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Pengembangan Game Edukasi Menggunakan Gamification untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Informatika Kelas X SMA Sederajat Hayati, Fadila; Anugrah, Septriyan; Eldarni, Eldarni; Yusri, Meldi Ade Kurnia
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.v5i4.1736

Abstract

Learning media is a tool used to convey subject matter to students in learning activities. However, there are still many schools that use learning media that are less attractive so that students tend to get bored in the learning process. The purpose of this study is to describe the development of educational games using the gamification method and produce educational games using gamification methods that are valid, practical, and effective in improving the learning outcomes of high school grade X students equivalent in Informatics. This type of research is development research that uses the ADDIE (Analyze, Design, Development, Implementation and Evaluation) development model. Validation test data from the material aspect obtained an average score of 4.80 with the criteria "Very Suitable". Meanwhile, in terms of media tested by two media validators, an average score was obtained from validator 1 of 4.93 in the "Very Valid" category and from media expert 2 of 4.87 in the "Very Valid" category. The practicality test results obtained an average score of 4.55 in the "Very Practical" category. The results of the effectiveness test obtained an average N-gain score of 68.18% which is included in the "Quite Effective" category. Based on this assessment, the educational game media developed is very suitable and effective for use in learning activities
Efektivitas Penggunaan Media Augmented Reality untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Ilmu Pengetahuan Alam Kelas VIII MTsN 1 Solok Selatan Devitri, Madella; Anugrah, Septriyan; Eldarni, Eldarni; Kurniai, Reni
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.v5i4.1752

Abstract

Technological advances that can be used to increase knowledge are the development of information technology in the field of education. This study aims to determine the effectiveness of using Augmented Reality media to improve student learning outcomes in Natural Sciences teaching mates. Quantitative methods are used in the research. This study used a Quasi Experiment design, members of the experimental group as well as controls were not randomly selected. This study uses a nonequivalent control group design. This design is almost the same as the pretest posttest control group design. In this study, the sampling technique uses a purposive sampling technique. Based on the output of "Test Statistics", it is known that Asymp.Sig(2-tailed) has a value of 0.001. The basis for decision-making in the Wilcoxon test is if the Asymp.Sig value is < 0.05, then the hypothesis is accepted, if the Asymp.Sig value is 0.05, the hypothesis is rejected. The results of the analysis showed that there was an influence of the use of Augemented Reality media on student learning outcomes and that the media was effectively used in learning. The learning outcomes of students in grade VIII of Natural Sciences subject applied in grade VIII 4 as an experimental class obtained a higher average score of 86.37 while the average score obtained in grade VIII 3 as a control class was lower with an average of 82.89
Analisis Penggunaan Media Sosial dalam Proses Pembelajaran di Era Digital pada Mahasiswa Teknologi Pendidikan FIP UNP Azkia, Anami Azkal; Zelhendri Zen; Yeni J, Fetri; 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.v5i4.1762

Abstract

Social media is not only a platform for social interaction, but it has also been widely used in educational contexts. The use of social media has both positive and negative sides. This research aims to analyze the use of social media in the learning process in the digital era on students of Educational Technology FIP UNP. This research was designed using qualitative research with descriptive methods. Data were obtained from students of Educational Technology FIP UNP. The data collection techniques used were observation, interviews and documentation. Data analysis techniques using Milles and Huberman techniques, namely data reduction, data presentation and continued with conclusion drawing. While testing the validity of the data is done by triangulation, peer checking, using reference materials and conducting audits with the supervisor. The results showed that social media that are often used by students of Educational Technology FIP UNP in the learning process in the digital era are Whatsapp, Instagram, Telegram, Youtube, TikTok and Zoom. The application is often used because of the convenience of the features offered and is familiar with most people. The way social media is used in the learning process is different, adjusting to the lecturer and the course.
Pengembangan Media Video Pembelajaran Potensi Sumber Daya Alam pada Mata Pelajaran IPS di Kelas VIII SMP Hanafi, Fachri; Novrianti, Novrianti; Anugrah, Septriyan; Ramayanti, Elsa
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.v5i5.1771

