Claim Missing Document
Check
Articles

PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW BERBANTUAN WEB TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPS KELAS VIII DI SMPN 2 LUBUK SIKAPING Hanifa Zahara; Abna Hidayati; Rayendra; Mutiara Felicita Amsal
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12731

Abstract

The low learning outcomes of students in social studies are influenced by one-way learning, low student participation, and the ineffectiveness of the learning model. This study aims to determine the effect of the web-assisted jigsaw cooperative learning model on student learning outcomes in social studies for class VIII at SMPN 2 Lubuk Sikaping. This study uses a quantitative approach with a quasi-experimental method with a nonequivalent control group design. The research sample consisted of two classes, namely the experimental class and the control class, each consisting of 25 students. Data collection techniques used tests in the form of pretests and posttests. Data were analyzed using normality tests, homogeneity tests, and t-tests. The results showed that the average value obtained from the learning outcomes of students in the experimental class who applied the web-assisted jigsaw model was 75, while the control class who applied conventional learning obtained a learning outcome value of 66. Based on the t-test, the t-test was obtained 2.069 and t-table 1.677 at a significance level of α = 0.05. Therefore, if the calculated t value is 2.069 > t table 1.677, it can be interpreted that H1 is accepted and H0 is rejected. Therefore, it can be concluded that there is a significant effect of the implementation of the web-assisted jigsaw cooperative model on the social studies learning outcomes of eighth-grade students at SMP Negeri 2 Lubuk Sikaping.
MAPPING RESEARCH TRENDS IN GAME-BASED ICT LEARNING FOR INTERACTIVE EDUCATIONAL APPLICATIONS: A BIBLIOMETRIC STUDY Suryani, Epi; Bentri, Alwen; Hendri, Nofri; Rayendra, Rayendra; Prasetia, Anggi
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 10 No. 2 (2026): Volume 10, Nomor 2, April 2026
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v10i2.54672

Abstract

The rapid growth of digital technology in the education sector requires effective and innovative information and communication technology (ICT) solutions to enhance student engagement and support interactive learning. This study aims to analyse existing research patterns, collaborative structures, central themes, and future research opportunities in the field of game-based ICT learning. A bibliometric assessment was conducted using publications indexed in Scopus published between 2021 and 2025. The data were examined using VOSviewer to examine the co-occurrence of keywords, collaborative networks among authors, and the structural themes of the research. The findings indicate a significant increase in academic literature on game-based ICT learning, underscoring a strong focus on factors such as learning motivation, student engagement, digital literacy, and the development of 21st-century competencies. The study of visual depictions categorises three main research areas: the development of game-centred educational applications, the adoption of interactive digital instructional methods, and the measurement of educational outcomes. The uniqueness of this study lies in the provision of an extensive bibliometric mapping that explains the development of research themes on immersive technology and the integration of artificial intelligence in educational applications. These empirical results make a substantial contribution to the field of educational technology research by providing evidence-based insights for the design of learner-centred adaptive digital learning environments, while also directing future research toward a sustainable implementation framework and measurable impact on students' digital competencies and educational outcomes.
PENGEMBANGAN MULTIMEDIA INTERAKTIF MATERI BANGUN DATAR UNTUK MEMFASILITASI KEMAMPUAN KOMUNIKASI MATEMATIKA SEKOLAH DASAR Sari, Ratu Amalia; Bentri, Alwen; Ahmad, Syafri; Rayendra, Rayendra
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.14420

