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Development of Interactive E-Worksheet Based on Gamification to Improve Digital Literacy of Junior High School Students Fitrianingsih, Nur; Sani , Khairul; Fitriati , Ita; Shandi , Shutan Arie
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.4278-4288

Abstract

This research aimed to develop an interactive electronic student worksheet (E-LKPD) based on gamification to enhance the digital literacy of junior high school students. The study was conducted using a Research and Development (R&D) design with the ADDIE model, involving stages of analysis, design, development, implementation, and evaluation. The product was validated by experts in media and material, obtaining feasibility percentages of 92% and 90% respectively, which were categorized as "very feasible." Data were collected through pretest, posttest, and response questionnaires to measure students’ improvement in digital literacy. The results showed an average N-gain score of 0.74, categorized as "high," indicating a significant increase in students’ digital literacy skills after using the developed E-LKPD. Students also responded positively to the interactive features and gamification elements, which increased their engagement and motivation in learning activities. In conclusion, the interactive E-LKPD based on gamification is effective, feasible, and practically applicable for classroom use in improving digital literacy among junior high school students.
Development of Interactive Learning Media Based on Genially in Informatics Subjects to Improve Digital Literacy of SMPN 4 Madapangga Students Ifrianingsih, Ifrianingsih; Syarifudin, Syarifudin; Fitrianingsih, Nur
Journal of Educational Sciences Vol. 9 No. 6 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.6.p.5414-5425

Abstract

The rapid development of digital technology demands innovation in the learning process to make it more interactive and relevant to 21st-century educational needs. However, Informatics learning at SMPN 4 Madapangga is still dominated by conventional and static media, resulting in low student engagement and digital literacy skills. Based on these conditions, this study aims to develop interactive learning media based on Genially in the Informatics subject for eighth-grade students to improve their digital literacy. The research employed the Research and Development (R&D) method using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The validation results showed that the media obtained feasibility scores of 83%, 89%, and 95% from two media experts and one material expert, respectively, categorized as very feasible. The practicality test involving 20 students yielded a score of 93.88% (very practical), while the digital literacy assessment reached 94.76% (very good). The effectiveness test using the N-Gain calculation produced an average score of 0.56 (moderate category), indicating that the media is quite effective in improving learning outcomes. Therefore, Genially-based learning media are declared feasible, practical, and effective for enhancing students’ digital literacy and supporting the implementation of the student-centered and technology-integrated Merdeka Curriculum.
Design Of An Expert System To Diagnose Diseases In Onion Plants Using The Web-Based Dempster Shafer Method Suryadin, Suryadin; Nur Fitrianingsih; Ita Fitriati
Engineering: Journal of Mechatronics and Education Vol. 1 No. 1 (2024): Engineering: Journal of Mechatronics and Education
Publisher : Yayasan Insan Mulia Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59923/mechatronics.v1i1.47

Abstract

This study aims to design a website-based shallot disease expert system and determine the feasibility level of the website. The final result of this research is an expert system for diagnosing diseases in shallot plants using the Dempster Shafer method based on a case study web at the Monta District Agriculture UPTD which has been tested for feasibility. This research uses the R&D method with the Waterfall model. The stages in this study include five stages, namely (1) requirements stage, (2) design, (3) coding, (4) program testing, and (5) maintenance. with a sample of shallot farmers in the District of Monta, as many as 25 people were counted in small-group trials and large-group trials. The instrument used is a Questionnaire containing questions, with Data Analysis Techniques using a Likert scale. The results of this study are (1) an expert system for diagnosing diseases in shallot plants using the Dempster Shafer method based on a web case study at the UPTD Agriculture, Monta District; (2) the quality of the designed website-based shallot disease expert system is included in the very feasible category in terms of content and in terms of appearance, this is based on website feasibility assessments from material experts with a percentage of 93.3% and user ratings with a percentage of 95.5%, an expert system for diagnosing diseases in shallot plants using the web-based Dempster Shafer method in a case study at the Monta District Agriculture UPTD was declared very feasible to use.
Perancangan Media Pembelajaran Animasi Berbasis Adobe Flash CS 6 pada Materi Jaringan Komputer untuk Siswa SMK Nurhasanah, Nurhasanah; Nur Fitrianingsih; Ahyar, Ahyar
Inventor: Jurnal Inovasi dan Tren Pendidikan Teknologi Informasi Vol. 1 No. 3 (2023): Edisi Oktober
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/inventor.v1i3.1173

