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Pengembangan Computer Based Testing Menggunakan Aplikasi Wondershare Quiz Creator pada Mata Pelajaran IPS Kelas VIII SMP Rahmad Hidayat; Syafril Syafril; Eldarni Eldarni; Novrianti Novrianti
Innovative: Journal Of Social Science Research Vol. 3 No. 4 (2023): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v3i4.4073

Abstract

Pengembangan CBT menggunakan aplikasi wondershare quiz creator ini dilatar belakangi karena kurangnya pemanfaatan teknologi dan aplikasi untuk evaluasi pembelajaran. Serta pengembangan soal evaluasi berbasis teknologi agar siswa lebih memahami dan mengerti soal evaluasi yang biasanya tingkat ketuntasan siswa pada mata pelajaran tertentu tidak mencapai minimal nilai ketuntasan. Pengembangan soal diharapkan agar soal yang dibuat mampu menilai kemampuan peserta didik dari tingkat pengetahuan rendah, sedang dan kemampuan tinggi. Pemanfaatan teknologi untuk evaluasi sangat memudahkan guru dan peserta didik dalam mengerjakan dan menilai soal-soal evaluasi. Evaluasi dilakukan pada mata pelajaran IPS yang biasanya soal evaluasi berupa uraian yang panjang dan membuat peserta didik cepat bosan dalam pengerjaan soal evaluasi. Soal evaluasi memanfaatkan aplikasi wondershare quiz creator dan didukung oleh aplikasi google form dilakukan pada peserta didik kelas VIII di SMPN 1 Lubuk Alung. Jenis pengembangan yang digunakan adalah Research and Development (R&D). Model pengembangan yang digunakan dalam penelitian ini adalah model ADDIE yang terdapat 5 tahapan pengembangan. Data yang diperoleh akan dianalisis menggunakan skala likert. Pengembangan soal CBT ini divalidasi oleh dua orang validator yaitu dosen dari Departemen Kurikulum dan Teknologi Pendidikan dan satu orang Guru Mata Pelajaran IPS di SMPN 1 Lubuk Alung. Hasil uji validitas produk untuk aspek soal dikategorikan “Valid” dengan memperoleh skor rata-rata 4 dari kedua validator. Hasil penelitian soal yang dikategorikan valid berjumlah 40 butir soal dari 60 butir soal. Reliabilitas uji soal dengan nilai 0,64 dikategorikan “Sedang”. Uji praktikalitas yang dilakukan memperoleh nilai rata-rata sebesr 4,32 dikategorikan “Cukup Praktis”. Dengan demikian pengembangan soal CBT berbantuan aplikasi ini pada mata pelajaran IPS kelas VIII di SMP layak digunakan sebagai evaluasi pembelajaran dan menjadi referensi soal untuk soal harian maupun ujian akhir sekolah serta jadi bahan pertimbangan guru untuk menggunakan CBT untuk evaluasi.
The Development of Interactive Multimedia Using Smart Apps Creator Applications in Class VII Junior High School Informatics Subjects Randhi Lasepdika Kasna; Syafril Syafril; Fetri Yeni J; Novrianti Novrianti
Indonesian Journal of Education and Mathematical Science Vol 4, No 3 (2023)
Publisher : UMSU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/ijems.v4i3.16337

Abstract

This research was motivated by challenges that are often faced by students, namely difficulty understanding the subject matter. This is due to several factors, such as the dominance of learning approaches that involve oral explanations from teachers in class, activities to record or summarize lessons, the material presented in teaching material books is only concise, and the lack of use of learning media-based teaching materials by teachers and schools. The purpose of this study is to create interactive multimedia based on appropriate development procedures, adhering to standards of validity and practicality criteria. Thus, the end goal is to produce interactive multimedia that can be considered appropriate for use in the learning process.  The type and method of research used in this study is research and development (Research and Development-R D) by applying a 4-D model. The development process in this study consists of four stages, namely Define, Design, Development, and Disseminate). The evaluation of product validity is carried out through the participation of three experts, consisting of two validator experts in the media field and one validator expert in the material field. In addition, the product practicality test was carried out involving 16 students from grade VII of SMP Pertiwi 2 Padang. The results of this study showed that the evaluation of media validator experts was declared as "Very Valid", with the average value of the first validator of 4.93 or 98.6% and the second validator with the same average value. Meanwhile, the assessment from expert material validators also received the "Very Valid" category, with an average score of 4.79 or 95.6%. Practicality tests on interactive multimedia show that the product is in the "Very Practical" category, with an average score of 4.73 or 94.6%. In conclusion, the interactive multimedia developed for class VII Informatics subjects has proven to be very valid and practical. Thus, this interactive multimedia is feasible to be used in the learning process.
Pengembangan Computer Based Testing (CBT) pada Pembelajaran Teknologi Informasi dan Komunikasi untuk kelas VIII SMP Syahril Akmal; Syafril Syafril; Nofri Hendri
Journal of Pedagogy and Online Learning Vol. 1 No. 1 (2022): JPOL Volume 1 Nomor 1 Juni 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (266.718 KB) | DOI: 10.24036/jpol.v1i1.5

