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Development of web-based learning multimedia to improve students understanding of mathematical concepts in elementary schools Runniarsiti, Runniarsiti; Arismunandar, Arismunandar; Febriati, Farida
Journal of Research in Instructional Vol. 5 No. 2 (2025): Journal of Research in Instructional
Publisher : Univeritas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jri.v5i2.820

Abstract

Rapid technological advances in education have increased student engagement, but some schools still struggle with optimal understanding of mathematical concepts, which impacts learning outcomes. The purpose of this study was to create and evaluate web-based learning multimedia that can improve students' understanding of mathematical concepts. We conducted research and development involving fourth-grade elementary school students. A small-scale trial with six students aimed to observe student responses to the use of web-based learning multimedia in mathematics. Meanwhile, large-scale trials were conducted in three elementary schools with a total of 69 students. Validation involved media and design experts as well as material experts. Data were analyzed quantitatively using percentages and the Wilcoxon test. Interview results revealed a conventional learning process with minimal student participation and limited use of technology. Students tended to be more interested in the use of interactive media, such as videos and images, in the learning process. The results of media validation showed a very good validity level (96.25%), and material validation also showed a very high validity level (90.1%). The measurement results showed that teachers and students responded well, with a percentage above 80%. It indicates that the web-based learning multimedia is very practical. Effectiveness analysis indicates that the developed product effectively improves elementary school students' understanding of mathematical concepts (sig. < 0.05). This study concludes that the developed product, namely web-based learning multimedia, meets the standards of validity, practicality, and effectiveness in improving elementary school students' understanding of mathematical concepts.
Pengembangan Media Komik Digital Untuk Mata Pelajaran Bahasa Indonesia Istiqamah, Nur; Pattaufi, Pattaufi; Febriati, Farida
Journal on Teacher Education Vol. 5 No. 3 (2024): Journal on Teacher Education
Publisher : Universitas Pahlawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jote.v5i3.25960

Abstract

Penelitian ini bertujuan untuk mengetahui tingkat kebutuhan, mendesain media komik digital, mendeskripsikan tingkat validitas dan tingkat kepraktisan media komik digital untuk mata pelajaran Bahasa Indonesia kelas VII di MTs Negeri 2 Makassar. Penelitian ini dikembangkan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Penelitian ini dilakukan di MTs Negeri 2 Makassar. Adapun subjek dalam penelitian ini adalah 2 orang validator yaitu ahli media dan ahli materi, siswa kelas VII sebanyak 30 orang, dan 1 orang guru mata pelajaran bahasa Indonesia. Hasil dari penelitian ini yakni: 1) Analisis kebutuhan menunjukkan bahwa siswa dan guru membutuhkan adanya pengembangan media pembelajaran. 2) Media komik digital dapat diakses secara online dan offline baik menggunakan laptop maupun smartphone. 3) Tingkat kevalidan media komik digital berada pada kualifikasi sangat valid, serta tingkat kepraktisan media komik digital berada pada kualifikasi sangat praktis.
PENGEMBANGAN E-BOOK MATA PELAJARAN IPA UNTUK MENINGKATKAN HASIL BELAJAR DI SMP NEGERI 02 SUNGGUMINASA KABUPATEN GOWA. Muh. Reski; Nurhikmah H; Farida Febriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.17018

Abstract

The problem found was the lack of learning media used by science teachers in the learning process. So the researchers developed this e-book with the aim of: 1) identifying the need for e-books, 2) developing e-book designs, 3) measuring the level of validity, practicality and effectiveness of e-books. This research uses an R&D approach and was developed using the ADDIE model. The research was carried out at SMP Negeri 02 Sungguminasa, Gowa Regency. with research subjects 25 students and science teachers. The research results show that the level of student needs is at 79% of required qualifications, teacher interviews are at 100%, qualifications are very much needed, material/content validation results are at 82.86% for good qualifications, media/design validation results are at 93.33% for qualifications. very good, the results of the student response assessment were in the percentage of 85% good qualifications and the teacher assessment response questionnaire was in the percentage of 80% good qualifications, and to measure effectiveness the one group pretest experimental method was used with an average score of 5.78 points and posttest with an average This value of 9.43 points indicates an increase in learning outcomes so that it is declared very effective. The conclusion of the research results is that the level of analysis of the need for E-books in science subjects is in the required qualifications and this E-book is very valid, practical and very effective. And can improve student learning outcomes.
PENGEMBANGAN GAME EDUKASI UNTUK MENINGKAT HASIL BELAJAR PADA MATA PELAJARAN BAHASA INGGRIS KELAS XI DI SMAN 4 SIDRAP Furkan Harris Saputra; Abdul Hakim; Farida Febriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04 Desember 2024 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20731

