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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.
GAME EDUCATION: MEDIA PEMBELAJARAN UNTUK MATERI BERPIKIR KOMPUTASIONAL SISWA SMP Indah Febrianur; Mutiara Felicita Amsal; Rosmaria; Elsa Masriani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12754

Abstract

This study aims to develop a game-based learning media for computational thinking material for seventh-grade junior high school students. This development is motivated by the limited use of interactive learning media, which has resulted in low student motivation and understanding. Therefore, an innovative learning medium is needed to create a more engaging and enjoyable learning environment. This study employed the 4D development model, consisting of the define, design, develop, and disseminate stages. The subjects of this study were seventh-grade students. The instruments used in this research included expert validation questionnaires and practicality questionnaires to evaluate the feasibility and usability of the developed media. The results indicate that the developed game-based learning media is categorized as very valid, with media validation scores of 4.60 and 4.53, and a material validation score of 4.84. In addition, the practicality test result obtained a score of 4.54, which falls into the very practical category. The media is equipped with learning materials, introductory games, and interactive evaluations that facilitate students in understanding the concepts of decomposition and pattern recognition. Therefore, the developed media can be used as an alternative learning medium that is engaging, interactive, and effective in improving students’ understanding of computational thinking material.
Pengaruh Penggunaan Multimedia Presentasi Terhadap Hasil Belajar Informatika Siswa Kelas Vii Smpn 2 Batang Gasan tiara Tiara Sri Rahayu; Novrianti; Mutiara Felicita Amsal; Khairul Alfahani
Jurnal QOSIM : Jurnal Pendidikan, Sosial & Humaniora Vol 4 No 4 (2026): 2026
Publisher : Yayasan pendidikan dzurriyatul Quran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61104/jq.v4i4.9470

Abstract

Penelitian ini bertujuan untuk mengetahui apakah terdapat Pengaruh dari multimedia presentasi terhadap hasil belajar Informatika siswa kelas VII SMPN 2 Batang Gasan, ditemukannya permasalahan seperti media pembelajaran yang digunakan dalam pembelajaran Informatika kurang bervariasi sehingga siswa cepat merasa bosan saat belajar, rendahnya hasil belajar siswa yang belum mencukupi KKM 75. Jenis penelitian ini Adalah penelitian kuantitatif dengan menggunakan pendekatan Kuasi Eksperimen. Populasi pada penelitian ini Adalah siswa kelas VII SMPN 2 Batang Gasan. Teknik pengambilan sampel menggunakan Teknik Simple Random Sampling, Dimana sampel pada penelitian ini Siswa Kelas VII A (Kontrol), Dan Kelas VII B (Eksperimen) masing-masing kelas terdiri dari 26 siswa. Teknik pengumpulan data menggunakan tes yang berupa soal objektif sebanyak 20 soal yang telah diuji validitas. Setelah diperoleh data terhadap hasil belajar, dilakukan uji normalitas, uji homogenitas dan dilanjutkan uji-t. hasil penelitian ini menunjukkan nilai rata-rata siswa yang menggunakan multimedia presentasi yaitu 80,96 lebih tinggi dari kelas menggunakan media yang tersedia yaitu 74,04. Sedangkan dari perhitungan t-tes diperoleh thitung > ttabel yaitu, 2,3457 > 2,010 pada taraf signifikan α 0,05. Dengan demikian penerapan multimedia presentasi berpengaruh secara signifikan terhadap hasil belajar siswa kelas VII SMPN 2 Batang Gasan.
Development and Validation of a Motion Graphic Animation Video on Cyberbullying for Grade VII Informatics Using 4D Model Muhammad Teguh Hidayatullah; Zelhendri Zen; Ulfia Rahmi; Mutiara Felicita Amsal
Indonesian Technology and Education Journal Vol 4 No 1 (2026): April
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v4i1.1335