Abstract

The background of this research is because of processing in evaluation at Junior High School 16 Padang which still used the old method or conventional. This evaluation is still have problem to determine the students ability directly in other word, this method needed the long time for getting students’ score. It this because of teacher must search students’ score manually. Based on the problem above appears the purpouse of this research is to make Computer Based Testing (CBT) product in TI&K Teaching Learning process at eighth grade of Junior High School. This research used Research and Development (R & D) method. Which concist in 10 Steps. Although, these steps is more minimilize to be 5 (five) steps, such as; (a) planning, (b) developing the first product, (c) validation (material and product), (d) hypoteses for determining of practical CBT, and (e) the last result of product, is created a tool to evaluate in learning process. Based on the result of data analysis pointed that CBT product is can be categoriezed to use. To result of part all answers can be categorized to use. And to the practical CBT also can be categorized is good or can be used in learning. From the result of this research can be concluded that CBT product is can be used as a tool in evaluation on learning process.
Pengembangan Multimedia Interaktif Mata Pelajaran Informatika Pada Kurikulum Sekolah Penggerak Untuk Siswa Kelas X SMA Ahmad Yusuf; Syafril Syafril; Zuwirna Zuwirna; Abna Hidayati
Journal of Pedagogy and Online Learning Vol. 1 No. 2 (2022): JPOL Volume 1 Nomor 2 September 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (652.094 KB) | DOI: 10.24036/jpol.v1i2.25

Abstract

Learning informatics sub-material algorithms and programming in the driving school curriculum has a change from visual programming to textual language in class IX, and in programming learning in class X students will learn the concepts of coding and procedural programming. In learning infomatics is still monotonous because the explanation of the material still uses e-books and books that have been provided by the government about Algorithms and Programming. Therefore, the author is interested in designing interactive multimedia, so that students better understand the learning material that is packaged interactively.This type of research is research and development or what is known as Research and Development (R&D). Based on the results of the material assessment from teachers of informatics subjects of SMA N 2 Padang and media experts lecturers of the Department of Curriculum and Educational Technology of UNP, there is a procurement of validation with the suitability of the material calculated from the average validator of 4.79 with the criteria of "very valid". There are two validators with the criteria of "very appropriate" with the value obtained from validator I of 4.62 and validator II of 4.87. For practicality analysis, it was taken through a questionnaire of responses from class X SMA N 2 Padang students related to the use of multimedia which was calculated to reach an average score of 4.62, so that the results of the practice could be known with the criteria of "very practical".
PENGARUH PENERAPAN METODE PEMBELAJARAN ROLE PLAYING TERHADAP HASIL BELAJAR BAHASA INDONESIA KELAS VIII SMP : Role Playing Widya Ayunda; Syafril Syafril
Journal of Pedagogy and Online Learning Vol. 2 No. 2 (2023): JPOL Volume 2 Nomor 2 Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i2.45

Abstract

Tujuan penelitian ini untuk mengetahui Pengaruh Penerapan Metode Pembelajaran Role Playing terhadap Hasil Belajar Siswa pada Mata Pelajaran Bahasa Indonesia di Kelas VIII SMP Perti Padang. Jenis penelitian ini adalah kuantitatif. Populasi adalah siswa Kelas VIII SMP Perti Padang. Sampel diambil sebanyak 2 kelas terdiri dari siswa kelas VIII2 dan VIII3 SMP Perti Padang yang berjumlah 40 orang. Teknik pengumpulan data berupa tes dalam bentuk soal pilihan Ganda untuk melihat perbedaan kelas kontrol dan kelas eksperimen. Hasil penelitian menunjukan bahwa nilai hasil belajar siswa kelas eksperimen yang menerapkan metode Role Playing nilai tertinggi yang berhasil dicapai siswa adalah 85 dan nilai terendahnya adalah 65 dengan rata-rata 76,65 dengan SD 4,98. Nilai hasil belajar siswa kelas kontrol yang menerapkan model konvensional, nilai tertinggi yang berhasil dicapai siswa adalah 80 dan nilai terendahnya adalah 65. Nilai rata-rata 71,55 dengan SD 4,66. Terdapat perbedaan yang signifikan antara hasil belajar kelas ekperimen yang belajar dengan model pembelajaran Role Playing pada kelas VIII2 dibandingkan kelas kontrol yang belajar menggunakan model konvensional pada kelas VIII3 SMP Perti Padang. Dengan demikian dapat disimpulkan bahwa Metode Pembelajaran Role Playing berpengaruh secara signifikan terhadap Hasil Belajar Siswa pada Mata Pelajaran Bahasa Indonesia di Kelas VIII SMP Perti Padang.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID PADA MATA PELAJARAN BIOLOGI KELAS XI DI SMA Hary Diraysidi; Abna Hidayati; Syafril Syafril
Journal of Pedagogy and Online Learning Vol. 3 No. 2 (2024): JPOL Vol 3 No 2 Tahun 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v3i2.59

