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Development of Tutorial Learning Videos on Physical Education Subjects, Football Material in Class VIII SMP Putra, Donal Andika; Zuliarni, Zuliarni; Yeni, Fetri; Rahmi, Ulfia
JUPE : Jurnal Pendidikan Mandala Vol 8, No 4 (2023): JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v8i4.6134

Abstract

The development of this learning video media was carried out as an effort to solve student learning problems. This learning media can be used as an alternative to reduce problems in learning. This research aims to produce products for class VIII physical education subjects and determine the quality, validity and practicality of the products developed so that they are suitable for use. This type of research is development research, known as Research and Development (R&D), using the ADDIE development model. The development procedure in this research consists of 4 stages, namely: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The product validity test was carried out by 3 validators, namely 1 material expert validator and 2 media expert validators. The practicality test was carried out on 15 class VIII students at SMP Angkasa Lanud Sutan Sjahrir Padang. The development of learning video media using the Kinemaster application for Physical Education subjects for class VIII SMP has been carried out in accordance with development procedures which produce learning media in video form. This product has gone through the validation stage. Based on the results of the material validation assessment from the physical education teacher at Angkasa Lanud Padang Middle School and media validation, namely the Curriculum and Education Technology lecturer, the validation results from media expert I have been categorized as "very valid" with an average of 4.94 and the results from media expert II were categorized as "very valid" with an average of 4.64. Meanwhile, the final validation results from material experts were categorized as "very suitable" with an average of 4.75. The practicality test results for learning media products averaged 4.64 in the "Very Practical" category. Based on these results, it can be concluded that the learning video media using the Kinemaster application in Physical Education subjects is declared to be very valid and very practical.
Persepsi Peserta Didik Terhadap Pemanfaatan Aplikasi Instagram Sebagai Sumber Belajar pada Mata Pelajaran Fisika Kelas XI di SMA Negeri 1 Painan Agma, Asty Raisha; Hidayati, Abna; Zuliarni, Zuliarni; Amilia, Winanda
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (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.v5i3.1492

Abstract

Social media can be used as a modern learning resource, one of which is the Instagram application. Because users can access learning content from experts or users with certain areas of knowledge and skills. Instagram is a source of learning because the content presented entertains and educates students. This study aims to describe the availability of Instagram content, the relevance of Instagram content, and the improvement of individual learning in students. This type of research is quantitative descriptive research, the sample of this research is 40 students in grade XI. Data collection using a closed questionnaire with 30 questions. The results of the study concluded that the perception of grade XI students of SMA Negeri 1 Painan towards the use of the Instagram application as a learning resource in Physics subjects was reviewed from the availability of Instagram content of 78%, which was in the strong category, while in terms of the relevance of Instagram Content 78.55% was also in the strong category, and in terms of increasing individual learning, 77.3% was also categorized as strong. Based on the above findings, it can be concluded that Instagram has become a significant learning resource in Physics Learning. Varied and creative Instagram content can help students learn and can motivate students
Pengaruh Penerapan Model Pembelajaran Problem Based Learning (PBL) Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di Kelas X Fase E SMAN 1 Hiliran Gumanti Januamita, Meri; Zuliarni, Zuliarni; Anugrah, Septriyan; Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1532

Abstract

This research aims to determine the effect of the implementation of the Problem Based Learning (PBL) model on student learning outcomes in the Informatics subject for grade X Phase E at SMAN 1 Hiliran Gumanti. This type of research is a quasi-experimental study. The sample in this study consisted of 60 students from grade X Phase E. The data collection technique used was a test method. The test instrument was used to collect data on student learning outcomes after applying the Problem Based Learning (PBL) model. Data were analyzed using a t-test statistic with a significance level of 0.05. The results showed that the average score of the experimental class was 83.5, and the average score of the control class was 75.6. The t-test calculation resulted in t_calculated = 3.024, which is greater than the t_table value at the 0.05 significance level, which is 1.671. It can be concluded that the implementation of the Problem Based Learning (PBL) model has a significant effect on student learning outcomes in the Informatics subject for grade X Phase E at SMAN 1 Hiliran Gumanti
Pengaruh Model Pembelajaran Flipped Classroom Terhadap Hasil Belajar IPAS pada Kelas V di SDN 18 Balimbing Salsabilah, Bahren; Zuliarni, Zuliarni; Eldani, Eldani; Hidayati, Abna
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1578

Abstract

Based on observations of the learning process carried out at SDN 18 Balimbing, the learning process in science subjects is still teacher centred. In this case the teacher still explains the learning material from beginning to end, where students are not involved in the process of discussing the material. When the teacher is explaining the material, there is no student involvement in discussing the material, not all students pay attention and lack concentration in listening to the teacher's explanation and there are also students who carry out other activities that are not related to the current learning. This type of research is quantitative research using a Quasy Experiment approach. The population in this study was class V students at SDN 18 Balimbing. The samples for this research were class V.A as the experimental class and V.B as the control class, each consisting of 16 students. The data collection technique uses a test in the form of 40 objective questions, then the resulting data obtained is analyzed using the t-test. The results of this research show that the average score for the experimental class is 80.62, while the average score for the control class is 67.81. Based on the t-test calculation, the tcount ˃ ttable value is 3.364 ˃ 2.042, meaning there is a significant difference in learning outcome values ​​at the significance level ɑ 0.05. Thus, it can be concluded that the use of the Flipped Classroom learning model influences learning outcomes in class V science and science subjects at SDN 18 Balimbing
Pengaruh Penggunaan Animasi pada Mata Pelajaran IPAS Terhadap Hasil Belajar Siswa Kelas V SD Negeri 08 Kampung Batu Dalam Kabupaten Solok Handayani, Elsa; Zuliarni, Zuliarni; Hidayati, Abna; Eldarni, Eldarni; Rahmi, Ulfia
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1753

