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Development of Interactive Learning E-Modules in Geography Subjects in High School Lilis Suryani; Alwen Bentri; Zelhendri Zen; Mutiara Felicita Amsal; Rayendra; Leni Zahara
Jurnal Penelitian Pendidikan IPA Vol 12 No 3 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i3.14430

Abstract

This research aims to develop an interactive learning e-module in the Geography class XI phase F of high school and test the level of validity, practicality, and effectiveness of the developed product. This research uses a Research and Development (R&D) approach with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects involved media experts, material experts, linguists, Geography teachers, and grade XI students of SMA Negeri 1 Padang Gelugur. Data collection techniques use observation, interviews, questionnaires, and learning outcome tests. The data was analyzed descriptively, qualitatively, and quantitatively. The results of the study showed that the interactive learning e-module developed had a validity rate of 89.33% with a very feasible category. The practicality test showed a very practical category, with a percentage of 92% of teachers and 89.6% of students. The effectiveness test through the N-Gain calculation obtained a value of 0.58 (58%) which is in the effective category, showing an increase in student learning outcomes after using the e-module. Thus, the interactive learning e-module developed is declared valid, practical, and effective and suitable for use as a Geography learning medium in high school, especially in Natural Resources Management and its influence on life.
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.
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 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 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 Problem Based Learning-Based Student Worksheets to Improve 4C Skills in Science Learning in Elementary Schools Laura Lailatul Qodri; Yeni Erita; Leni Zahara; Rayendra 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.v12i1.13475

Abstract

Education in the 21st century requires a shift toward student-centered learning and the strengthening of 4C skills (Creativity, Critical Thinking, Collaboration, and Communication) as mandated by the Pancasila Student Profile and the Merdeka Curriculum. Needs analysis in elementary schools shows that existing LKPD are still traditional, lack problem-solving components, do not facilitate collaboration, and have not supported higher-order thinking. This condition indicates the urgency of developing contextual and interactive LKPD based on Problem-Based Learning (PBL) to reinforce students’ 4C skills in grade IV IPAS lessons. This study aims to develop PBL-based LKPD to improve students’ 4C skills using the ADDIE model. The research was conducted in SDN 02 Maek, SDN 06 Maek, and SDN 07 Maek involving 30 students and 3 teachers. The product’s validity met the required standards, with media validation at 71.6% (valid), language validation at 80% (valid), and content validation at 66% (valid). Practicality testing showed scores of 86.3% from teachers (very practical) and 82.6% from students (very practical). The LKPD’s effectiveness was demonstrated through an average N-Gain of 0.77 (high). Thus, the developed LKPD is categorized as valid, very practical, and effective in strengthening 4C skills in grade IV IPAS learning.
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 Austin, Diah Anggraini Azaharani, Meissy Anggun Azmi, Rahmatul Basra, Melani Betty Deviana Brilyan, Shabra Chaeroni, Ahmad Damayanti, Arfina Darmansyah Desyandri Desyandri Dewi Kartina Diah Anggraini Austin Dian Mutia Dita Anggun Meirani Eben Manurung Eldarni Elga Elfira Ellsy Rahmadani Putri Emilham Mirshad Emilham Mirshad Ermawalis Facma, Mila Ladia Fadhilaturrahmy, Fadhilaturrahmy Fadli S Feby Liswar Fetri Yeni Fetri Yeni Fetri Yeni J Fetri Yeni J Furkan, Izzan Muhammad Gusfianora, Fara Handika, Refiona Hanifa Zahara hendri, nofri Hikmah, Sri Hikmah Putri Ilham Ilham Indra Saputra Jasrial Jasrial Jasrial Jodi Hardika Jodi Hardika Jodi Hardika Laura Lailatul Qodri Leni Zahara Lilis Suryani Maharini Rizky Pratiwi 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 Noviachri Imroatul Sadiyah Novita Sari Novrianti Nugroho Susanto Nurhasnah Sikumbang Nuridin Widya Pranoto Prasetia, Anggi Putri, Lini Oxtoria Putri, Maidiya Rahmayanti, Elsa Rahmi Pratiwi, Rahmi Rahmi, Ulfia Ramalis Hakim Ramalis Hakim Ramalis Ramalis Reni Kurnia Ridho ApriliaNugraha Ridwan Ridwan Ridwan Risda Amini Riska Yulia Sari 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 Vanesa, Adilla Zikra Widya Hafizah Winda Boyusta Wisda, Juni Faivantisa Yeni Erita Zen, Zelhendri Zuliarni Zuliarni Zuwirna Zuwirna Zuwirna Zuwirna, Zuwirna