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This study aims to develop a motion graphic animation learning video on Digital Bullying (Cyberbullying) material for Grade VII Informatics at SMP Negeri 29 Padang using the 4D development model (Define, Design, Develop, Disseminate), addressing the scarcity of effective learning media for this topic in junior high school Informatics. Data were collected through expert validation questionnaires, student practicality questionnaires, and pretest-posttest instruments, with 32 students participating in practicality testing and 22 students in effectiveness testing. Findings: The validity results showed a percentage of 98.00% (Very Valid) for both material and media aspects. The practicality test yielded an average score of 4.48 (89.55%), categorized as Very Practical. The effectiveness test using N-Gain Score produced a mean of 0.733 (73.34%), indicating a High improvement category. These findings confirm that the developed motion graphic animation learning video is valid, practical, and effective for Grade VII Informatics learning. The study demonstrates that AI-assisted production tools (Google Labs Flow/Veo 3, Google AI Studio, CapCut) can produce pedagogically valid and practically effective instructional animation, providing a replicable development model for resource-constrained Indonesian schools. Qualitative field observations suggest the media may also support affective development, including student empathy toward cyberbullying victims, an area not formally measured in this study but warranting future validated assessment. This study provides transparent documentation of an AI-assisted motion graphic production and iterative expert validation process within the Merdeka Curriculum framework, an approach not previously reported in the Indonesian Informatics education literature.
AR-Based SISKOMA Interactive Multimedia for Improving Conceptual Understanding in Junior High School Science Taufik Ilham S; Meldi Ade Kurnia Yusri; Mutiara Felicita Amsal; Khairul Alfahani
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 11 No. 1 (2026)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v11i12026p185-198

Abstract

This study aimed to develop and evaluate SISKOMA, an Augmented Reality (AR)-based interactive multimedia platform designed to improve students’ conceptual understanding of the Human Coordination System in junior high school science learning. The study employed a Research and Development (R&D) approach using the ADDIE instructional design model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The research involved 29 Grade IX students at SMPN 32 Padang selected through purposive sampling. SISKOMA was developed by integrating text, narration audio, animations, instructional videos, interactive quizzes, and WebAR-based three-dimensional visualizations within a single instructional environment. The multimedia design was grounded in Mayer’s Cognitive Theory of Multimedia Learning and Sweller’s Cognitive Load Theory. Data collection instruments included expert validation sheets, teacher and student practicality questionnaires, interviews, and pretest-posttest assessments. The results indicated that SISKOMA achieved a very valid classification from media experts (87.88%) and material experts (87.5%). Practicality assessments showed highly positive responses from teachers (90.2%) and students. Effectiveness analysis using the normalized gain (N-Gain) formula produced a score of 0.54, categorized as moderate improvement. These findings indicate that SISKOMA is a pedagogically feasible and practically accessible AR-based multimedia platform capable of supporting students’ conceptual understanding of abstract biological concepts. The study further highlights the importance of pedagogical integration, cognitive load management, and technological accessibility in optimizing AR-supported science learning.
SDGs-Based Green Curriculum Design in Secondary Schools: Analysis of Assessment and Needs Mutiara Felicita Amsal; Dony Darma Sagita
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 11 No. 1 (2026)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v11i12026p199-208

Abstract

The integration of sustainability into education has become an urgent need in response to the global environmental crisis. This study aims to analyze teachers’ assessments, identify integration needs, and design a Sustainable Development Goals (SDGs)-based Green Curriculum model for senior high schools in West Sumatra. This study employed a mixed-methods approach with a sequential explanatory design. The research subjects comprised 10 public and private senior high schools, involving 102 teachers and 312 students. Data were collected through questionnaires, interviews, focus group discussions, observations, and document analysis. The findings revealed that teachers’ support for the Green Curriculum was categorized as high (82.1%), whereas students’ achievement was categorized as moderate (58.4%), with the main weakness found in their conceptual understanding of the SDGs, with an average score of 49.8%. The findings indicate a gap between structural support and the internalization of sustainability-oriented learning. The primary needs identified include strengthening authentic assessment, integrating the SDGs into school subjects, improving teachers’ competencies, and enhancing school policy support. This study produced a conceptual model of an SDGs-based Green Curriculum that is integrative, contextual, and transformative. The proposed model contributes to the achievement of SDG 4 and SDG 13 within the context of secondary education in Indonesia.
Pengembangan Game Edukasi pada Materi Negara Kesatuan Republik Indonesia Kelas XI SMA Yola Sepkia; Mutiara Felicita Amsal; Khairul Alfahani
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.6563

