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Journal : Indo-MathEdu Intellectuals Journal

Pengaruh Penggunaan Media Video Pembelajaran Terhadap Hasil Belajar Siswa pada Mata Pelajaran PAI Kelas V SDN 07 Padang Leban Tapan Septriani, Nola; Hendri, Nofri; Anugrah, Septriyan; Amsal, Mutiara Felicita
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (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.v6i3.3194

Abstract

This study aims to see the impact of using video learning media on students' learning outcomes in the subject of PAI in grade V at SDN 07 Padang Leban. This research uses quantitative research with a quasi-experimental type to compare the learning outcomes of students in the experimental class and the control class. The sample of this research consists of students from class V.A and V.B with a total of 17 students per class. The data collection technique used objective test questions totaling 50 items. The obtained data were analyzed using homogeneity tests, normality tests, and difference tests (t-tests). The research results show that the average score of the experimental class, which is 90.82, is higher than the average score of the control class, which is 74.94. From the t-test analysis, it was obtained that t_calculated > t_table, which is 2.89 > 2.03 at a significance level of α 0.05, thus Ho is rejected and Ha is accepted. Therefore, it can be concluded that the use of learning videos has a significant effect on students' learning outcomes in the PAI subject for grade V at SDN 07 Padang Leban Tapa.
Analisis Penerapan Pendekatan Pembelajaran Berdiferensiasi pada Mata Pelajaran Informatika di SMP Negeri 33 Padang Wahyuni, Putri; Yeni J, Fetri; Zen, Zelhendri; Anugrah, Septriyan
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (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.v6i4.3497

Abstract

This research aims to analyze the implementation of a differentiated approach in the subject of Computer Science. This study focuses on how teachers plan, implement, and evaluate differentiated instruction, as well as identifying the challenges faced in the prosess. This researxh uses a descriptive qualitative approach. Data were collected through interviews, classroom observations, and documentation. The research subjects incude an Informatics teacher and eighth-grades students. Data analysis was conducted through data reduction, data display, and conclusion drawing. Data validity was ensured through source and method source triangulation. The teacher planned differentiated instruction by considering students’ characteristics, although the planning was still general. During implementation, the teacher applied student grouping and offered varied tasks. Evaluation was conducted through PH results, showing that moast students achieved score in the “fairly good” category. The planning and implementation of differentiated instruction were not yet optimal due to several challenges. Internal factors such as low student discipline, inappropriate behavior, and lack of motivation hindered effective learning. External factors, including inadequate school facilities sych as damaged computers and unstable internet connections, also disrupted the learning process.
Pengembangan Media Pembelajaran Game Edukasi pada Materi Panca Indra Manusia Kelas IV SDN 21 Bunga Pasang Kahilah, Natasha Dwi; Anugrah, Septriyan; Hendri, Nofri; Kurnia, Reni
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.3858

Abstract

This research is motivated by the low level of students’ understanding of the human five senses material due to the limited availability of interactive learning media. Teachers still rely on traditional lectures and conventional media, resulting in low student engagement and difficulty in grasping the material. The aim of this study is to develop an interactive educational game as a learning medium to improve the understanding of fourth-grade students at SDN 21 Bunga Pasang. This study uses the Research and Development (R&D) method with the 4D model (Define, Design, Develop, Disseminate). The research stages include needs analysis, design, expert validation, limited trials, and product dissemination. The media was developed using Construct 2 and accessed via Chromebook. Data were collected through validation questionnaires, practicality assessments, and effectiveness tests, then analyzed both quantitatively and qualitatively. The results show that the media is highly valid with an average score of 4.93 from the material expert, and 4.10 and 4.53 from two media validators. The practicality reached 90.9% (very practical), and the effectiveness test yielded an N-Gain score of 71.83% (moderately effective). Therefore, the educational game media is considered feasible, practical, and reasonably effective in enhancing students’ understanding of the human five senses material
Pengaruh Penerapan Model Numbered Head Together (NHT) Terhadap Hasil Belajar pada Mata Pelajaran Informatika Kelas IX di SMP Negeri 29 Padang Lolita, Anggie; Yusri, Meldi Ade Kurnia; Anugrah, Septriyan; Kurnia, Reni
Indo-MathEdu Intellectuals Journal Vol. 6 No. 7 (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.v6i7.4429