Abstract

The main problem is the low learning outcomes of students, which is caused by the lack of variety in teaching methods and the lack of use of digital media. This study aims to determine the influence of the use of animation as a learning medium for science and technology on the learning outcomes of grade V students at SD Negeri 08 Kampung Batu Dalam. The study used a quasi-experimental method with a posttest only control group design, involving students in grades V.a and V.b, each totaling 21 people. The data collection technique uses tests. Analysis of test result data using t-test. The results of the analysis showed that students who learned using animation obtained a higher average score (70.71) compared to students who used traditional methods (55.48). This proves that animation is effective in improving students' understanding and learning outcomes on human circulatory system materials that are abstract and require visualization
Pengembangan Multimedia Interaktif Berbasis Adobe Flash Pada Mata Pelajaran Bimbingan TIK Kelas VIII SMP sesmiati; Zuliarni
Journal of Pedagogy and Online Learning Vol. 1 No. 3 (2022): JPOL Volume 1 Nomor 3 Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v1i3.29

Abstract

The development of interactive multimedia is carried out as an effort to solve student learning problems, where the limited number of hours of lessons at school, practical material, the risk of students being left behind is greater, causing disturbances in the classroom such as students often making noise and sometimes disturbing their friends. This is also caused by the limited existing learning media, the lack of teacher variation utilizing educational media, both conventional and technology-based media. This study uses the Research and Development (RnD) research method, using the Borg and Gall development model. The development procedure in this study is procedural and simplified according to the needs of the researcher, namely (1) data collection, (2) product design, (3) product development, (4) validation and revision, (5) product trial, (6) product end. Product validity was carried out by 3 people, namely 2 media validators and 1 material validator, while the number of research subjects was 24 students of SMP Negeri 1 Ampek Angkek. The data collection instrument is in the form of a questionnaire, assessment formats and test questions. Data were analyzed descriptively qualitatively and quantitatively. Based on the results of the feasibility assessment of the media validator and material validator, it can be concluded that the results of the assessment by two media experts are categorized as "Very Valid" for use with the number of assessments from validator I getting an average of 4.96 and validator II an average of 5.00. While the results of the material expert's assessment were categorized as "Very Valid" with an average of 4.44. The results of the interactive multimedia practicality test are in the "Practical" category with an average rating of 4.37. The results of the effectiveness test show that t_count > from t_table so that it shows a significantly higher difference between pretest and posttest. Based on the results of the validity test, practicality test and effectiveness test, it can be stated that this interactive multimedia based on Adobe Flash CS6 is suitable for use in learning.
Pengembangan Media Video Pembelajaran Pada Mata Kuliah Fotografi Rifky Aditya; Zuliarni Zuliarni
Journal of Pedagogy and Online Learning Vol. 1 No. 3 (2022): JPOL Volume 1 Nomor 3 Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v1i3.33

Abstract

This study aims to produce video media products using Wondershare Filmora as a learning medium that is in accordance with the eligibility criteria for media and materials in photography courses. The research conducted is Research and Development (R&D) research. The product validity test was carried out by three validators, namely two media validators and one material validator. The product trial was carried out for students of the 2020 FIP UNP ID card affairs who were the subject of trials with a total of 20 people to find the feasibility of learning video media. Data collection instruments and tools used are documentation, material and media expert validation formats, assessment sheets and questionnaires. Based on the results of the feasibility assessment from material experts and media experts, namely, the results of material validation obtained a "Very good" value so that the material was declared valid for use, the media validation results obtained a "Very Good" value, so the media was categorized as valid for testing. Furthermore, the results of the analysis based on trials for the practicality of learning video media products are in the "Very Practical" category. Based on the results of the validity test, and the trial, it can be concluded that learning video media can be developed and effectively used in the Photography learning process.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN ARTICULATE STORYLINE MATA PELAJARAN IPA KELAS VIII SMP Anggel Kristi; Zuliarni Zuliarni
Journal of Pedagogy and Online Learning Vol. 2 No. 1 (2023): JPOL Volume 2 Nomor 1 Maret 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i1.36

Abstract

The development of interactive learning media using Articulate Storylinejis carried out asjan effortjtojhelp teachers in thejlearning process become better, because when learning uses the lecture method, thejusejof power point learningjmediajis only dominated by writing andjthe usejof learning media. teachingjmaterialsjin thejformjof worksheets and textbooks. With interactive learning media using an articulate storyline, it can help teachers in the learning process, so that learning is more interesting for students to follow. Thisjstudyjaims tojproduce ajvalid and practical Articulate Storyline learning media on optical instruments. This type of research is development research or what is known as Research and Developmentj (R&D). jThisjstudy uses the development modeljproposedjby Brag and Gall which is simplified into 5 steps, namely planning, initial product development, product validation, limited trial, and final product. The product developed was assessed by 2 material validators, namely a science subject teacher at SMP N 25 Padang and 2 media validators, namely a lecturer in the curriculum and educational technology department. The assessment ofjthe practicality test was carriedjoutjby 15 grade VIII students of SMP N 25 Padang. Thejproductjvalidity testjresultsjforjthe materialjaspectjare categorized as "very valid" by obtaining an average of 4.2 from the material validator I and obtaining an average of 4.7 from the material validator II. Thejresultsjofjthe validity assessment for thejmedia aspect are categorizedjas "very valid" by obtaining anjaverage of 4.4 from the media validator I and obtaining an average of 4.54 from the media validator II. Thejresultsjofjthe practicality test conducted by 15 grade VIII students at SMPjN 25 Padang werejcategorizedjas "very practical" withjanjaveragejscore of 4.6. learning and asjajlearning resourcejforjstudents.