the good category. These findings confirm that Visual Classroom is effective in increasing student engagement in distance learning. This study recommends optimizing the interactive features of the application and improving teacher competence to maximize its use.
Efektivitas Media Pembelajaran Canva Terhadap Hasil Belajar Siswa pada Mata Pelajaran Kewirausahaan Kelas XI di SMK Auto Matsuda Rhamdini, Sita; 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.v6i6.4236

Abstract

This study aims to analyze the effectiveness of Canva as a learning medium in improving students’ learning outcomes in the subject of Entrepreneurship for grade XI students at SMK Auto Matsuda. The research method used was a quasi-experimental approach with a Nonequivalent Control Group Design. The subjects consisted of 46 students divided into two groups: the experimental class that used Canva as the learning medium and the control class that used conventional methods. Data were collected through observation, pretest and posttest, and documentation. The data were analyzed using descriptive statistics, normality test, homogeneity test, and t-test. The results showed a significant improvement in students’ learning outcomes after using Canva. The average pretest score of the experimental class was 61, which increased to 83 in the posttest, with an average gain of 22 points. The highest score improved from 78 to 100, while the lowest score increased from 45 to 60. The t-test results also indicated a significant difference between the experimental and control groups, proving that Canva is effective in improving students’ learning outcomes. Therefore, Canva can be considered an innovative alternative to support Entrepreneurship learning at vocational high schools, as well as to encourage the implementation of the Merdeka Curriculum, which emphasizes technology integration and student-centered learning.
Peran Pola Asuh Permisif terhadap Perkembangan Sosial Emosional Anak Ahmad Haerudin, Dodi; Mayasarokh, Mira
Jurnal Pelita PAUD Vol 8 No 2 (2024): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v8i2.3282

Abstract

Penelitian ini bertujuan untuk mengetahui dan mendeskripsikan pola asuh orang tua terhadap anak dirumah sehingga dapat mengetahui perkembangan sosial emosional anak. Dengan pola asuh yang diterapkan dirumah oleh orang tua akan membentuk perkembangan sosial emosional anak dilikungannya dan membentuk karakter anak. Ini disebabkan rendahnya pengetahuan orang tua terhadap pola asuh yang akan diterapkan pada anak dan akan banyak dampak yang terjadi pada sosial emosional anak. Penelitian ini menggunakan pendekatan kualitatif yang menekankan analisis pada proses yang diamati atau fenomena yang terjadi dengan data yang pasti, dengan uraian dan penjelasan yang komprehensif sehingga mudah dipahami. Penelitian ini menggunakan metode wawancara pada orang tua dan guru serta observasi terhadap anak akan diobservasi dengan sample 5 anak. Orang tua / wali murid menjadi sumber data premier, sedangkan data sekunder yaitu guru yang mengajar disekolah yang akan menjadi penelitian. Dari hasil penelitian melalui wawancara, observasi dan telaah dokumentasi didapatkan 5 sample orang tua yang menggunakan pola asuh permisif dalam mendidik anaknya dirumah dan berpengaruh terhadap perkembangan sosial emosional anak saat disekolah.
Media Pembelajaran Visual Berbasis Apilkasi Canva dalam Meningkatkan Motivasi Belajar Anak Usia Dini Haerudin, Dodi Ahmad; Gustiana, Eva
Jurnal Pelita PAUD Vol 8 No 1 (2023): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v8i1.3656

Abstract

Penelitian ini bertujuan untuk mengetahui media pembelajaran visual berbasis aplikasi canva dalam meningkatkan motivasi belajar anak usia dini. Penelitian ini menggunakan kualitatif deskriptif, subjek penelitian ini adalah guru dan anak PAUD Kecamatan Kuningan Kabupaten Kuningan. Dalam penelitian ini menggunakan instrumen wawancara, observasi dan studi dokumentasi untuk mengumpulkan data. Teknik analisis data yang digunakan adalah reduksi, penyajian dan verifikasi data untuk memilah data dan menarik kesimpulan penelitian. Berdasarkan hasil dari analisis data dan pembahasan dapat disimpulkan bahwa pemanfaatan media pembelajaran visual berbasis aplikasi canva membuat anak lebih aktif dan antusias dalam belajar, karena tampilan media canva yang menarik, tampilan-tampilan gambar dan warna yang sesuai dan menarik minat belajar anak yang didukungan dengan rasa ingin tahu anak tentang media visual tersebut sangat tinggi. Setelah menggunakan aplikasi canva secara keseluruhan hasil observasi pelaksanaan proses pembelajaran menggunan media visual berbasis Canva didapatkan data 89,8% tergolong kategori sangat aktif.
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