Abstract

This study aims to determine the effect of the Numbered Heads Together (NHT) cooperative learning model on the learning outcomes of students in Grade IX Informatics at SMP Negeri 29 Padang. Initial observations showed that most students were still passive, lacked enthusiasm, their learning outcomes were below the minimum competency standard, and the learning process tended to be teacher-centred. The research used a quantitative approach with a quasi-experimental design, with class IX.8 as the experimental class and IX.6 as the control class, each consisting of 31 students selected through purposive sampling. The research instrument consisted of 25 multiple-choice questions that had been tested for validity and reliability. Data analysis was conducted using normality tests and Mann Whitney U non-parametric tests. The results showed that the average score of the experimental class was 77.54, which was higher than that of the control class, which was 66. The Asymp. Sig (2-tailed) value of 0.001 < 0.05 indicated a significant effect. Thus, the application of the NHT learning model has an effect on improving student learning outcomes.  
Pengaruh Media Game Adventure terhadap Higher Order Thinking Skills (HOTS) Siswa pada Mata Pelajaran Informatika Kelas X di SMA Savira, Intan; Anugrah, Septriyan; Yusri, Meldi Ade Kurnia; Amsal, Mutiara Felicita
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (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.v6i6.4483

Abstract

This study aims to determine the effect of using adventure game media on students' Higher Order Thinking Skills (HOTS) in the Informatics subject for grade X at high school. This study uses a quantitative approach with a quasi-experimental research type. In this study, two classes were used, namely the experimental class and the control class. The research subjects were grade X students of SMA Negeri 1 Singingi, totaling 56 students, with X3 as the experimental class using adventure game media and X1 as the control class using the lecture method. The research instruments used in this study were pretest and posttest questions. The instruments consisted of HOTS tests that measured the aspects of analysis (C4), evaluation (C5), and creation (C6). Data were analyzed using normality tests, homogeneity tests, and t-tests with the assistance of SPSS version 25. The data analysis results obtained a t-count value greater than the t-table, namely 3.827 > 1.674 for the experimental class and 2.827 > 1.674 for the control class. Meanwhile, the significance value (sig. 2-tailed) for higher-order thinking skills (HOTS) is 0.00 < 0.05; therefore, H0 is rejected and Ha is accepted. Thus, it can be concluded that the use of adventure game learning media has a significant effect on students' higher-order thinking skills (HOTS) in Informatics subjects for grade X in high school during the 2025/2026 academic year.
Pengembangan Media Video Animasi pada Mata Pelajaran IPAS Kelas IV Sekolah Dasar Huda, Ihsanul; Amilia, Winanda; Anugrah, Septriyan; Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1501

Abstract

Students have difficulty understanding one of the materials in the science and science subject, namely the material on changes in the form of substances. The problem with this material is that students have difficulty understanding changes in substance form and examples of substance form changes. This research aims to produce animation video media for science science subjects in grade IV elementary school that is valid, practical, and effective. The type of research used is research and development (R&D), using the 4-D development model. The validity test was carried out by 3 validators, namely 1 material validator and 2 media validators. The practicality test was carried out on 27 fourth grade students of SD Negeri 05 Air Tawar Barat with the aim of finding out the practicality and effectiveness of the product. The validation results from the material expert validators obtained an average of 4.83 with the category of "very valid". The results of the assessment of 2 media validators obtained an average of 4.81 with the category of "very valid". The results of the media practicality test obtained an average score of 4.48 with the category of "very valid". The results of the effectiveness test using classical completeness showed that of the 27 students who completed it, there were 23 students with a percentage of 85% exceeding the classical completeness requirement, namely ≥ 75% of students who completed their learning outcomes. Based on the results of the validity, practicality, and effectiveness tests, it can be concluded that the resulting animation video media is feasible and effective so that it can be used in elementary school grade IV science subjects
Pengembangan E-Modul Student Centered Learning pada Mata Pelajaran Pendidikan Pancasila kelas VII SMP Putri, Viona Aulia; Eldarni, Eldarni; Hendri, Nofri; Anugrah, Septriyan
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1509