Abstract

Penelitian ini terinspirasi oleh keterbatasan alat pembelajaran sekolah dasar yang membantu siswa menjelaskan konsep matematika menggunakan simbol, visual, dan grafik, khususnya dalam geometri bidang. Untuk pembelajaran yang lebih bermakna, siswa membutuhkan media yang menyajikan ide-ide abstrak dan merepresentasikan kehidupan sehari-hari. Multimedia interaktif berbasis program Smart Apps Creator dengan konten geometri bidang akan dikembangkan dan diuji untuk meningkatkan kemampuan komunikasi matematika siswa. Paradigma ADDIE digunakan untuk penelitian dan pengembangan, yang mencakup analisis, desain, pengembangan, implementasi, dan evaluasi. Lembar validasi, kuesioner kepraktisan, dan ujian hasil belajar dengan indikator komunikasi matematika merupakan alat studi. Penelitian ini menemukan bahwa (1) multimedia interaktif berbasis Smart Apps Creator sangat valid berdasarkan 93% ahli materi, 88% ahli media, dan 95% ahli bahasa. (2) Uji kepraktisan menghasilkan 90% pada uji coba kelompok kecil, 92% pada uji coba kelompok besar, dan 100% dari komentar pengajar. (3) Multimedia interaktif meningkatkan kemampuan komunikasi matematika siswa, dengan skor posttest rata-rata 87,16 dan analisis Skor N-Gain sebesar 73,91%, menjadikannya sangat efektif. Dengan demikian, multimedia interaktif berbasis Smart Apps Creator pada platform datar valid, praktis, dan efektif serta dapat meningkatkan kemampuan komunikasi matematika siswa sekolah dasar.This study is inspired by the limits of primary school learning tools that help pupils explain mathematical concepts using symbols, visuals, and graphs, particularly in plane geometry. For more meaningful learning, students need media that presents abstract ideas and represents daily life. Interactive multimedia based on the Smart Apps Creator program on plane geometry content will be developed and tested to improve students' mathematical communication abilities. The ADDIE paradigm is used for R&D, which covers analysis, design, development, implementation, and evaluation. Validation sheets, practicality questionnaires, and learning results exams with mathematical communication indicators are study tools. The research found that (1) interactive multimedia based on Smart Apps Creator is extremely valid based on 93% material experts, 88% media experts, and 95% language experts. 2) The practicality test yields 90% in small group trials, 92% in large group trials, and 100% from instructor comments. (3) Interactive multimedia improves students' mathematical communication abilities, with an average posttest score of 87.16 and an N-Gain Score analysis of 73.91%, making it extremely successful. Thus, interactive multimedia based on Smart Apps Creator on flat forms is valid, practical, and successful and may improve primary school pupils' mathematical communication abilities.
Development of educational games based on local wisdom to improve critical thinking and communication skills Heri Wicaksono; Rayendra Rayendra; Abna Hidayati; Ulfia Rahmi
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: 10.29210/020256559

Abstract

This study aimed to develop and evaluate a local wisdom-based educational game to support the improvement of critical thinking and communication skills of fifth-grade elementary school students. The research addressed the limited availability of interactive learning media that integrate local cultural values and support 21st-century skills, particularly in IPAS learning. The game was developed by incorporating Sarolangun local wisdom within a Game-Based Learning (GBL) framework using the ADDIE model. Validation was conducted by media, content, and language experts, while practicality testing involved teachers and students. The effectiveness of the game was examined through pre- and post-assessments of students’ critical thinking and communication skills using structured instruments. Data were analyzed using descriptive quantitative and qualitative methods. The results indicated that the game achieved high validity scores (content 4.38, media 4.64, language 4.69) and very practical criteria based on teacher and student responses. Post-assessment results showed an improvement in students’ critical thinking and communication skills compared to pre-assessment. These findings suggest that the developed game is valid, practical, and has potential to support skill development while introducing local cultural values in elementary education.
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.
The effect of Grammarly-assisted repetition method on students’ learning motivation and English writing ability Al Hadid Nur Rahim; Fetri Yeni; Rayendra Rayendra; Darmansyah Darmansyah
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol. 12 No. 1 (2026): 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: 10.29210/020266927

