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Pengembangan Multimedia Interaktif Menggunakan Construct 2 pada Mata Pelajaran Informatika Kelas VII SMP Dina Hanifah; Alwen Bentri; Zuwirna Zuwirna; Mutiara Felicita Amsal
Jurnal Pendidikan Tambusai Vol. 8 No. 1 (2024): April 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v8i1.13714

Abstract

Pengembangan multimedia interaktif dilatar belakangi rendahnya hasil belajar peserta didik karena permasalahan pembelajaran yaitu masih rendahnya keaktifan siswa dalam mengikuti Mata Pelajaran Informatika, kurangnya motivasi dan antusias siswa dalam mengikuti Mata Pelajaran Informatika, sehingga siswa kurang memperhatikan guru dalam menerangkan pelajaran, dan kurangnya variasi penggunaan media pembelajaran oleh guru ketika menerangkan pelajaran. Untuk mengatasi masalah tersebut, dikembangkan multimedia interaktif menggunakan Construct 2 untuk membantu pelaksanaan pembelajaran yang lebih menarik. Penelitian pengembangan multimedia interaktif bertujuan untuk menghasilkan multimedia interaktif yang berkualitas yang telah melalui uji kelayakan produk berdasarkan penilaian dari validator materi, validator media dan siswa. Jenis penelitian ini adalah penelitian pengembangan yang dikenal dengan istilah Research & Development (R&D) dengan model pengembangan 4-D. Model pengembangan ini terdiri dari empat tahapan yang pertama define (pendefenisian) ,yang kedua design (desain), yang ketiga development (pengembangan) dan yang keempat disseminate (penyebaran). Hasil penelitian pengembangan multimedia interaktif yang dikembangkan memperoleh tingkat validitas 96% untuk materi dengan kategori sangat Valid. Aspek media yang diuji oleh 2 validator, validator satu 97,7% dengan kualifikasi “Sangat Valid” dan oleh validator dua 98,8% dengan kualifikasi “Sangat Valid”. Hasil respon siswa mendapat tingkat kepraktisan 94% dengan kualifikasi “Sangat Praktis”. Berdasarkan hasil uji validitas dan praktikalitas dapat disimpulkan bahwa produk multimedia interaktif telah siap dikembangkan dan praktis digunakan dalam proses pembelajaran dikelas maupun proses pembelajaran secara mandiri pada mata pelajaran Informatika.
Pengembangan Video Pembelajaran Berbasis Animaker pada Mata Pelajaran Ilmu Pengetahuan Alam Kelas VIII SMP Adinda Adinda; Alwen Bentri; Fetri Yeni; Mutiara Felicita Amsal
Jurnal Pendidikan Tambusai Vol. 8 No. 1 (2024): April 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v8i1.13878

Abstract

Pengembangan media pembelajaran ini dilakukan sebagai upaya dalam memecahkan masalah belajar siswa, Media Pembelajaran ini dapat dijadikan alternatif untuk mengurangi permasalahan dalam pembelajaran. Penelitian ini bertujuan untuk menghasilkan produk pada mata pelajaran IPA kelas VIII serta mengetahui kualitas kevalidan dan kepraktisan dari produk yang dikembangkan sehingga layak digunakan. Penelitian ini merupakan jenis penelitian pengembangan atau Research and Development (R&D) dengan menggunakan model pengembangan 4-D (four-D model) yang dikembangkan oleh S. Thiagarajan. Model ini terdiri dari 4 tahapan pengembangan meliputi Define (pendefinisian), Design (perancangan), Develop (pengembangan), Disseminate (penyebaran). Uji validitas produk dilakukan oleh 3 validator yaitu dua validator media dan 1 validator materi. Uji praktikalitas dilakukan padan 30 siswa kelas VIII SMP Negeri 2 Padang. Hasil dari penelitian ini menjelaskan bahwa penilaian dari validator media I diperoleh nilai rata-rata persentase 98,82% dengan kategori “Sangat Valid” dan validator media II memperoleh nilai rata-rata persentase 95,29% dengan kategori “Sangat Valid”. Dari penilaian ahli materi diperoleh nilai rata-rata persentase 100% dengan kategori “Sangat Valid”. Sedangkan penilaian praktikalitas dari siswa diperoleh persentase 95,46% dengan kategori produk “Sangat Praktis” Berdasarkan perhitungan tersebut, maka dapat disimpulkan media video pembelajaran berbasis Animaker pada mata pelajaran Ilmu Pengetahuan Alam yang dikembangkan “Sangat Praktis” digunakan dalam pembelajaran.
Pelaksanaan Projek Penguatan Profil Pelajar Pancasila (P5) dan Profil Pelajar Rahmatan Lil Alamin (P2RA) Sebagai Perwujudan Penerapan Kurikulum Merdeka di MAN 1 Padang Pariaman Murni Aprila; Fetri Yeni J; Alwen Bentri; Mutiara Felicita Amsal
Jurnal Pendidikan Tambusai Vol. 8 No. 1 (2024): April 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v8i1.14106