Abstract

This research aims to develop e-module products that can be used in learning. This research uses the Research and Development (R&D) development method with the ADDIE development model which consists of 5 main stages, namely Analysis, Design, Development, Implementation, and Evaluation. The validity test was carried out by 3 validators, namely 1 material expert validator and 2 media expert validators. The data collection instrument used material validation assessment questionnaires, media validation, student response questionnaires, and pre-test post-test questions to test effectiveness. Based on the results of the feasibility test, the results were obtained from material validators with a percentage of 94.14% with a very valid category. The results of the joint validation of media expert I and media expert II validators were obtained with a percentage of 98.33% with a very valid category. The results of the feasibility test of the e-module developed were declared very practical, with a percentage of 93.58%. The results of the effectiveness test showed that the tcal>table so there was a significant difference between the pre-test and the post-test. The results of the effectiveness test show that this e-module product is effective and can be used. Based on the results of its validity, practicality, and effectiveness, it can be concluded that the Student Centered Learning (SCL) e-module developed is valid, practical, and effective to be used in learning Pancasila Education in grade VII of junior high school.
Pengaruh Penerapan Model Pembelajaran Problem Based Learning (PBL) Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di Kelas X Fase E SMAN 1 Hiliran Gumanti Januamita, Meri; Zuliarni, Zuliarni; Anugrah, Septriyan; Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1532

Abstract

This research aims to determine the effect of the implementation of the Problem Based Learning (PBL) model on student learning outcomes in the Informatics subject for grade X Phase E at SMAN 1 Hiliran Gumanti. This type of research is a quasi-experimental study. The sample in this study consisted of 60 students from grade X Phase E. The data collection technique used was a test method. The test instrument was used to collect data on student learning outcomes after applying the Problem Based Learning (PBL) model. Data were analyzed using a t-test statistic with a significance level of 0.05. The results showed that the average score of the experimental class was 83.5, and the average score of the control class was 75.6. The t-test calculation resulted in t_calculated = 3.024, which is greater than the t_table value at the 0.05 significance level, which is 1.671. It can be concluded that the implementation of the Problem Based Learning (PBL) model has a significant effect on student learning outcomes in the Informatics subject for grade X Phase E at SMAN 1 Hiliran Gumanti
Pengembangan Game Edukasi Eng-Joy Menggunakan Construct2 pada Mata Pelajaran Bahasa Inggris Kelas X Rahmi, Latifa; Amilia, Winanda; Zen, Zelhendri; Anugrah, Septriyan
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1648

Abstract

This research is motivated by the results found in the field that there are students who still have difficulty in understanding the sentences in the narrative text, especially when there are commands to connect or replace simple past and simple present tense verbs. Then during the teaching and learning process, the teacher still uses media that is not varied. So it takes media that can make students interested in participating in learning in class and one of them uses educational games. This study aims to produce educational games in English Class X subjects that are valid and practical using the type of Research and Development (R&D) research, the 4D development model consisting of define, design, development, and disseminate. At the validity test stage, it was carried out with 2 stages of validation, namely material validity, and media validity, while at the product trial stage it was carried out on 34 class X students at MAN 1 Padang City with the aim of knowing the practicality of the product developed. The results of the research conducted explained that the product developed was “Very Valid”, then the results of material validation were declared “Very Feasible”. While the results of practicality from students were declared “Very Practical”, thus this Eng-Joy educational game is practical and feasible to use in the learning process in Grade X English Subjects
Pengembangan LKPD Berbasis Project Based Learning untuk Meningkatkan Hasil Belajar pada Mata Pelajaran IPAS Kelas V Valensi, Bunga; Rahmi, Ulfia; Zen, Zelhendri; Anugrah, Septriyan
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1655