Abstract

This study aimed to examine the effectiveness of integrating Grammarly with the assignment reiteration method in improving students’ learning motivation and English writing skills at SMA Negeri 14 Batam. This research employed a quantitative quasi-experimental design involving an experimental and a control group. The participants were selected through purposive sampling from 11th-grade students with low English writing proficiency. Data were collected using a writing test and a learning motivation questionnaire and analyzed through paired-sample and independent-sample t-tests. The findings revealed that students in the experimental group showed higher improvement in learning motivation, with mean scores increasing from 33.44 to 38.22, compared to the control group (33.51 to 35.63). Writing skills also improved significantly in the experimental group, with mean scores rising from 16.78 to 19.31, while the control group increased from 16.61 to 17.68. The posttest analysis showed significant differences between groups (p < 0.05). The study concludes that Grammarly integrated with assignment reiteration effectively enhances students’ motivation and English writing performance through continuous feedback and iterative revision.
The Use of Phet Interactive Simulation Software in Physics Learning Feby Liswar; Abna Hidayati; Rayendra Rayendra; Fetri Yeni
Jurnal Penelitian Pendidikan IPA Vol 9 No SpecialIssue (2023): UNRAM journals and research based on science education, science applic
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9iSpecialIssue.5982

Abstract

Physics learning is a discipline that requires in-depth understanding and a strong grasp of concepts. The use of technology in physics learning has become very essential, such as in the use of PhET interactive simulation software. This article aims to explore literature studies regarding the use of PhET software in the context of physics learning and its positive impact on students' abilities. The literature review method was carried out by searching for articles and journals related to the use of PhET in physics learning. The study results show that the use of PhET in physics learning can increase students' understanding of physics concepts and motivate them to study physics. Strategies for using PhET in physics learning include using it as a tool in explaining physics concepts, creating virtual experiments by students, and preparing virtual experiment reports. This article is an effective and efficient alternative for increasing students' understanding of PhET in physics learning
Development of Physics Learning E-Module for Class X High School Students Nur Indriati Harahap; Ramalis Hakim; Rayendra; Ridwan
Jurnal Penelitian Pendidikan IPA Vol 10 No 7 (2024): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i7.7548

Abstract

This research aims to determine the validity of the physics e-module for grade X Senior High School students. The type of research used is research and development (R&D) by adopting the ADDIE development model. The stages of the ADDIE development model consist of Analysis, Design, Development, Implementation, and Evaluation. Data analysis was conducted to assess the validity of the physics e-module in three aspects: media, content, and language. Validity was evaluated by six experts: two media experts, two content experts, and two language experts. The results of the validity test of the physics e-module obtained from media experts was 79% with the category "Valid", from content experts was 94% with the category "Very Valid", and from language experts was an average of 90% with the category "Very Valid". It can be concluded that the physics e-module is valid and suitable for use in physics learning for grade X Senior High School students.
Development of Interactive Learning Media Mobile Learning In Science for Class VIII Junior High School Jodi Hardika; Ridwan Ridwan; Alwen Bentri; Ramalis Hakim; Rayendra Rayendra; Fetri Yeni J
Jurnal Penelitian Pendidikan IPA Vol 10 No 11 (2024): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i11.8630

Abstract

This research focuses on the development of interactive mobile learning media for science subjects in eighth-grade junior high school. The identified problems are the lack of student engagement and the limitations of easily damaged learning media. Additionally, educators face difficulties in using technology in the teaching and learning process. This study uses the research and development (R&D) method with a 4-D model. The product's validity was assessed by six experts—two media experts, two language experts, and two subject matter experts—who rated it as "Highly Valid" with an average percentage of 92%, 89%, and 97%, respectively. The practicality test showed that the media is very practical, with an average percentage of 87% from teachers and 96.7% from students. The effectiveness of the media was measured by the gain score, which showed a value of 0.62, categorized as "Moderate," and the average student learning outcome after using the media was 81.4, categorized as "Very Good." Based on these results, the interactive mobile learning media for science subjects in eighth-grade junior high school has been proven to be valid, practical, and effective in improving student learning outcomes
Development of Animated Picture Media to Improve Early Reading Skills in First-Grade Elementary School Students Ridhani; Zelhendri Zen; Darmansyah; Zuwirna; Rayendra
Jurnal Penelitian Pendidikan IPA Vol 12 No 1 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i1.13298

