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Journal : Indo-MathEdu Intellectuals Journal

Pengaruh Model Pembelajaran Kooperatif Tipe Jigsaw Terhadap Hasil Belajar Siswa pada Mata Pelajaran PPKn Kelas VII di SMP Negeri 1 Pariaman Fadhilaturrahmy, Fadhilaturrahmy; Bentri, Alwen; Rayendra , Rayendra; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (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.v5i6.2186

Abstract

The problem found in the learning process taking place in the field is that students are found who cannot cooperate by upholding group norms in achieving their learning goals. This affects the understanding and learning outcomes of students. This study aims to determine the influence of the application of the Jigsaw-type cooperative learning model on student learning outcomes in PPKn grade VII subjects of SMP Negeri 1 Pariaman. This type of research is quasy-experimental research consisting of 2 classes, namely the experimental class and the control class. The sample technique used in this study is purposivesampling. This research was conducted on the material of Indonesian Unity and Regional Characteristics in the subject of PPKn class VII. The instrument used is a test of students' understanding of the subject matter. The analysis test uses the t-test. The results of the study showed that the data analyzed using the t-test had a significant level of 0.05. namely the results of the thitun > ttable, which are 1.823 > 0.670. Based on the results of the study, it can be concluded that H1 in this study is accepted. Thus, the application of the Jigsaw-type cooperative learning model has an effect on student learning outcomes in PPKn class VII SMP Negeri 1 Pariaman.
Evaluasi Program Projek Penguatan Profil Pancasila (P5) dalam Kurikulum Merdeka Belajar sebagai Upaya Peningkatan Karakter Siswa Sekolah Dasar di Kecamatan Pariangan Brilyan, Shabra; Rayendra, Rayendra; Syafril, Syafril; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (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.v6i3.3063

Abstract

This research aims to evaluate the implementation of the Projek Penguatan Profil Pelajar Pancasila (P5) in Kurikulum Merdeka at elementary schools in the Pariangan District. The approach used is a mixed method with a sequential exploratory design, as well as a CIPP (Context, Input, Process, Product) evaluation model. Qualitative data was collected through interviews, observations, and documentation, while quantitative data was obtained through student questionnaires. The instruments used include interview guidelines, observation sheets, and questionnaires. The results of the context evaluation show that schools understand the importance of character education, but still face obstacles in teacher collaboration and resource readiness. The evaluation of the input revealed the limitations of learning resources, infrastructure, teacher competence, and variations in the quality of the teaching modules. The process evaluation shows that project-based learning is beginning to be implemented, but it is not optimal due to a lack of understanding of the P5 concept. Product evaluation shows that assessment and reporting of learning outcomes have not been maximized due to the limitations of teaching tools and teacher assistance. The implementation of P5 shows a positive direction, but there is still a need for improved coordination, continuous training, strengthening resources, and collaboration with parents and the community to shape the character of students
Pengaruh Penerapan Model Pembelajaran Contextual Teaching and Learning (CTL) untuk Meningkatkan Lingkungan Belajar yang Kolaboratif dalam Mata Pelajaran IPAS Siswa Kelas III SDN 01 Lubuk Alung Basra, Melani; Hidayati, Abna; Rayendra, Rayendra; Pratiwi, Rahmi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.3882

Abstract

This research aims to determine the effect of applying the Contextual Teaching and Learning (CTL) model in enhancing a collaborative learning environment and student learning outcomes in the IPAS subject for grade III at SDN 01 Lubuk Alung. The identified issue is the lack of collaboration among students during the learning process, which affects the low learning outcomes. The learning model previously used was less supportive of active student interaction in understanding the material. This type of research is quantitative research with a Quasi-Experimental approach. The population of this study is the third-grade students of SDN 01 Lubuk Alung. The research sample consists of two classes, namely the experimental class and the control class, each consisting of 25 students. The data collection technique used achievement tests that were analyzed using a t-test. The research results show that the calculated t-value = 5.34 and the tabel t-value = 2.01 at a significance level of α = 0.05, which means the calculated t-value is greater than the tabel t-value (calculated t > tabel t). Thus, it can be concluded that the hypothesis is accepted and there is a significant effect of the application of the Contextual Teaching and Learning model to improve the collaborative learning environment in the IPAS subject of grade III SD 01 Lubuk Alung. The application of the Contextual Teaching and Learning model to enhance the collaborative learning environment has proven to be effective.  
Pengembangan Multimedia Pembelajaran pada Pembelajaran Informatika Kelas VIII di SMP Negeri 1 Kinali Gusfianora, Fara; Eldarni, Eldarni; Syafril, Syafril; Rayendra, Rayendra
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.v5i4.1592