Abstract

This study aims to design adobe flash CS 6-based animation learning media and determine the feasibility of adobe flash-based animation learning media. The final result of this research is Adobe Flash CS 6-based animation learning media on computer network material for class X TKJ at SMKN 1 Kota Bima which has been tested for feasibility. This study uses the R&D method with the ADDIE model. The stages in this study include five stages, namely (1) the analysis stage (needs analysis), (2) design, (3) development (product development), (4) implementation (product trial) , and (5) evaluation (product maintenance). Based on the final assessment of media experts I and media experts II with a percentage of 92.5%, media experts stated that Adobe Flash-based animation learning media on computer network material that had been developed was declared very feasible. Based on the final assessment of the material experts with a percentage of 90% stated that Adobe Flash CS6-based animation learning media on computer network material that had been developed was declared Very Feasible. While the final result of the small group respondents' assessment of Adobe Flash CS6-based animation learning media on computer network material with a percentage of 81.25% was declared Feasible. The final result of the large group respondent's assessment of the android-based computer assembly learning media with a percentage of 85.87% was stated to be Very Feasible. Abstrak Penelitian ini bertujuan untuk merancang media pembelajaran animasi berbasis adobe flash CS 6 dan mengetahui tingkat kelayakan media pembelajaran animasi berbasis adobe flash. Hasil akhir dari penelitian ini adalah Media Pembelajaran animasi berbasis adobe flash pada materi jaringan komputer kelas X TKJ di SMKN 1 kota bima yang telah teruji kelayakannya. Penelitian ini menggunakan metode R&D dengan model ADDIE Tnahapan dalam penelitian ini meliputi lima tahapan, yaitu (1) tahap analisys (analisis kebutuhan), (2) design, (3) development (pengembangan produk), (4) implementation (uji coba produk), dan (5) evaluation (pemeliharaan produk). Berdasarkan penilaian akhir dari Ahli media I dan Ahli media II dengan persentase 92,5% ahli media menyatakan bahwa media pembelajaran animasi berbasis adobe flash CS 6 pada materi jaringan komputer yang telah dikembangan dinyatakan Sangan Layak. Berdasarkan penilaian akhir dari Ahli materi dengan persentase 90% menyatakan bahwa media pembelajaran animasi berbasis adobe flash CS 6 pada materi jaringan komputer yang telah dikembangkan dinyatakan Sangat Layak. Sedangkan hasil akhir dari penilaian responden kelompok kecil terhadap media pembelajaran animasi berbasis adobe flash CS 6 pada materi jaringan komputer dengan persentase 81,25% dinyatakan Layak. Hasil akhir dari penilaian responden kelompok besar terhadap media pembelajaran perakitan komputer berbasis android dengan persentase 85,87% dinyatakan Sangat Layak.
Pengembangan Media Pembelajaran Interaktif Menggunakan Wordwall pada Mata Pelajaran TIK untuk Meningkatkan Hasil Belajar Siswa Dina Wahyuni; Nur Fitrianingsih; Ita Fitriati
Inventor: Jurnal Inovasi dan Tren Pendidikan Teknologi Informasi Vol. 1 No. 3 (2023): Edisi Oktober
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/inventor.v1i3.1195

