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Development of Interactive Learning Media Based on Google Sites In Physics Learning for Class XI Ulil Kurnia; Ulfia Rahmi; Alwen Bentri; Ridwan
Jurnal Penelitian Pendidikan IPA Vol 11 No 10 (2025): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i10.12329

Abstract

This study aims to develop a valid, practical, and effective Google Sites-based interactive learning media for Grade XI Physics. The research employed the Research and Development (R&D) method, utilizing the 4D development model which consists of four phases: Define, Design, Develop, and Disseminate. The data sources included assessments from experts, educators, and students, which described the level of validity, practicality, and effectiveness of the developed media. The validity test results indicated that the Google Sites-based interactive learning media is suitable for implementation in the learning process according to experts. The responses from educators and students also demonstrated that the media is practical for use in learning. The effectiveness test results revealed that the developed interactive learning media is effective in improving student learning outcomes, with an N-Gain score of 0.76 for the knowledge aspect. Meanwhile, for the skills aspect, it was categorized as moderately effective with an N-Gain score of 0.73. Therefore, the Google Sites-based interactive learning media is valid, practical, and effective for use in the Physics learning process.
The Effect of the Teams Game Tournament Learning Mode Assisted by Quizz Paper Mode on High Order Thinking Skills and Learning Outcomes in the Subject of Science in Grade V Elementary School Suci Kurnia; Maria Montessori; Muhammadi; Ulfia Rahmi
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12361

Abstract

This research is motivated by the low HOTS and learning outcomes of students in science learning. The purpose of this study is to determine the effect of the Teams Game Tournament (TGT) learning model on HOTS and Learning Outcomes of fifth grade elementary school. This study uses a quantitative approach with a quasi-experimental method (quasi-experimental design) and a pre-action and post-action design. The results of the study show that: the t test is known to be tcount 1857> ttable 3160 and the sig. value. (2-tailed) <0.05. on significant differences between students who learn using the Teams Game Tournament (TGT) learning model and students who learn with conventional models on HOTS in science learning in fifth grade elementary school; the t test is known to be tcount 4.838> ttable 3.160 and the sig. value. (2-tailed) <0.05. there is a significant difference between students who learn using the Teams Game Tournament (TGT) learning model and students who learn with conventional models on student learning outcomes in science learning in grade V of elementary school; Manova test shows a sig. (2-tailed) value <0.05. there is a significant difference simultaneously or simultaneously between students who learn using the Teams Game Tournament learning model and students who learn with conventional models on HOTS and science learning outcomes in grade V of elementary school. Thus, it can be concluded that the Teams Game Tournament (TGT) learning model has a significant and effective effect in improving HOTS and learning outcomes.
Educational Technology Approach in Developing a Mind Mapping Based E-Module for Fifth Grade Students at SDN 05 Batu Taba Sofiati; Fetri Yeni; Jasrial; Ulfia Rahmi
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12506

Abstract

This study developed and evaluated a Mind Mapping-based e-module as an interactive digital teaching material for the hajj subject in fifth-grade Islamic Religious Education. Using the Research and Development (R&D) method with the ADDIE model, the e-module was designed, produced, and tested for feasibility, practicality, and effectiveness. Expert validation indicated that the product met high feasibility standards, while teacher and student feedback confirmed its practicality in classroom use. Implementation results showed that the e-module effectively enhanced students’ learning motivation and outcomes, supporting active and enjoyable learning in line with the Merdeka Curriculum principles. The findings suggest that the Mind Mapping-based e-module can serve as an innovative solution for integrating technology in elementary Islamic Religious Education, offering a model for developing engaging and student-centered digital teaching materials.
EFEKTIVITAS PENERAPAN MODEL GAME BASED LEARNING DALAM MENINGKATKAN KOMPETENSI LITERASI NUMERASI SISWA KELAS V SD DI DESA PAUH BARAT PARIAMAN: Penelitian Kuantitatif Putri Handayani; Ulfia Rahmi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7696

