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Pengembangan Media Pembelajaran Interaktif Pada Mata Pelajaran Dasar-Dasar Teknik Elektronika di SMKN 4 Pariaman Alrian Fauzi; Efrizon Efrizon; Muhammad Adri; Titi Sriwahyuni
Jurnal Pendidikan Tambusai Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini dilatarbelakangi oleh kebutuhan pengembangan media pembelajaran yang efektif dan menarik untuk mata pelajaran Dasar-Dasar Teknik Elektronika di SMK Negeri 4 Pariaman. Tujuan penelitian adalah menghasilkan media pembelajaran interaktif berbasis Canva serta menguji validitas dan praktikalitasnya. Metode yang digunakan adalah Research and Development (R&D) dengan sampel seluruh siswa kelas X Teknik Elektronika Industri sebanyak 20 orang. Data dikumpulkan melalui angket validasi produk kepada empat ahli, yaitu dua ahli media dan dua ahli materi, serta angket praktikalitas yang diberikan kepada siswa pengguna media tersebut. Analisis data dilakukan dengan menghitung persentase kelayakan berdasarkan skor angket dan rata-rata skor respons siswa menggunakan skala Likert. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan valid dengan persentase nilai validasi ahli media sebesar 95% dan ahli materi sebesar 94,37%, serta praktis dengan persentase nilai praktikalitas sebesar 90,18%. Media ini layak digunakan dan dapat membantu meningkatkan pemahaman siswa terhadap materi teknik elektronika dasar. Dengan demikian, media pembelajaran interaktif berbasis Canva ini efektif sebagai alat bantu pembelajaran yang menarik dan mudah digunakan di SMK Negeri 4 Pariaman.
The Impact of Problem-Based Learning Model with Focus Group Discussion Method on Students’ Learning Outcomes in Basic Vocational Subjects Safitri Agustin; Hanesman; Efrizon; Hendra Hidayat
Journal of Hypermedia & Technology-Enhanced Learning Vol. 2 No. 2 (2024): Meta World
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.v2i3.135

Abstract

This study aims to evaluate the effect of the problem-based learning (PBL) model with the focus group discussion (FGD) method on students’ learning outcomes in the basic vocational subjects at SMK Negeri 1 Sumatera Barat. We employed a quasi-experimental research method, utilizing two sample groups: the experimental group (class X E2), which implemented the PBL model with the FGD method, and the control group (class X E1), which received direct instruction. We collected learning outcome data through pretest and posttest assessments and analyzed the mean differences between the two groups using a t-test. The study’s results revealed a significant improvement in students’ learning outcomes in the experimental group, with a mean posttest score of 87.48, compared to the control group, which scored 78.48. The hypothesis test showed a significant difference between the two groups, with a calculated t-value (4.086) exceeding the critical t-value (1.66). This indicates that the implementation of the PBL model with the FGD method has a positive influence on students’ learning outcomes. These findings underscore the potential of the PBL model as an effective instructional strategy for enhancing students’ learning outcomes and provide a foundation for further developments in education.
The Influence of Interactive Learning Media with a Digital Story Telling Approach on Student Learning Outcomes in Informatics Subject at SMPN 5 Padang Panjang Anisa Hafizah; Efrizon Efrizon; Ika Parma Dewi; Rizkayeni Marta
Jurnal Pengabdian Nusantara Vol. 3 No. 4 (2025)
Publisher : Konsorsium Nasional Pengelola Jurnal Pengabdian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/jpn.v3i4.117

Abstract

The rapid advancement of technology in the globalization era has transformed education, emphasizing the integration of innovative tools to enhance learning quality. This study investigates the influence of interactive learning media using a digital storytelling approach on student learning outcomes in Informatics at SMPN 5 Padang Panjang. It combines narratives with multimedia elements like images, audio, video, and animations to make learning more engaging and meaningful. Employing a quantitative quasi-experimental design, this research involved 62 grade VIII students: 31 in the experimental group (using interactive digital storytelling media) and 31 in the control group (conventional methods). Data were collected via pre- and post-tests, analyzed using Shapiro-Wilk for normality (Sig. > 0.05, confirming normal distribution), Levene's test for homogeneity (Sig. = 0.103 > 0.05, indicating equal variances), and independent sample t-test for hypothesis testing. Results revealed a significant difference in post-test scores: the experimental group's mean was 87.94 (SD = 7.711), compared to the control group's 82.29 (SD = 10.706). The t-test yielded t_count = 2.38 > t_table = 1.671 (df = 60, α = 0.05, Sig. = 0.020), rejecting the null hypothesis and confirming a positive, significant effect. Students in the experimental group showed high enthusiasm and active participation, particularly in understanding Computer Systems material.
The Influence of Educational Games in Problem-Based Learning on Student Learning Outcomes in Informatics Subjects at SMP Negeri 1 Angkola Barat Alfi Salimah Siregar; Efrizon Efrizon; Ika Parma Dewi; Ilmiyati Rahmy Jasril
Jurnal Pengabdian Nusantara Vol. 3 No. 4 (2025)
Publisher : Konsorsium Nasional Pengelola Jurnal Pengabdian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/jpn.v3i4.118

Abstract

This research aims to determine the effect of using Wordwall-based educational games in Problem-Based Learning (PBL) on the learning outcomes of Informatics subject at SMP Negeri 1 Angkola Barat. The research method used is a quasi-experimental design with a non-equivalent control group design approach. The research sample consists of two classes: the experimental class using Wordwall educational games in PBL-based learning and the control class using conventional methods. Data collection was carried out through pretest and posttest to measure students' learning outcomes. The analysis results show that the data are normally distributed and homogeneous, so an independent t-test was conducted. The calculated t-value of 3.04 is greater than the t-table value of 2.002 with a significance of 0.004 (<0.05), indicating a significant difference between the two groups. The posttest mean score for the experimental class was 87.83, while for the control class it was 80.63, demonstrating a significant improvement in students' learning outcomes through the use of educational games. The results of this research affirm that integrating interactive learning media such as Wordwall in PBL can enhance students' motivation, engagement, and understanding of Informatics material, serving as an effective alternative in 21st-century learning.