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KOMPETENSI KEPALA SEKOLAH DALAM MEMBANGUN SEKOLAH EFEKTIF Rayendra Rayendra; Mutiara Felicita Amsal
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 6, No 2 (2018): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (122.098 KB) | DOI: 10.24036/et.v2i2.101341

Abstract

Effective schools are schools that demonstrate high standards on academic and non-academic achievement and have a culture that is oriented towards the goals to be achieved and this is marked by the formulation of a vision that is established and promoted jointly between school residents consisting of principals, teachers, staff, other employees, school committees, students, and other stakeholders. The quality of school leaders is one of the basic factors that influence the quality of the teaching and learning process significantly at every level of the education system. Competencies that must be possessed by effective principals are 1) interpersonal and communication skills, 2) It is important that principals master the transformation of technology-based education; 3) Competency in the field of management manages the development of schools as an institution that manages human resources.Keyword: Principal, Effective Schools
PENGARUH APLIKASI MODEL PEMBELAJARAN SOMATIC, AUDITORY, VISUAL, INTELLECTUAL (SAVI) TERHADAP HASIL BELAJAR MAHASISWA PADA MATA KULIAH KURIKULUM DAN PEMBELAJARAN DI UNIVERSITAS NEGERI PADANG Rayendra Rayendra; Nofri Hendri; Septriyan Anugrah
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 9, No 2 (2021): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (131.154 KB) | DOI: 10.24036/et.v9i2.115765

Abstract

This research is motivated by the low learning outcomes of students and lecturers have not invited students to be fully involved in the learning process. The lack of student understanding is caused because in general the learning process in the classroom is less interesting and tends to beteacher centered. This study aims to determine the effect of the application of the Somatic, Auditor, Visual, Intellectual (SAVI) Learning Model on Student Learning Outcomes in Curriculum and Learning Courses at UNP. This research uses a quantitative approach with adesign quasi-experimental. The study population was all students who took a course curriculum and learning in semester from January to June 2021 at a number of students 50 people, by taking sexy as a homogeneous sample class that is sexy 202110030019. Technique of sampling is purposive sampling, with the number of students at each each class is 25 people, where the average value of both classes is the same and is guided by the same lecturer. From the results of the study, the average value of the experimental class was higher than the control class, namely the experimental average of 81.28 while the average value of the group using conventional strategies was 73.2. Based on the t-test calculation, it is obtained that tcount > ttable is 4.019 > 1.677, withlevel of a 0.05 on df 48. Thus, it can be concluded that the application of the SAVI model has a significant effect on student learning outcomes in the Curriculum and Learning courses at UNP.Keywords: SAVI, Learning, Learning Outcomes
EFEKTIVITAS METODE PEMBELAJARAN ROLE PLAYING UNTUK MENINGKATKAN KESANTUNAN BERBAHASA SISWA Rayendra Rayendra
Pedagogi: Jurnal Ilmu Pendidikan Vol 16 No 1 (2016): Pedagogi: Jurnal Ilmu Pendidikan
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pedagogi.v16i1.204

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya pemahaman kesantunan berbahasa siswa dan pelaksanaan pembelajaran yang masih menggunakan metode pembelajaran konvensional pada mata pelajaran Budaya Alam Minangkabau. Penelitian ini menggunakan metode penelitian kuasi eksperimen dengan pendekatan kuantitatif dan dengan desain nonequivalent-group pretest-posttest design yang bertujuan untuk mengetahui efektivitas dari metode role playing. Sampel pada penelitian ini adalah siswa Sekolah Menengah Pertama Negeri 11 Padang kelas VIII sebanyak 64 orang yang terbagi dalam dua kelompok. Hasil analisis data menghasilkan temuan bahwa metode pembelajaran role playing efektif meningkatkan kesantunan berbahasa. Hal ini terlihathasil penelitian diperoleh dari nilai rata-rata kelas eksperimen 73,406 dan kelas kontrol 62,781. Berdasarkan perhitungan uji Independent Samples Test (t-test) diperoleh t-hitung 5,728 pada taraf kepercayaan α 0,05 sedangkan t-tabel 2,000, sehingga t-hitung > t-tabel. Dengan demikian dapat disimpulkan penerapan metode pembelajaran role playing dapat meningkatkan kesantunan berbahasa siswa pada mata pelajaran Budaya Alam Minangkabau di Sekolah Menengah Pertama Negeri 11 Padang.
Improving Pancasila and Citizenship Education Based on Android Digital Pocket Book for Grade VIII Students Ridho ApriliaNugraha; Zuwirna Zuwirna; Zelhendri Zen; Rayendra Rayendra
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 1 (2025): MARCH 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i1.5320