Abstract

This research aims to develop Student Worksheets (LKPD) based on Project Based Learning (PjBL) in improving learning outcomes in class V science subjects. The research method used is research and development using the 4D model. Research stages include define, design, development, and disseminate. The instruments used in this research were observation, interviews, documentation, and questionnaires. The validity test was carried out by 3 validators, namely 2 media validators and 1 material validator.  Based on the results of the needs analysis, PjBL-based LKPD teaching materials are needed to improve student learning outcomes. The practicality test was carried out on 24 class V students of SD Negeri 14 Belanti Barat with the aim of finding out the practicality and effectiveness of the product. The results obtained by 2 media experts were 4.18 in the "very feasible" category. The material validation results obtained were 4.9 in the "very suitable" category. The practicality test results obtained a score of 4.35 in the "very practical" category. The results of the effectiveness test using classical completeness showed that of the 24 students who completed there were 20 students with a percentage of 83% exceeding the requirements for classical completeness, namely ≥ 75% of students who completed their learning results. This shows that the use of LKPD can improve their learning outcomes significantly
Co-Authors -, Irsyadunas Abdullah, MT, Dr. Rijal Abna Hidayati Abrila, Three Suhaimah Ade Pratama Alhamdani, Ega Alkadri Masnur Alza, Afif Ambiyar, Ambiyar Amilia, Winanda Amirul Fikri Ananda, Rahma Andri Eka Putra Anisya Anisya Arvindo, Arvindo Austin, Diah Anggraini Azkia, Anami Azkal Budi Utama, Hendri Cahayani, Regita Darmansyah DARMANSYAH . Dedi Supendra Devitri, Madella Diah Anggraini Austin Dilla Okta Erza Eldarni Faiza Rini Fery Purnama, Fery Fetri Yeni J Fikri, Aufa Deza Hanafi, Fachri Handika, Refiona Hardika, Jodi Hayati, Fadila hendri, nofri Hetty Rohayani Huda, Ihsanul Ilham, Muhammad Rizkho Irmy, Ahmad Syarif Januamita, Meri Kahilah, Natasha Dwi Kurnia, Reni Kurniai, Reni Lbs, Intan Nur Fatihah Lestari, Ayu Indra Lisnaini, Winda Lizarti, Restilia Lolita, Anggie Lutfiani, Lutfiani M Yusuf Mahareni, Yolanda Mayang Yozandra Meldi Ade Kurnia yusri Mudjiran Mudjiran Mutiara Felicita Amsal Ningrum, Tia Ayu Nizwardi Jalinus Nofri Hendri Nofri Hendri Novrianti PUTRI WAHYUNI Putri, Sherly Dwi Putri, Viona Aulia Putri, Vira Syelvia Rahmayanti, Elsa Rahmi Pratiwi, Rahmi Rahmi, Latifa Rahmi, Ulfia Ramayanti, Elsa Rayendra Rayendra Rayendra Rayendra Rayendra, Rayendra Rindang Ayu RR. Ella Evrita Hestiandari Savira, Intan Septriani, Nola Solly Aryza Syafril Syafril Syahril Syahril Syintia Fareara Tussadiyah, Alimah Ubay, Syahrani Nur Ulfia Rahmi Valensi, Bunga Wahyu Ningsih, Siska Wildanah, Fifin Zahratul Azizah Zen, Zelhendri Zuliarni Zuliarni Zuliasmi, Syahra Zuwirna, Zuwirna