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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
Pengaruh Penggunaan Media Pembelajaran Interaktif Berbantuan Android Terhadap Hasil Belajar pada Mata Pelajaran IPS Kelas VIII MTs Al-Huda Pekanbaru Attifa, Fadlulrahman; Yeni J, Fetri; Novrianti, Novrianti; Amsal, Mutiara Felicita
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (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.v6i1.2736

Abstract

This study aims to assess the significant impact of the use of Android-assisted interactive learning media on student learning outcomes in social studies grade VIII at MTs Al Huda Pekanbaru. The research method used is the quasi-experimental method. The instrument used is a test to see student learning outcomes. The resulting data is statistically tested and analyzed descriptively. Based on the research conducted, it was found that the use of interactive learning media assisted by Android had a positive impact on students' academic achievement. The average score in the experimental class was proven to be higher compared to the average score in the control class, with the experimental class achieving an average score of 74.54, while the control class had an average score of 63.63. Based on the t-test results, the calculated t-value was 2.31, while the t-tabel value at a significance level of 0.05 was 2.018. Since the calculated t-value (2.31) is greater than the t-tabel value (2.018), it can be concluded that H1 is accepted. In conclusion, the use of interactive learning media assisted by Android has a significant impact on the learning outcomes of eighth-grade social studies students at MTs Al Huda Pekanbaru
Pengembangan Media Jigsaw Puzzle Pendidikan Pancasila Berbasis Model Cooperative Learning Tipe Student Team Achievement Division di Sekolah Dasar Putri, Ranti Satriani; Adnan, Muhammad Fachri; Muhammadi, Muhammadi; Amsal, Mutiara Felicita
Jurnal Inovasi Pendidikan dan Pembelajaran Sekolah Dasar Vol 9, No 1 (2025): JIPPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jippsd.v9i1.135367

Abstract

This research was motivated by students' lack of understanding of Pancasila Education learning materials due to the lack of engaging and interactive learning media, which leads to boredom, inactivity, and low learning outcomes. Therefore, interactive and educational learning media are needed to improve cognitive abilities and student engagement. The objective of this research was to develop a jigsaw puzzle media based on the STAD model that is valid, practical, and effective for Pancasila Education learning in fourth-grade elementary schools. This research employed a research and development (R&D) method using the ADDIE model, which consists of the following stages: Analysis, Design, Development, Implementation, and Evaluation. The instruments used to collect data for this development included a validity instrument, a practicality instrument, and an effectiveness instrument. The validity test results from the three validator experts were categorized as "Very Valid." Furthermore, the practicality test results from teacher and student responses at SDN 14 Laban and SDN 23 North Painan were categorized as "Very Practical." The results of the pretest of students in class IV A of SDN 14 Laban and students in class IV B of SDN 23 Painan Utara, both learning activities 1 and 2, experienced an increase after the posttest. Thus, the jigsaw puzzle media based on the STAD model in Pancasila Education learning in class IV of Elementary School has been declared valid, practical, and effective for use in learning.
The Effect of the Problem Based Learning Model Using Wordwall on the Motivation and Learning Outcomes of Sciences in Grade V Elementary School Sinta Medya Agustin; Muhammadi; Mutiara Felicita Amsal; Salmaini Syofian
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12351

Abstract

This study aims to analyze the effect of the Problem-Based Learning (PBL) model assisted by Wordwall on the motivation and learning outcomes of fifth-grade science students in elementary schools. The focus of the study is to determine the extent to which the problem-based learning model assisted by the Wordwall application affects students' motivation and learning outcomes. This study aims to provide practical recommendations for educators in designing more effective learning strategies, especially in the elementary school context. This study uses a quantitative method with a quasi-experimental method in the form of a pre-experimental with a one-group pretest-posttest design. The research sample consisted of only one class as the experimental class, namely class Va. Learning outcome test in the form of multiple-choice questions based on cognitive indicators. The results of the study showed that there was a significant increase in student motivation and learning outcomes after the application of the problem-based learning model assisted by the Wordwall application. The statistical test used a t-test in the form of a paired sample t-test. This proves that there is a significant difference between the motivation scores and student learning outcomes before and after the application of the Problem-Based Learning (PBL) model assisted by Wordwall. Thus, it can be concluded that the application of the Problem Based Learning (PBL) learning model assisted by the Wordwall application has a positive effect on increasing the motivation and learning outcomes of class Va students.
ANALISIS PEMANFAATAN PLATFORM MADRASAH SUMBAR PADA MATA PELAJARAN PENDIDIKAN PANCASILA DAN KEWARANEGARAAN DI MAN 1 PADANG PARIAMAN Mardiah Salbaini; Fetri Yeni J; Nofri Hendri; Mutiara Felicita Amsal
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8195

Abstract

This study is motivated by the demand for digitalization in education, which requires teachers and students to adapt to the development of learning technologies. One of the innovations introduced is the Madrasah Sumbar platform, an online system designed to support teaching and learning activities in madrasahs through features such as learning material distribution, automatic attendance, assignments, and online examinations. The purpose of this study is to describe the utilization of the Madrasah Sumbar platform in Civic Education (PPKn) learning, to identify its strengths and weaknesses, and to analyze the challenges faced by teachers and students in its implementation. This research employed a qualitative descriptive approach with data sources including the principal, school operator, Civic Education teachers, and students at MAN 1 Padang Pariaman. Data were collected through interviews, observations, and documentation, then analyzed using data reduction, data display, and conclusion drawing. The findings of this study reveal that: (1) the utilization of the Madrasah Sumbar platform has supported the PPKn learning process through uploading materials, providing assignments, conducting examinations, and recording digital attendance; (2) the advantages of the platform include automatic attendance, ease of accessing materials, and an automatic grading system, while its weaknesses are the less interactive display, the absence of a discussion forum, and full dependency on internet connectivity; and (3) the obstacles encountered by teachers and students include limited internet access, manual account creation, and technical issues during examinations.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY PADA MATA PELAJARAN BIOLOGI MATERI VIRUS PADA SISWA FASE E DI SMA Suci Yunita Sari; Rayendra; Nofri Hendri; Mutiara Felicita Amsal
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8478

Abstract

This study focuses on the development of an Augmented Reality (AR)–based learning media for teaching the topic of viruses in Biology for students in Phase E at SMA Negeri 1 Bonjol. The problem underlying this research is the difficulty faced by students in understanding the abstract and complex concept of viruses, the use of conventional teaching media that lack interactivity, and the low level of student motivation. The purpose of this research is to develop AR media that is valid, practical, and effective in improving students’ understanding and motivation in learning the virus material. The research was conducted using the ADDIE development model, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. The product developed is an Android application named ViRex (Virus Real Experience), supported by a student worksheet (LKPD) and teacher guide. ViRex includes realistic 3D virus models, interactive AR features and offline usability. Data collection instruments included expert validation sheets, student practicality questionnaires, and pre-test and post-test for effectiveness analysis. The results of expert validation showed that the product is categorized as highly valid in both material and media aspects. The practicality test with students indicated that the application is easy to use, attractive, and engaging. Effectiveness analysis through pre-test and post-test showed a significant improvement in students’ learning outcomes and motivation. In conclusion, the AR-based learning media developed in this study is feasible, practical, and effective to be used as an innovative learning tool for teaching virus concepts in Biology for senior high school students.