Abstract

This research aims to develop valid and practical learning video media to be used as a supporting media in the learning process. The research was conducted using a type of research and development (R&D) with a 4D development model. The development procedures of this development are defined, design, development, and disseminate. The findings of this study, namely the development of learning video media using the Wondershare Filmora application in social studies subjects for grade VIII of junior high school, have been carried out in accordance with the development procedure that produces learning media in the form of documentary learning videos. This product has gone through the validation stage, based on the assessment of the results of material validation from teachers in the field of social studies at SMPN 8 Payakumbuh and media validation, namely Curriculum and Educational Technology lecturers. The validation results from material experts have been categorized as "Very valid" with an average of 4.7. The validation results from media expert I have been categorized as "Very Valid" with an average of 4.9 and the results from media expert II have been categorized as "Very Valid" with an average of 4.9. In the results of the practical test of learning video media products, it is at an average of 4.3 with the category "Very Practical". Based on these results, it can be concluded that the learning video media using the Wondershare filmora application in social studies subjects is declared very valid and very practical
Efektivitas Penggunaan Video Pembelajaran Terhadap Keterampilan Membaca Permulaan Siswa di SDN 52 Kuranji Abrila, Three Suhaimah; Bentri, Alwen; Novrianti, Novrianti; Anugrah, Septriyan
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.v5i5.1776

Abstract

This study aims to determine the effectiveness of the use of learning videos on students' initial reading skills at SDN 52 Kuranji. This study uses a quantitative approach with a type of quasi-experimental desgin research with a pretest posttest control group design model The samples in this study were taken using a random sampling technique consisting of two classes, namely class 1A with 22 students as the experimental class and class 1B with 21 students as the control class. The data collection technique of this study uses an oral initial reading test. Data analysis techniques used normality test using the shapiro wilk technique, homogeneity test and non-parametic test- Mann Whitney for hypothesis testing. The results of data analysis showed that in the experimental class, the average pretest and posttest scores were 50.90 and 77.18, while in the control class, the average pretest and posttest scores were 53.38 and 63.80. Testing this hypothesis was carried out with a significance level of 0.05. Based on the results of the processing, it is known that there is a significant difference between the two classes. Therefore, it can be concluded that the use of learning videos is effective on students' initial reading skills at SDN 52 Kuranji
Pengembangan Multimedia Interaktif Berbasis TPACK pada Mata Pelajaran Informatika Kelas VII di SMP Anisya, Anisya; Anugrah, Septriyan; Hendri, Nofri; Masnur, Alkadri
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.v5i5.1925

Abstract

The research aims to develop framework-based interactive multimedia on Techonogical Pedagogical Content Knowledge in informatics subjects at the junior high school level. The type of research used is the Research and Development (R&D) method with a development model (Analysis, Design, Development, Implementation, Evaluation). At the development stage, an analysis of needs in the field, storyboard design, media development using the articulate storyline application, and product trials were carried out to students. The instruments used in the study consist of observations, questionnaires, and learning outcome tests with the aim of determining the practicality and effectiveness of the products developed. The validation test data from the material aspect obtained a score of 4.00 with the criterion of "Strongly Agree". Meanwhile, in terms of media tested by two media validators, the average score from validator 1 was 3.85 with the "Valid" category and from media expert 2 was 4.74 with the "Very Valid" category. The results of the practicality test were obtained with a score of 4,210 in the category "Very Practical". The results of the effectiveness test obtained an average N-gain score of 71.24% which is included in the category of "Quite Effective". Based on the assessment that has been obtained, the TPACK-based interactive multimedia developed is very feasible and effective to be used in learning activities
Pengembangan Multimedia Pembelajaran Berbasis Web Pada Mata Pelajaran IPA Kelas VIII SMP Mahareni, Yolanda; Syafril, Syafril; Anugrah, Septriyan; Kurnia, Reni
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.v5i5.1981