Abstract

Early reading skills serve as the primary foundation for literacy mastery among elementary school students. However, many first-grade students still face difficulties in recognizing letters, forming syllables, and reading simple words. Therefore, it is necessary to develop engaging and interactive learning media. This study aims to develop animated picture media to improve early reading skills in Indonesian language learning for first-grade elementary school students. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The research subjects were first-grade students at SD Negeri 05 Batu Taba, with validation conducted by material experts, media experts, and language experts. Data were collected through validation questionnaires, practicality observations, and reading ability tests (pretest and posttest). The results showed that the developed animated picture media achieved a validity level of 91% (very valid), practicality of 94.6% (very practical), and high effectiveness with an N-Gain score of 0.70. These findings indicate that the animated picture media are effective in improving early reading skills while also enhancing students’ learning motivation through enjoyable and interactive learning experiences.
Co-Authors Abdul Habib Arrasyidi Desky Abdullah, MT, Dr. Rijal Abna Hidayati Abna Hidayati Abna Hidayati Adrias Adrias Affero Bin Ismail Agus Waldi Ahmad Zikri Al Hadid Nur Rahim Aldonia, Jihan Alfahani, Khairul Alkadri Masnur Ananda Irvan Anggi Prasetia Anugrah, Septriyan Arfa Novia Santi Austin, Diah Anggraini Azaharani, Meissy Anggun Azmi, Rahmatul Basra, Melani Betty Deviana Brilyan, Shabra Chaeroni, Ahmad Dadi Mulyadi Damayanti, Arfina Darmansyah Desi Engriani Desyandri Desyandri Dewi Kartina Diah Anggraini Austin Dian Mutia Dita Anggun Meirani Eben Manurung Eka Iswandy Eldarni Elga Elfira Ellsy Rahmadani Putri Elsa Efrina Emilham Mirshad Emilham Mirshad Ermawalis Fadhilaturrahmy, Fadhilaturrahmy Fadli S Feby Liswar Fetri Yeni Fetri Yeni Fetri Yeni J Fetri Yeni J Fikri Aulia Ghaus Dhiyaurrahman Baunan Gusfianora, Fara Handika, Refiona Hanifa Zahara hendri, nofri Heri Wicaksono Hikmah, Sri Hikmah Putri Ilham Ilham Indra Saputra Izzan Muhammad Furkan Jasrial Jasrial Jasrial Jodi Hardika Jodi Hardika Jodi Hardika Juni Faivantisa Wisda Laura Lailatul Qodri Leni Zahara Leni Zahara Lilis Suryani Liza Marlian Maharini Rizky Pratiwi Malika, Febi Fatia Marina Amini Masnur, Al-Kadri Meldi Ade Kurnia yusri Mila Ladia Facma Mudjiran Mudjiran Muhammadi Muhammadi Muhammadi Muhammadi Muhammadi Muhammadi Mutiara Felicita Amsal Mutiara Felicita Amsal Mutiara Felicita Amsal Nadya Faranda Nizwardi Jalinus Nofri Hendri Nofri Hendri Noviachri Imroatul Sadiyah Novita Sari Novrianti Nugroho Susanto Nur Indriati Harahap Nurhasnah Sikumbang Nuridin Widya Pranoto Prasetia, Anggi Putri, Lini Oxtoria Putri, Maidiya Rahmayanti, Elsa rahmi Rahmi Pratiwi Rahmi Pratiwi, Rahmi Rahmi, Ulfia Ramalis Hakim Ramalis Hakim Ramalis Hakim Ramalis Ramalis Ratu Amalia Sari Reni Kurnia Ridhani Ridho ApriliaNugraha Ridwan Ridwan Ridwan Rini Nelwideri Risda Amini Riska Yulia Sari Rudi Harianto Salsabila Yunitari Salsabila, Viona Santy Mery Sari, Ratu Amalia Setiawati Setiawati Siska Armeilia Sri Hikmah Putri, Abna Hidayati Subhan, Muhammad Adam Suci Yunita Sari Suryani, Epi Syafri Ahmad Syafri Ahmad, Syafri Syafril Syafril Syafril Syafrudin Ulfia Rahmi Ulfia Rahmi Vanesa, Adilla Zikra Widya Hafizah Wikan Budi Utami Winda Boyusta Yeni Erita Yeni Erita Yudiana Yudiana Zelhendri Zen Zelhendri Zen Zelhendri Zen Zen, Zelhendri Zuliarni Zuliarni Zuwirna Zuwirna Zuwirna Zuwirna Zuwirna