Abstract

Penelitian ini bertujuan untuk mendeskripsikan Pelaksanaan kegiatan Projek Penguatan Profil Pelajar Pancasila (P5) dan Profil Pelajar Rahmatan Lil Alamin (P2RA) di MAN 1 Padang Pariaman. Jenis penelitian ini adalah jenis penelitian kualitatif dengan menggunakan metode deskriptif. Teknik pengumpulan data menggunakan observasi, wawancara, dan dokumentasi. Uji keabsahan data menggunakan teknik triangulasi sumber. Data yang diperoleh selama penelitian dianalisis dengan cara reduksi data, penyajian data, dan penarikan kesimpulan/verifikasi. Hasil penelitian menunjukan bahwa: (1) Bentuk kegiatan pelaksanaan Projek Penguatan Profil Pelajar Pancasila (P5) dan Profil Pelajar Rahmatan Lil Alamin (P2RA) di MAN 1 Padang Pariaman projek membuat poster (tema Bangunlah jiwa dan raganya). (2) Faktor pendukung diantaranya, menyediakan fasilitas dan anggaran dalam pembuatan poster, teknologi yang mudah diakses. Faktor penghambat diantaranya, kurikulum yang baru, dan perbedaan karakteristik siswa. (3) Dampak pelaksanaan Projek Penguatan Profil Pelajar Pancasila (P5) dan Profil Pelajar Rahmatan Lil Alamin (P2RA) terhadap perkembangan karakter siswa kelas X di MAN 1 Padang Pariaman diantaranya: (1) Penguatan nilai-nilai pancasila dan Rahmatan lil Alamin (2) Meningkatkan kesadaran siswa, (3) Peningkatan kerjasama antar siswa.
Pemanfaatan Kecerdasan Buatan (AI) dalam Pembelajaran bagi Mahasiswa Amsal, Mutiara Felicita; Darma Sagita, Dony
Pedagogi: Jurnal Ilmu Pendidikan Vol 24 No 2 (2024): 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.v24i2.2258

Abstract

The focus of education in the 4.0 era is not only on academic knowledge, but also on the development of important skills such as critical thinking, problem solving, creativity, collaboration, and digital literacy. These are skills needed to adapt to the changing world of work. The use of technologies such as the Internet of Things (IoT), big data, artificial intelligence (AI), and augmented reality (AR) has changed the way teachers and students interact. Learning can be done online with digital platforms, allowing access to wider information and flexibility of time. Artificial intelligence (AI) has changed many aspects of life, including education. This article aims to explore the use of AI in learning for students, with a focus on effectiveness, impact, and challenges faced. Through a literature review and case studies, this research identifies how AI can improve the learning experience, personalize education, and increase student engagement.
Efektivitas Pemanfaatan Media Video Pembelajaran bagi Siswa Fase E Pada Mata Pelajara Informatika di SMAN 1 Matur Wulandari, Lusi; Syafril, Syafril; Hendri, Nofri; Rahmayanti, Elsa; Amsal, Mutiara Felicita
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.v5i5.1885

Abstract

The learning process carried out by teachers does not utilize media that is in accordance with informatics materials, resulting in a lack of enthusiasm and interest for students. This study aims to determine the effectiveness of the use of learning video media for phase E students in the Informatics subject at SMAN 1 Matur. The type of research used is a quantitative approach with a quasi-experimental method. The research design used is a Nonequivalent Control Group with a design form that provides different treatment to each class. The sampling technique used in this study is purposive sampling. The data needed was obtained from the students' learning outcomes, written and practical tests. The data obtained were analyzed using a t-test which was previously carried out first a normality test and a homogeneity test
Hubungan Antara Self Control dan Internet Addictions S Disorders pada Mahasiswa Prodi Teknologi Pendidikan Angkatan 2020 di Universitas Negeri Padang Nasir, Dul Aris; Darmansyah, Darmansyah; Yusri, Meldi Ade Kurnia; Rahmayanti, Elsa; Amsal, Mutiara Felicita
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.v5i5.1899