Abstract

The background to this research is because the learning media still uses the Power Point application and has never used the Wordwall website learning media at SMAN 2 Woha. Students sometimes don't focus during learning, because the Power Point learning media used still seems monotonous and doesn't attract students' attention in class. Coupled with limited learning time, this causes learning objectives to be incomplete. The aim of the research is to develop the Wordwall website for use in ICT learning and to explain the Wordwall website in improving student learning outcomes in the cognitive and psychomotor domains. This research uses the ADDIE type R & D (Research and Development) research method. Data collection instruments use observation, documentation and questionnaire techniques. The respondents in this study were all students in class XI MIPA 1, totaling 34 students. The small group trial which was attended by 5 students obtained an average score of 3.6 for a percentage score of 90% with very good criteria, and the large group trial which was attended by 22 students out of a total of 34 students in class XI MIPA 1 obtained an average score of an average of 3.6 for a percentage score of 91% with very good criteria. The pretest test results with a completeness score reached 18% with incomplete criteria, while the posttest completeness score reached 71% with complete criteria. Based on the pretest and posttest results, it was seen that there was an increase in student learning outcomes in class XI MIPA 1 using Wordwall learning media. ABSTRAK Penelitian ini dilatar belakangi karena media pembelajaran masih menggunakan aplikasi Power Point dan belum pernah menggunakan media pembelajaran website Wordwall di SMAN 2 Woha. Siswa terkadang tidak fokus saat pembelajaran berlangsung, karena media pembelajaran Power Point yang digunakan masih terkesan monoton dan kurang menarik perhatian siswa saat di dalam kelas. Ditambah dengan waktu dalam pembelajaran yang terbatas, sehingga menyebabkan tujuan pembelajaran menjadi tidak tuntas. Tujuan penelitian adalah untuk mengembangkan website Wordwall yang digunakan pada pembelajaran TIK dan untuk menjelaskan website Wordwall dalam meningkatkan hasil belajar siswa pada ranah kognitif dan psikomotorik. Penelitian ini menggunakan metode penelitian R & D (Research and Development) jenis ADDIE. Instrumen pengumpulan data menggunakan teknik observasi, dokumentasi, dan kuesioner. Responden pada penelitian ini seluruh siswa kelas XI MIPA 1 yang berjumlah 34 siswa. Uji coba kelompok kecil yang diikuti oleh 5 siswa memperoleh nilai rata-rata 3,6 untuk nilai persentase 90% dengan kriteria sangat baik, dan uji coba kelompok besar yang diikuti oleh 22 siswa dari total 34 siswa di kelas XI MIPA 1 memperoleh nilai rata-rata 3,6 untuk nilai persentase 91% dengan kriteria sangat baik. Hasil uji pretest dengan nilai ketuntasan mencapai 18% dengan kriteria tidak tuntas sedangkan untuk nilai ketuntasan posttest mencapai 71% dengan kriteria tuntas, berdasarkan hasil pretest dan posttest terlihat ada peningkatan hasil belajar siswa di kelas XI MIPA 1 dengan menggunakan media pembelajaran Wordwall.
Design of Student and Teacher Data Information System at SMPN 3 Woha Using Visual Basic Nur Fitrianingsih; Irawati Puspitasi; Ilyas, Ilyas
Expert Net: Exploration Journal of Technological Education Trends Vol. 1 No. 1 (2024): Edisi Juni
Publisher : Yayasan Insan Mulia Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59923/expertnet.v1i1.125