Abstract

The lack of utilization of learning media is one of the factors in students' low understanding of the material discussed and students feel bored during the learning process. Science subjects are one of the subjects that have a high level of understanding, one of the materials is animal cells and plant cells, therefore multimedia learning can help visualize this concept so that it is easier for students to understand. This research aims to find out how the process of developing multimedia learning and find out the results of validity tests and practicality tests. The development used is Research & Development (R&D). with a development model, namely a 4D model consisting of define, design, develop and disseminate. The results of the data analysis showed that the media validity with validator 1 got an average result of 4.93 in the "very valid" category and the result with validator 2 got an average of 4.80 in the "very valid" category. The acquisition of material validity by material validators obtained an average result of 4.80 with the category of "very valid". This learning multimedia is practical based on a practicality test with an average of 4.52. Based on the results of the practicality test, it was concluded that multimedia learning in science subjects in grade VIII junior high school can be used in the teaching and learning process.
Pengaruh Penggunaan Game Edukasi Terhadap Motivasi Belajar Siswa Kelas XI di SMA Negeri 1 Kabun Lisnaini, Winda; Hendri, Nofri; Novrianti, Novrianti; Anugrah, Septriyan
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.v5i5.1987

Abstract

The learning carried out at SMA Negeri 1 Kabun is known that the learning motivation of students is still low, this is due to the large number of students who have low motivation to learn, and teachers still use conventional media so that learning is less effective. This study aims to find out how much educational games affect the learning motivation of grade XI students in high school. This type of research is a quantitative approach in the form of Quasy Experiment with a type of nonequivalent control group design. The data collection technique used is a questionnaire. The data analysis techniques are normality test, homogeneous test, and hypothesis test with an independent test method of t-test samples. Where there were 70 students as a sample in class XI consisting of 35 people in the experimental class and 35 people in the control class. The results of the study showed that the use of educational games influenced the learning motivation of grade XI students, as evidenced by the sig value (2-tailed) which was 0.000, the value was less than 0.05 and the average score of the experimental class was higher than the average score of the control class, which was 87.97 > 69.69. From the hypothesis test that has been carried out, it can be concluded that the hypothesis Ha was accepted, and Ho was rejected, namely the Influence of Educational Games on Class XI Learning Motivation at SMA Negeri 1 Kabun
Pengembangan Multimedia Interaktif Sebagai Alat Diseminasi Program Balai Diklat Industri Padang Ilham, Muhammad Rizkho; Bentri, Alwen; Novrianti, Novrianti; Anugrah, Septriyan
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.v5i5.2000

Abstract

This research was motivated by the need for the Padang Industrial Training Center (BDI Padang) to increase the ease of disseminating information regarding the 3 in 1 training program. BDI Padang, as part of the Indonesian Ministry of Industry, has an important task in organizing competency-based training. This interactive multimedia development aims to provide a dynamic and interactive platform so that information can be conveyed in an interesting and easy to understand manner by stakeholders. This research uses the research and development (R&D) method with the 4D development model (Define, Design, Develop, & Disseminate). At the testing stage, the validity of the multimedia product is tested by two media validators and one material validator. Media validation resulted in an average score of 3.84 from validator I and 4.00 from validator II, while material validation obtained a score of 3.92, both of which fall into the "Very Valid" category. The practicality test was carried out on 50 BDI Padang stakeholders with an average score of 3.69 which indicates the "Very Practical" category. It can be concluded that the interactive multimedia developed is declared valid and practical, so it is suitable for use as a dissemination tool for the BDI Padang program to improve the delivery of program information to stakeholders.
Pengaruh Penggunaan Media Augmented Reality Terhadap Hasil Belajar Siswa Kelas VIII Mata Pelajaran Ilmu Pengetahuan Alam di SMPN 3 Kinali Lbs, Intan Nur Fatihah; Darmansyah, Darmansyah; Anugrah, Septriyan; Rahmayanti, Elsa
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.v5i6.2071

Abstract

The lack of creativity of educators in the use of media during the learning process is one of the driving factors for the low learning outcomes of grade VIII students in Natural Sciences (IPA) at SMP N 3 Kinali. This study aims to determine the Effect of the Use of Augmented Reality (AR) Media on the Learning Outcomes of Grade VIII Students in Natural Sciences (IPA) at SMP 3 KINALI. The type of research used is a quantitative approach with a quasi-experimental method consisting of an experimental class (VIII.4) and a control class VIII (3). The sampling technique in this study is purposive sampling. The research design used is the Nonequivalent Control Group. Based on the results of data analysis, it can be concluded that the use of AR media has a significant positive influence on the improvement of learning outcomes of grade VIII students in science subjects at SMP 3 Kinali. The average learning outcomes of students in the experimental class using AR media were significantly higher than in the control class. This indicates that AR media can be an effective alternative to increase students' motivation to learn and facilitate better understanding of concepts
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