Abstract

This study aims to find out the description of the results of the analysis of the relationship between self-control and Internet addictions disorders in TP FIP UNP students class of 2020. The method used was a correlational quantitative study with a sample of 95 people from a total population of 123 people. The data collection technique uses a questionnaire. Data analysis using t-test. The results of the study for Self-control the highest percentage of respondents were in the Agree (S) answer as much as 48.50% and the Internet Addictions dissoder result was the highest in the Agree (S) answer as much as 39.50%. So with this study, it can be seen that 74.37% are related to self-control in students of the Educational Technology Study Program Class of 2020. This is because students are able to control themselves so that they are not addicted to the Internet, 65.31%. In addition, based on the indicator on self-control, the Behavior Control indicator with the highest percentage is 35.33% and on the Internet Addictions Disorders indicator, the highest indicator is excessive use at 34.71%. Based on the results of the t-test, it can be concluded that there is a significant relationship between self-control and internet addictions disorders in students of the Educational Technology Study Program, Padang State University
Pengaruh Pemanfaatan Multimedia Berbasis Autoplay Terhadap Hasil Belajar Siswa Pada Mata Pelajaran IPS Kelas VIII di SMP 29 Padang Rahmi, Nur; Yeni J, Fetri; Rahmi, Ulfia; Amsal, Mutiara Felicita
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.v5i5.1971

Abstract

The purpose of this study is to reveal the effect of the use of multimedia autoplay on student learning outcomes in social studies class VIII at SMPN 29 Padang. The research method used in this study is quantitative research using the experimental method, which is to present the phenomenon as it is with its appearance, in accordance with the research frame of reference. The population in this study is all grade VIII students for the 2023/2024 Academic Year. The sample was taken using the purposive sampling technique consisting of class VIII 8 as many as 30 students as an experimental class and class VIII 9 as many as 32 students as a control class. The technique used in collecting data is the learning outcome in social studies subjects in the form of multiple choice with 30 questions. The data analysis technique of this study uses a t-test. The results showed that the average score of the experimental class that utilized autoplay-based multimedia was 78.7, which was higher than the average score of the control class that used textbooks and teaching materials, which was 60.06. Based on the results of the t-test calculation, it can be concluded that the use of autoplay-based multimedia is effective and efficient on the learning outcomes of grade VIII students in social studies subjects at SMPN 29 Padang
Analisis Terhadap Penerapan Projek Penguatan Profil Pelajar Pancasila (P5) di Kelas VIII SMP Pertiwi 2 Pribadi, Faris Alfarizi; Yeni J, Fetri; Hidayati, Abna; 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.v5i6.2061

Abstract

Education is a key pillar of national development, and innovations such as the Merdeka Curriculum aim to improve the quality of education in Indonesia by giving freedom to schools and teachers. This study evaluates the implementation of the Merdeka Curriculum, specifically the Pancasila Student Profile Strengthening Project (P5) at SMP Pertiwi 2 Padang. The focus of the study is to assess the effectiveness of P5 in developing students' creative thinking and identifying influencing factors. This study uses a qualitative approach with a case study design to evaluate the implementation of the Pancasila Student Profile Strengthening Project (P5) at SMP Pertiwi 2 Padang. Data were collected through participatory observations, in-depth interviews with teachers, students, and principals, and documentation studies. Data analysis was carried out in a qualitative descriptive manner with the stages of data reduction, data presentation, and conclusion drawn. The results of the study show that in general, P5 has made a positive contribution in developing student creativity. However, there are still several aspects that need to be improved, such as improving planning, material enrichment, and the availability of facilities. In addition, this study also identifies several factors that affect the successful implementation of P5. The findings of this study are expected to provide recommendations for schools, teachers, and policymakers in an effort to increase the effectiveness of the implementation of the Independent Curriculum in the context of P5
Hubungan Antara Kompetensi Pedagogik Mahasiswa Kampus Mengajar dengan Hasil Belajar Praktik Mengajar TP FIP UNP Maharani, Maharani; Yeni J, Fetri; Rahmi, Ulfia; 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.v5i6.2085

Abstract

This research was motivated by students who participated in the Teaching Campus (KM) who had not been able to master and apply pedagogic competencies properly while participating in the KM program. This study aims to determine the relationship between the pedagogic competence of teaching campus students and the learning outcomes of TP FIP UNP teaching practice. This research was conducted using a quantitative research method in the form of correlation. Where there are 31 sample students who took part in KM. The data collection technique is the learning outcomes of student teaching practice. The data analysis techniques are normality test and linearity test with product moment correlation test mode. Based on the person correlation test of variable X of 0.043, this value is between 0.00-0.19 which means that the level of closeness of the variable X with Y is very weak, the Pearson Correlation value in a negative form indicates that if the variable X increases, the Y variable decreases and indicates that the Pearson correlation relationship is not unidirectional. Therefore, it can be concluded that there is a significant relationship between pedagogic competence and the learning outcomes of KM students' teaching practice.
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