Abstract

The integration of digital media in education is crucial for enhancing student engagement and learning outcomes. At SMP Negeri 14 Kerinci, outdated printed teaching materials that do not align with the current syllabus contribute to low student performance. To address this issue, this study develops and evaluates an Android-based digital pocket book for Pancasila Citizenship Education. The research follows the Research and Development (RD) approach using the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation. Validation was conducted by three experts specializing in media, materials, and language, assessing the application based on relevance, interactivity, language quality, and content. Practicality testing involved teachers and students, and effectiveness was determined through pretest-posttest comparisons. Validation results indicated high feasibility, with scores of 82 for media, 82 for materials, and 85 for language, all classified as “Very Good.” Practicality testing yielded scores of 98 from teachers and 96 from students, categorizing the application as “Very Practical.” Effectiveness analysis demonstrated significant improvements in student learning outcomes, as evidenced by pretest and posttest score differences and the achievement of classical completeness. The findings confirm that the digital pocket book is a viable and effective learning tool, enhancing students' understanding and engagement through multimedia features such as audio, video, images, and animations. This study provides an innovative digital learning solution with the potential to serve as a model for other educational subjects, contributing to the advancement of digital-based pedagogy.
Utilizing Instagram to improve students’ recount text writing in English class Eben Manurung; Rayendra Rayendra; Zelhendri Zen; Fetri Yeni
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol. 11 No. 4 (2025): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020256718

Abstract

This study aims to analyze the use of social media, particularly Instagram, in improving students’ ability to write recount texts. A quantitative experimental design was employed with 70 eleventh-grade students divided into an experimental group (Instagram-assisted instruction) and a control group (traditional instruction). Data were collected through pre- and post-tests, questionnaires, classroom observations, and document analysis to measure writing improvements in structure, vocabulary, grammar, and coherence. The findings indicate an improvement in writing skills in both groups, with a more significant increase observed in the experimental group. The average pre-test and post-test scores in the experimental class rose from 4.25 to 5.54, while the control class increased from 3.87 to 4.93. A paired sample t-test confirmed statistical significance with a Sig. value of 0.000 in both groups, underscoring the effectiveness of using social media in learning. Questionnaire results revealed that students experienced increased motivation, creativity, and confidence, while minor technical challenges were reported. Instagram proved to be an effective, interactive, and contextual learning medium.
Development of Learning Video Media Using the Powtoon Application to Improve Literacy Skills Dita Anggun Meirani; Rayendra Rayendra; Zelhendri Zen; Fetri Yeni
Jurnal Penelitian Pendidikan IPA Vol 11 No 11 (2025): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i11.12172

Abstract

An animated video learning medium utilizing the Powtoon platform was developed to strengthen literacy proficiency in Indonesian language education at the vocational high school level. Employing a Research and Development (R&D) framework with the ADDIE model, the study systematically proceeded through stages of analysis, design, development, implementation, and evaluation. A total of 70 tenth-grade students from SMK Negeri 2 Batam participated as purposively selected subjects. Expert validation and user assessments confirmed that the media met high-quality standards in content accuracy, visual appeal, and linguistic clarity. Students and teachers reported the platform to be intuitive and well-suited to the learning preferences of vocational learners. Quantitative analysis revealed a substantial increase in student achievement, with an N-Gain score of 0.53, placing it within the moderate-to-high improvement range. These results affirm that Powtoon-based animated learning not only enhances engagement but also significantly boosts literacy outcomes. The media presents a powerful pedagogical tool for modern classrooms, particularly in overcoming passive and text-heavy instructional barriers. Future research should explore its application to other language domains and broader educational contexts to assess its generalizability and long-term impact
Transforming Vocational Learning with Interactive Multimedia: Creative Solutions for the Digital Era Elga Elfira; Ramalis Ramalis; Jasrial Jasrial; Rayendra Rayendra
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.12354

Abstract

The use of interactive multimedia in learning is expected to stimulate students' interest and encourage greater involvement in the learning process, given that some students often find the material difficult and abstract. This research aims to develop interactive multimedia in subjects in class X of SMK Negeri 6 Padang, which is focused on Computing Systems material. This research involves the stages of analysis, design, development, and evaluation to produce valid, practical, and effective learning media. The validation results showed that the interactive multimedia developed had a very high level of validity, with scores reaching 100% from media, material, and language experts. The practicality test on teachers and students also showed very positive results, with an average score of 95%, which indicates that this medium is very practical to use in learning. The effectiveness of the media was measured through the pretest and posttest, with results showing an increase in student understanding, with an average N-gain score of 67.58%, which was categorized as "moderate". In conclusion, the interactive multimedia developed can be used as a valid, practical, and effective learning medium to improve students' understanding of subjects at vocational schools. This research makes an important contribution to the development of technology-based learning media at the secondary education level.