Abstract

Rendahnya kompetensi literasi numerasi siswa Sekolah Dasar masih menjadi tantangan, termasuk di Desa Pauh Barat, Kota Pariaman. Berdasarkan data AKM tahun sebelumnya, sebagian besar siswa menunjukkan capaian numerasi pada kategori rendah. Penelitian ini bertujuan untuk mengetahui efektivitas penerapan model Game Based Learning (GBL) dalam meningkatkan kompetensi literasi numerasi siswa kelas V Sekolah Dasar. Penelitian ini menggunakan pendekatan kuantitatif dengan desain quasi-experimental tipe Non-Equivalent Control Group Design. Sampel penelitian terdiri dari 30 siswa, yaitu 15 siswa kelas V SD Negeri 03 Pauh Barat sebagai kelompok eksperimen dan 15 siswa kelas V SD Negeri 11 Pauh Barat sebagai kelompok kontrol. Instrumen penelitian berupa tes pilihan ganda sebanyak 30 soal yang telah divalidasi. Data dikumpulkan melalui pretest dan posttest, kemudian dianalisis menggunakan uji normalitas, uji homogenitas, dan independent sample t-test dengan bantuan SPSS versi 25. Hasil penelitian menunjukkan adanya perbedaan signifikan antara hasil posttest siswa kelas eksperimen dan kelas kontrol. Rata-rata nilai posttest kelas eksperimen sebesar 81,66 berada pada kategori tinggi, sedangkan kelas kontrol sebesar 69,13 berada pada kategori sedang. Nilai signifikansi 0,013 < 0,05 mengindikasikan bahwa model GBL efektif dalam meningkatkan kompetensi literasi numerasi siswa. Dengan demikian, dapat disimpulkan bahwa pembelajaran berbasis permainan (GBL) mampu menciptakan suasana belajar yang menyenangkan, mendorong partisipasi aktif siswa, dan memperkuat pemahaman konsep numerasi. Model ini dapat direkomendasikan sebagai alternatif metode pembelajaran matematika yang sesuai dengan tuntutan Kurikulum Merdeka.
PENGARUH MODEL PEMBELAJARAN FLIPPED CLASSROOM TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN PAI KELAS VIII SMPN 4 LUBUK SIKAPING Nadia Ulfa Rahmi; Ulfia Rahmi; Meldi Ade Kurnia Yusri; Alkadri Masnur
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8271

Abstract

This study aims to determine the effect of Flipped Classroom learning on student learning outcomes. This study was conducted at SMP Negeri 4 Lubuk Sikaping. The material used was Emulating the Inspiration and Contributions of Muslim Scientists during the Abbasid Caliphate for Humanity and Civilization with the Flipped Classroom learning model assisted by Google Classroom as a learning medium. This study was a quasi-experimental study. The research sample consisted of 44 students, comprising 22 students in the experimental class and 22 students in the control class, which were determined using purposive sampling. Data collection on student learning outcomes after the treatment was carried out using a posttest instrument. The posttest data showed that the scores in the experimental class were higher than those in the control class. Data analysis using the t- test showed that there was an increase in student learning outcomes after the treatment. The t-test results in the study showed that there was a difference in the average learning outcomes of Islamic Religious Education (PAI) students in class VIII of SMPN 4 Lubuk Sikaping in the 2025/2026 academic year after being taught using the Flipped Classroom model. This shows that the Flipped Classroom learning model has an effect on the Islamic Religious Education (PAI) learning outcomes of eighth-grade students at SMPN 4 Lubuk Sikaping in the 2025/2026 academic year.
PENGEMBANGAN E-MODUL UNTUK PEMBELAJARAN DIFERENSIASI PADA MATERI PERANGKAT KERAS KOMPUTER KELAS VII SMP Rafi Septrianda; Ulfia Rahmi; Eldarni, Reni Kurnia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Order
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8313

Abstract

This Development Research was motivated by a problem at SMPN 27 Padang, namely that students were limited to the material presented by teachers through workbooks and printed books that were monotonous because they only contained black and white text without visualizations or interactive activities. This condition had an impact on low student motivation and learning outcomes, while teachers also had difficulty accommodating differentiated learning. This study aims to develop an e-module on computer hardware material that can be used in differentiated learning for seventh grade junior high school students. The Research method used is Research and Development (R&D) with the 4D model (Define, Design, Develop, Disseminate). Data collection instruments include material validation, media validation, teacher and student practicality questionnaires, as well as pre-test and post-test questions. The results showed that the average material validation by experts was 98.09%, media validation by expert I was 97.64%, and media validation by expert II was 94.11%, all of which were categorized as highly valid. Teacher practicality obtained a percentage of 97.39% and student practicality was 94.73%, both of which were categorized as highly practical. The effectiveness test produced an average N-Gain of 0.70, categorized as quite effective. Thus, the developed e-module is suitable for use as a differentiated learning medium for computer hardware material in seventh grade junior high school.
Pengaruh Penggunaan Aplikasi Duolingo dalam Meningkatkan Keterampilan Berbicara Bahasa Inggris Siswa Kelas VIII SMPN 43 Padang syerly indry; Ulfia Rahmi; Zelhendri Zen; Novrianti
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8652