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The low level of student engagement in Pancasila and Citizenship Education (PPKn) learning indicates the need for innovative learning media that are appropriate to the characteristics of the digital generation. Learning that is still dominated by non-interactive media tends to be less able to encourage active participation and focus on student learning. This study aims to develop an adventure educational game based on the Zep Quiz digital platform on the sub-material of Threats, Challenges, Obstacles, and Disturbances (ATHG) in the material of the Unitary State of the Republic of Indonesia (NKRI) for grade XI high school students that meets the criteria of validity and practicality. The study uses a Research and Development approach with a 4D development model that includes the stages of define, design, develop, and disseminate. The research subjects consisted of 35 grade XI students of SMAN 4 Pariaman. Data were collected through validation sheets from material and media experts, as well as student practicality questionnaires using a Likert scale. The data analysis technique was carried out descriptively quantitatively by calculating the percentage of the product's validity and practicality levels. The results of the study indicate that the developed educational game has a very valid level of material and media validity, and a very practical level among students. These findings indicate that the Zep Quiz-based educational game is suitable for use as a supplementary learning medium to increase student engagement in PPKn learning in high school.
Pengembangan Multimedia Interaktif Berbasis Teori Kognitif Bruner pada Mata Pelajaran Biologi Kelas X di SMA Ananda Salsabilla Mutfi; Darmansyah; Mutiara Felicita Amsal; Khairul Alfahani
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research was motivated by the low learning outcomes of students in Biology and the limited use of interactive learning media at SMA Negeri 2 Padang Panjang. The study aimed to develop an interactive multimedia based on Bruner's Cognitive Theory for the Ecosystem topic in Grade X Senior High School that is valid and practical for use in learning activities. This study employed a Research and Development (R&D) method using the 4D model, consisting of the Define, Design, Develop, and Disseminate stages. The product was developed using Articulate Storyline by integrating Bruner’s representation stages, namely enactive, iconic, and symbolic. The validity test was conducted by material and media experts, while the practicality test involved Grade X students of SMA Negeri 2 Padang Panjang. The results showed that the developed interactive multimedia obtained a material validity score of 4.91, categorized as very valid, and a practicality score of 83.51, categorized as very practical. Therefore, the Bruner Cognitive Theory-based interactive multimedia developed in this study is feasible to be used as a Biology learning medium to help students understand concepts in a more interesting, active, and meaningful way  
Character Education through Local Content Curriculum of Budaya Alam Minangkabau Mutiara Felicita Amsal; Zuwirna Zuwirna; Ahmad Johari Sihes
AT-TA'LIM Vol 27, No 2 (2020)
Publisher : Institut Agama Islam Negeri Imam Bonjol Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (153.561 KB) | DOI: 10.15548/jt.v27i2.631

Abstract

The study aims to determine whether Budaya Alam Minangkabau subject is able to shape the character of students in accordance with Minangkabau cultural values. The selection of learning strategies, the availability of teaching materials, and learning media determines the success of students' character planting. A Mixed Method was carried out where the population of this study was elementary school teachers in Padang. Budaya Alam Minangkabau is taught in grades 4, 5, and 6. The numbers of elementary school teachers are 939. For quantitative data, a sample of 100 teachers was determined, while for qualitative data the headmaster and school supervisor were assigned. Based on the results of research that has been done, the subjects of the Budaya Alam Minangkabau play a role in the formation of character, namely the planting of cultural values, ethics, morals and local wisdom. Thus, students have a high sensitivity to the cultural values of the region in order to remain sustainable and not uprooted from its own cultural roots. The formation of character in students is a value education, character education, and formal education, character education that aims to develop the ability of all school members to provide good and bad decisions, exemplary, maintain what is good and realize goodness in everyday life to the fullest heart. Through Budaya Alam Minangkabau subjects, students are expected to be able to recognize and become familiar with their own natural, social and cultural environment. Students have the stock, abilities and skills as well as knowledge about the area that is useful for themselves and the community in general, and develop noble values of local culture in order to support national development.