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Developing Interactive Multimedia for Natural Science in High School M. Yakub Iskandar; Hendra Hendra; Syafril Syafril; Andri Eka Putra; Dodi Widia Nanda; Rihan Efendi
International Journal of Multidisciplinary Research of Higher Education Vol 6 No 3 (2023): (July) Theme Education, Engineering, Technology and Social Science
Publisher : Islamic Studies and Development Center in Collaboration With Students' Research Center Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ijmurhica.v6i3.127

Abstract

This study aims to create interactive multimedia products in learning Natural Sciences, as well as to analyze how the effectiveness of the products produced. This research uses the method Research and Development (R&D) model Borg & Gall. The research was carried out through five steps, namely planning, initial product development, product validation, product testing, and final product results. Product validity test results were assessed by three validators, one material expert and two media experts. Sources of data were taken using a questionnaire to twenty junior high school students to test the effectiveness of the product being developed. The research results show that; related to the product validity test, material experts gave an average value of 4.7 with a valid category, then related to media experts gave an average value of 4.78 with a valid category. While the results of the analysis of product effectiveness trials in learning obtained an average value of 4.66 meaning that the products that have been produced are in the "very effective" category. Referring to the results of this study, the product that has been produced can be used as a medium for learning natural sciences in junior high schools.
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.