Abstract

This study aims to determine the effect of using the Duolingo application on improving students' English speaking skills. The research method used was a quasi-experiment with a nonequivalent control group design. This design is similar to a pretest-posttest control group design. Data collection was conducted by testing students' English speaking skills using an English speaking skills assessment rubric and purposive sampling technique was used in sampling with a sample size of 64 students in grade VIII of SMPN 43 Padang in the 2025/2026 academic year, namely 32 students in grade VIII 2 as the experimental class and 32 students in grade VIII 3 as the control class. The research results obtained based on the “Test Statistics” output show that Asymp.Sig (2-tailed) has a value of 0.000. The basis for decision making in the Wilcoxon test is that if the Asymp.Sig value is < 0.05, the hypothesis is accepted, and if the Asymp.Sig value is > 0.05, the hypothesis is rejected. The analysis results show that there is an effect of using the Duolingo application in improving students' English speaking skills and that this media is effective for use in learning. The results of the English speaking ability test for eighth-grade students in the English subject, which was applied to class VIII 2 as the experimental class, obtained a higher average score of 20.69, while the average score obtained in class VIII 3 as the control class was lower with an average of 13.94. Based on the results of this study, the Duolingo application can be recommended as an effective learning medium to improve students' English speaking skills.
PENGARUH PENGGUNAAN BAHAN AJAR FLIPBOOK PADA PENERAPAN MODEL PROBLEM BASED LEARNING TERHADAP HASIL BELAJAR KIMIA KELAS XI DI MAS TI BATANG KABUNG Rahmi Artika; Ulfia Rahmi; Septriyan Anugrah; Alkadri Masnur
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8708

Abstract

This study was conducted to determine the effect of using Flipbook teaching materials in the implementation of the Problem Based Learning (PBL) model on the chemistry learning outcomes of grade XI students at MAS TI Batang Kabung. The results showed that the average learning score of students in the experimental class using Flipbook with the PBL model was 79.72, while that of the control class was 64.31. Based on the t-test analysis, the calculated t-value (????ₕᵢₜᵤₙ????) was 4.0641 and the table t-value (????ₜₐ????ₑ????) was 2.032 at a significance level of 0.05, indicating that ????ₕᵢₜᵤ???????? > ????ₜₐ????ₑ????. Therefore, it can be concluded that the use of Flipbook teaching materials in the application of the Problem Based Learning model has a significant effect on students’ chemistry learning outcomes. The use of Flipbook has been proven to help students become more motivated, active, and better understand the material, thereby positively impacting their learning achievement.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY (AR ) PADA MATA PELAJARAN IPA KELAS VII DI SMP Widya Hafizah; Rayendra; Ulfia Rahmi; Reni Kurnia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8797

Abstract

enelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) pada mata pelajaran Ilmu Pengetahuan Alam (IPA) kelas VII SMP, khususnya pada materi Klasifikasi Makhluk Hidup. Latar belakang penelitian ini berawal dari rendahnya minat dan pemahaman siswa terhadap materi IPA karena pembelajaran masih berpusat pada guru serta terbatas pada penggunaan buku teks dan Lembar Kerja Siswa (LKS). Penggunaan teknologi dalam pembelajaran menjadi kebutuhan penting untuk meningkatkan kualitas dan efektivitas pembelajaran. Oleh karena itu, dikembangkanlah media pembelajaran berbasis AR yang mampu menampilkan objek tiga dimensi (3D) secara interaktif melalui perangkat smartphone, sehingga siswa dapat belajar secara lebih menarik, kontekstual, dan realistis. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahapan Analysis, Design, Development, Implementation, dan Evaluation. Produk yang dikembangkan berupa media pembelajaran AR menggunakan aplikasi Asemblr Studio yang menampilkan objek 3D mengenai klasifikasi makhluk hidup. Hasil pengujian validitas oleh ahli media dan ahli materi menunjukkan bahwa media ini termasuk dalam kategori sangat valid, sedangkan uji praktikalitas oleh guru dan siswa menunjukkan media ini sangat praktis digunakan dalam pembelajaran. Uji efektivitas juga menunjukkan adanya peningkatan hasil belajar serta motivasi siswa setelah menggunakan media ini. Dengan demikian, pengembangan media pembelajaran berbasis Augmented Reality (AR) ini terbukti efektif dalam meningkatkan minat, pemahaman, dan keterlibatan aktif siswa dalam proses pembelajaran IPA di SMP.
Analisis Persepsi Guru menggunakan Smart LMS dengan Pendekatan Model Penerimaan Teknologi (TAM) Nadya Faranda; Rayendra Rayendra; Ulfia Rahmi; Septriyan Anugrah; Indra Saputra
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.14162

Abstract

This study aims to analyze the acceptance of the LMS Pintar Kemenag online training platform among public and private Madrasah Tsanawiyah teachers in Padang City using the Technology Acceptance Model (TAM). A quantitative survey was conducted involving 285 teachers, and the data were analyzed using descriptive statistics with SEMPLS. The results indicate high mean scores across all TAM constructs Perceived Ease of Use, Perceived Usefulness, Attitude Toward Using, and Behavioral Intention to Use showing a strong level of technology acceptance. Teachers consider the platform easy to operate and beneficial for professional development; consequently, they develop favorable attitudes and a sustained intention to use it for training and learning activities. These findings reinforce the relationship between perceived ease, perceived usefulness, and behavioral intention as proposed in TAM, while also highlighting the strategic role of digital platforms in supporting teacher competency development within religious education institutions. In conclusion, LMS Pintar Kemenag has been positively accepted by teachers, and its continued improvement is essential to enhance the effectiveness and sustainability of online professional training programs