Abstract

This study aims to develop an Interactive Multimedia Application for Biology subjects using the iSpring Suite 9 application. This Interactive Multimedia is designed to enable students to learn independently and visually. The research employs the Research & Development method with validation tests conducted by three experts: two media experts and one subject matter expert. A trial was conducted with 15 eleventh-grade students from SMAN 3 Pariaman to test the practicality of the application. The media validation results showed an average score of 4.56 with a percentage of 89% (highly valid) for media validator 1, and an average score of 4.28 with a percentage of 83% (highly valid) for media validator 2. The subject matter validation achieved an average score of 4.72 with a percentage of 94% (highly valid). The practicality test results showed an average score of 4.37 with a percentage of 87.72% (highly practical). Based on these results, the developed Interactive Media is considered valid and practical for teaching Biology to eleventh-grade high school students.
WORKSHOP PEMILIHAN DAN PEMILAHAN TEKNOLOGI ASISTIF BAGI PENINGKATAN KETERAMPILAN ACTIVITY OF DAILY LIVING (ADL) ANAK BERKEBUTUHAN KHUSUS Syafril Syafril; Ulfia Rahmi; Viona Aliffia; Fitri Dwi Arini; Azrul Azrul
Jurnal Terapan Abdimas Vol. 10 No. 1 (2025)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/jta.v10i1.20892

Abstract

Abstract. One important component in supporting children with special needs (ABK) in improving their Activity of Daily Living (ADL) skills is assistive technology. Teachers' skills in designing and modifying assistive technology must be improved so that teachers can use assistive technology according to the needs of ABK.  The purpose of this activity is to equip the principals of SLB Limapuluh Kota Regency in selecting and choosing assistive technology for children with special needs. The activity is packaged in the form of a workshop held in July 2024. The workshop implementation activities will be held in July 2024. The target audience for the service activities of the workshop on selecting assistive technology to improve the ADL skills of children with special needs are school principals throughout the Limapuluh Kota Regency. The problem found is that SLBN teachers in Limapuluh Kota Regency do not yet have the skills to select or sort assistive technology that suits the characteristics of children with special needs. The activity scenario consists of three steps. The first step, the participants are introduced to assistive technology at various levels. Second, participants work independently to conduct needs assessments and create follow-up plans related to the use of assistive technology in their respective schools. And the third step is presenting the results of assistive technology designs for ADL skills. Through this workshop, participants have the skills to conduct needs assessments and create follow-up plans related to assistive technology according to the characteristics of ABK.   Abstrak. Salah satu komponen penting dalam mendukung anak berkebutuhan khusus (ABK) dalam meningkatkan keterampilan Activity of Daily Living (ADL) adalah teknologi asistif. Keterampilan guru untuk merancang dan memodifikasi teknologi asistif harus ditingkatkan agar guru-guru bisa menggunakan teknologi asistif sesuai dengan kebutuhan ABK. Tujuan kegiatan ini untuk membekali kepala sekolah SLB Kabupaten Limapuluh Kota dalam memilih dan memiliah teknologi asistif bagi anak berkebutuhan khusus. Kegiatan dikemas dalam bentuk workshop yang diselenggarakan pada bulan Juli 2024. Sasaran dalam kegiatan pengabdian workshop pemilihan dan pemilahan teknologi asistif bagi peningkatan keterampilan activity of daily living (ADL) anak berkebutuhan khusus adalah kepala sekolah se Kabupaten Lima Puluh Kota. Permasalahan yang ditemukan bahwa guru-guru SLBN Se Kabupaten Lima Puluh Kota belum memiliki keterampilan dalam  memilih atau memilah teknologi asistif yang sesuai dengan karakteristik anak berkebutuhan khusus. Skenario kegiatan terdiri dari tiga langkah. Langkah pertama peserta dikenalkan dengan teknologi asistif dari beragam level. Tahap kedua peserta bekerja mandiri melakukan need assessment dan membuat rancangan tindak lanjut terkait penggunaan teknologi asistif di sekolah masing-masing. mengumpulkan materi. Disini peserta diberikan waktu untuk mengumpulkan materi yang dibutuhkan berdasarkan kegiatan pelatihan yang diikuti pada pertemuan pertama, sekaligus membuat rancangan teknologi asistif. Dan langkah ketiga menyampaikan simulasi hasil rancangan teknologi asistif bagi keterampilan activity of daily living (ADL). Melalui workshop ini, peserta mempunyai keterampilan untuk melakukan need assessment dan membuat rancangan tindak lanjut terkait teknologi asistif sesuai dengan karakteristik ABK. Berdsarkan hasil penilaian, 80% peserta sudah berhasil mempbuat rancangan kebutuhan Teknonologi ADL dengan baik.