Abstract

The objective of this study is to find out (1) the design of the Student and Teacher Data Information System at SMPN 3 Woha using Visual Basic, (2) the validity of the Information System of Students and Teachers' Data on SMPN 3, (3) the effectiveness of the student and teacher data information system in SMPN, (3) the efficacy of the information system of students and teachers using Visual basic, (4) the efficiency of the Students' and Teaching Data Information system of SMPN 3. This research is a developmental research or known as R&D (Research and Development) carried out using the Waterfall research model, covering the stages of Analysis, Design, Coding, Testing, and Maintenance. (Maintenence). The subjects of this study are students and teachers of SMPN 3 Woha, with a small scale trial of 6 students and teacher randomly taken and a large scale of 20 people consisting of 15 students and 5 teachers. The instruments used are interviews, documentation, and raising. Interviews use unstructured interviews to help researchers analyze problems at school. Angket is used to perform product validation by media and material validators, as well as to request user responses on small and large-scale trials. Validation results of all validators are excellent, i.e., (1) media validation score averages 88.66% (very decent), material validator achievement score 92% (very effective), (2) user response angket results on large and small scale tests get good responses to the use of student and teacher data information system applications, in this case students and teachers data information systems applications get user response with a percentage of 92% and 97.6% (very efficient).   ABSTRAK Tujuan dari penelitian ini adalah untuk mengetahui (1) perancangan Sistem Informasi Data Siswa dan Guru pada SMPN 3 Woha menggunakan Visual Basic, (2) kelayakan Sistem Informasi Data Siswa dan Guru pada SMPN 3 Woha menggunakan Visual Basic, (3) efektivitas Sistem Informasi Data Siswa dan Guru pada SMPN 3 Woha menggunakan Visual Basic, (4) efisiensi Sistem Informasi Data Siswa dan Guru pada SMPN 3 Woha menggunakan Visual Basic. Penelitian ini merupakan penelitian pengembangan atau dikenal dengan R&D (Research and Development) yang dilakukan dengan menggunakan model penelitian Waterfall, meliputi tahap Analisis (Analysis), Desain (Design), Pengkodean (Coding), Pengujian (Testing), dan Pemeliharaan (Maintenence). Subjek penelitian ini adalah siswa dan guru SMPN 3 Woha, dengan uji coba skala kecil sebanyak 6 orang siswa dan guru yang diambil secara acak dan uji coba skala besar sebanyak 20 orang yang terdiri dari 15 siswa dan 5 guru. Instrumen yang digunakan adalah wawancara, dokumentasi, dan angket. Wawancara menggunakan wawancara tidak terstruktur untuk membantu peneliti dalam mengalisis masalah disekolah. Angket digunakan untuk melakukan validasi produk oleh validator media dan materi, serta digunakan untuk meminta respon pengguna pada uji coba skala kecil dan skala besar. Hasil validasi dari semua validator sangat baik yaitu, (1) validasi media skor rata-rata 88,66% (sangat layak), validator materi skor perolehan 92% (sangat efektif), (2) hasil angket respon pengguna pada uji coba skala besar dan uji coba skala kecil mendapatkan tanggapan yang baik terhadap penggunaan aplikasi sistem informasi data siswa dan guru, dalam hal ini aplikasi sistem informasi data siswa dan guru mendapatkan respon pengguna dengan persentase 92% dan 97,6% (sangat efisien). Dari hasil persentase diatas maka dapat disimpulkan bahwa aplikasi sistem informasi data siswa dan guru pada SMPN 3 Woha layak untuk digunakan.
PENGEMBANGAN MODEL SOFT SKILLS MELALUI KEGIATAN EKSTRAKURIKULER DI SMK NEGERI 3 KOTA BIMA Fitrianingsih, Nur
Media Pendidikan Matematika Vol. 3 No. 2 (2015)
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/mpm.v3i2.1832

Abstract

Tujuan penelitian ini adalah (1) menghasilkan cara pengembangan soft skills di SMK Negeri 3 Kota Bima, (2)  menghasilkan model soft skills yang dapat digunakan melalui kegiatan ekstrakurikuler di SMK Negeri 3 Kota Bima, (3) menghasilkan model soft skills yang efektif menanamkan soft skills bagi siswa. Dalam merancang model soft skills ini, peneliti menggunakan model pengembangan Borg and Gall,Produk pengembangan yang dihasilkan adalah Model Soft skills EDYS (Education Development for Young Soft skills) beserta buku panduan model, modul-modul soft skills, dan perangkat evaluasi. Penelitian pengembangan ini dilaksanakan di SMK Negeri 3 Kota Bima. Siswa kelas X (Sepuluh) dijadikan subjek uji coba dalam penelitian ini yakni 4 orang siswa pada ujicoba one to one, 10 orang siswa pada ujicoba kelompok kecil serta 20 orang siswa pada ujicoba lapangan, 1 orang guru dan 2 orang pengamat. Instrumen yang digunakan dalam mengumpulkan data adalah observasi,  dan angket atau kuesioner. Hasil penelitian yang diperoleh adalah model soft skills EDYS (Education Development for Young Soft skills) ini telah memenuhi syarat kevalidan, praktis dan efektif. (1) valid berdasarkan penilaian validator,(2) praktis, karena seluruh aspek sintaks dan pembelajaran terpenuhi, (3) efektif karena mendapat respon positif dari siswa dan meningkatkan soft skills siswa. Saran dari penelitian ini adalah (1) peneliti selanjutnya dapat melanjutkan hingga tahap diseminasi; (2) masih perlu di sempurnakan agar lebih efektif, (3) di manfaatkan dengan baik agar dapat membantu meningkatkan soft skills siswa di sekolah.