Abstract

This research aims to produce multimedia learning in informatics subjects using a 4D (four-D) development model which includes four stages, namely define, design, development, and dissemination. In the Development Step, a media validity test was carried out with two media expert validators and one material expert validator, then a practicality test was carried out on 30 junior high school grade VIII students to test the practicality of the multimedia learning developed. The results of the media validity assessment with validator I got a percentage of 94.67 with the category "very valid" and the results with validator II got a percentage of 97.33 with the category "very valid". The validity of the material obtained by the material validator obtained a percentage of 96.36 with the category of "very valid". Multimedia learning is said to be practical based on a practicality test with a percentage of 95.43 with the category "very practical". The steps taken in analyzing the respondents and then finding the percentage of the average results can be determined by the assessment criteria for the practicality test. Based on the results of the validity and practicality test, it can be concluded that the learning multimedia product in the informatics subject is very feasible to be used in the learning process.
Pengaruh Bahasa Pemrograman Scratch pada Mata Pelajaran Informatika untuk Meningkatkan Self Efficacy Siswa Kelas VIII di SMP 8 Padang Azaharani, Meissy Anggun; Hidayati, Abna; Rayendra, Rayendra; 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.v5i4.1742

Abstract

The importance of learning Informatics is not only limited to mastering techniques and practical skills in technology development, but also in forming students' self-efficacy or self-confidence in overcoming challenges and solving problems in the digital world. This study aims to analyze the influence of Scratch programming language on informatics subjects to improve the self-efficacy of grade VIII students at SMP 8 Padang. This type of research is quantitative research with an experimental method. The design used in this research is a Quasi Experimental Design in the form of a Nonequivalent Control Group Design. The data collection technique used is a Likert scale questionnaire. The experimental group used the scratch programming language with a total of 32 students, and the control group used the blookly programming language with a total of 32 students. For hypothesis testing, this study uses t-test statistics with a significant level of 5% (= 0.05) and N-Gain test. The results of the study showed that the use of scratch programming language influenced the self-efficacy of grade VIII students of SMP 8 Padang with a significance value of 0.001. This means a significant t-value (p = 0.001 < 0.005). In the N-Gain analysis, the experimental class experienced an increase in self-efficacy score of 0.54 (medium category), while the control class only 0.07 (low category)
Pengembangan Media Video Pembelajaran Mata Pelajaran Pendidikan Jasmani, Olahraga dan Kesehatan Kelas X SMA Azmi, Rahmatul; Syafril, Syafril; Rayendra, Rayendra; Masnur, Al-Kadri
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.v5i5.2006

Abstract

Analysis of the learning process shows several obstacles, including the use of suboptimal learning media, students' difficulties in mastering the material, and time limitations. Therefore, this study aims to develop video media as an effort to overcome these obstacles. This type of research is development research known as Research and Development (R&D) with a 4-D development model. This study uses quantitative data analysis techniques. The data used is the data from validation by one material expert and two media experts. The practicality test was carried out to 30 students of SMAN 1 Suliki District as many as 30 students in class X to test the practicality of the learning video products developed. The results of the material validation test showed an average of 4.86 categorized as "very valid", the results of the validation of two media experts in a row obtained an average score of 4.93 and 4.79 categorized as "Very Valid". Furthermore, the results of the product practicality test carried out are in the "practical" category for use with an average score of 4.36. Based on the results of the validity test and practicality test, it can be concluded that the learning video product developed is valid and practical and can be used in the learning process
Pengembangan Asesmen Pembelajaran Berbasis Game pada Mata Pelajaran IPA Kelas VII SMP Putri, Lini Oxtoria; Zen, Zelhendri; Rayendra, Rayendra; Amsal, Mutiara Felicita
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (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.v5i6.2104

Abstract

This study aims to develop a game-based learning assessment in science subjects in grade VII junior high school that is valid and practical. This type of research is Research and Development (R&D). The model used in this development research is a 4D model. The 4D model contains 4 (four) stages of development, including define, design, develop, and disseminate. The research data was obtained through questionnaires and validation sheets, then analyzed in a quantitative descriptive manner. The development process of this game-based learning assessment product has involved a validation stage by material and media experts. A science teacher in grade VII of SMP Negeri 5 Linggo Sari Baganti acted as a material expert, while two lecturers from the Department of Curriculum and Educational Technology of Padang State University acted as media experts. The validation results show that this product is considered very valid, both in terms of material content and design. Furthermore, the trial on 18 grade VII students also produced very positive data, with an average score of 4.71 for the practicality category. Based on these results, it can be concluded that this game-based learning assessment product has gone through a good development stage and is ready to be implemented in the learning process
Co-Authors Abdul Habib Arrasyidi Desky Abdullah, MT, Dr. Rijal Abna Hidayati Adrias Adrias Agus Waldi Ahmad Zikri Aldonia, Jihan Alkadri Masnur Ananda Irvan Anugrah, Septriyan Armeilia, Siska Austin, Diah Anggraini Azaharani, Meissy Anggun Azmi, Rahmatul Basra, Melani Betty Deviana Brilyan, Shabra Chaeroni, Ahmad Damayanti, Arfina Darmansyah Darmansyah DARMANSYAH . Desyandri Desyandri Dewi Kartina Diah Anggraini Austin Dita Anggun Meirani Eka Iswandy Eldarni Elga Elfira Ellsy Rahmadani Putri Elsa Efrina Emilham Mirshad Emilham Mirshad Ermawalis Facma, Mila Ladia Fadhilaturrahmy, Fadhilaturrahmy Fadli S Fetri Yeni Fetri Yeni Fetri Yeni J Fetri Yeni J Furkan, Izzan Muhammad Gusfianora, Fara Hadid Nur Rahim, Al Handika, Refiona Hanifa Zahara Harahap, Nur Indriati Hardika, Jodi hendri, nofri Heri Wicaksono Hikmah, Sri Hikmah Putri Ilham Ilham Indra Saputra Jasrial Jasrial Jasrial Jasrial Jodi Hardika Jodi Hardika Leni Zahara Lilis Suryani Liswar, Feby Maharini Rizky Pratiwi Manurung, Eben Marina Amini Masnur, Al-Kadri Meldi Ade Kurnia yusri Mudjiran Mudjiran Muhammadi Muhammadi Muhammadi, Muhammadi Mutiara Felicita Amsal Mutiara Felicita Amsal Nadya Faranda Nizwardi Jalinus Nofri Hendri Novita Sari Novrianti Nugroho Susanto Nurhasnah Sikumbang Nuridin Widya Pranoto Prasetia, Anggi Putri, Lini Oxtoria Putri, Maidiya Qodri, Laura Lailatul Rahmayanti, Elsa Rahmi Pratiwi, Rahmi Rahmi, Ulfia Ramalis Hakim Ramalis Hakim Ramalis Ramalis Reni Kurnia Ridhani Ridho ApriliaNugraha Ridwan Ridwan Ridwan, Ridwan Risda Amini Riska Yulia Sari Rudi Harianto, Rudi Salsabila Yunitari Salsabila, Viona Santi, Arfa Novia Sari, Ratu Amalia Subhan, Muhammad Adam Suci Yunita Sari Suryani, Epi Syafri Ahmad, Syafri Syafril Syafril Syafril Syafrudin Ulfia Rahmi Ulfia Rahmi Vanesa, Adilla Zikra Widya Hafizah Winda Boyusta Wisda, Juni Faivantisa Yeni Erita Yeni, Fetri Zen, Zelhendri Zuliarni Zuliarni Zuwirna Zuwirna Zuwirna Zuwirna Zuwirna, Zuwirna