Abstract

This study aims to: (1) Knowing the level of need for educational games on English subjects of class XI at SMAN 4 SIDRAP (2) Designing educational games on English subjects of class XI at SMAN 4 SIDRAP (3) Knowing the level of validity, practicality of using educational games on English subjects of class XI at SMAN 4 SIDRAP, The research followed the stages of development of Alessi and Trollip, which consisted of development steps (Planning, Design, & Development). This research was conducted at SMAN 4 SIDRAP involving students of grade XI and English subject educators of grade XI. The test of the developed product consists of an alpha test which is validated by 3 validators including instrument validators, content/material validators with an average score of 100% which is in very good qualifications, media validators with an average score of 96% which is in very good qualifications. The beta test consists of a large group trial involving 30 students whose final questionnaire results are 89.7%, which is in the Practical qualification, Small group trials involving 12 students whose final questionnaire results were 97.7% were in very practical qualifications. Educators' responses related to the development of educational games with the final results of the questionnaire 98% are in very practical qualifications. This development research produces educational game products that can be used in the learning process for class XI students at SMAN 4 SIDRAP. The learning outcomes of students after using educational games increased by 0.21 or 21.46%.
PENGEMBANGAN MEDIA PEMBELAJARAN DIORASMART PADA MATA PELAJARAN GEOGRAFI DI SMA NEGERI 13 MAKASSAR Qadri, Muh. Nuzul; Febriati, Farida; Mawarni, Sella
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24633

Abstract

Geography learning, especially on volcanism material, requires media that can help students visualize abstract concepts more realistically. However, limited time and learning media used by teachers only using maps, atlases, globes, and videos from Youtube make students tend to get bored in the learning process. Therefore, this study aims to develop Diorasmart learning media, a learning media that combines Android-based applications in the form of Smart Apps Creator (SAC) and 3-dimensional volcano dioramas. This study uses the ADDIE development model consisting of five stages: analysis, design, development, implementation, and evaluation. At the analysis stage, observations and needs questionnaires were conducted to determine students' difficulties in understanding volcanism material. At the design stage, the SAC application was designed with interactive animation features, educational videos, and quizzes, while the volcano diorama was developed to provide a real visual depiction. After going through the development stage, Diorasmart was tested for validity by material experts and media experts, and tested on students and teachers to measure its level of practicality and effectiveness. The results of the study indicate that Diorasmart has a high level of validity and is valid for use in geography learning. Teachers' and students' responses to this media are very positive, especially in terms of ease of use and visual appeal. In addition, student learning outcomes through pretest, posttest, and paired samples tests show that Diorasmart is effective in improving student understanding. Thus, Diorasmart can be an innovative solution in geography learning, especially in volcanism material, and has the potential to be further developed in other geography materials.
ANALISIS PELAKSANAAN PROGRAM MERDEKA BELAJAR-KAMPUS MERDEKA DI UNIVERSITAS NEGERI MAKASSAR Nurwahyuni Palabirani; Farida Febriati; Merissa Monoarfa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25877

Abstract

The implementation of the independent learing-independent campus program at Makassar State Univercity has problems including obstacles in recognizing grades that are not in accordance with student expectations, as well as the lack of understanding and support from several lecturers for the credit conversion process. This study aims to analiyze the implementation of the independent learning-independent campus program at Makassar State Univercity. The research method used is qualitative with a case study type of research with data collection techniques in the study through observation, in-depth interviews and documentation. Data analysis uses data reduction analysis, data presentation, and drawing conclusions. The techniques used for the validity of the data findings in this study are triangulation and member check. The results of the study show that the implementation of MBKM at Makassar State University has been running optimally, supported by effective socialization. However, the main challenges faced include the lack of clear information regarding the value recognition procedure, the lack of understanding of several lecturers regarding course conversion.
PENGEMBANGAN MEDIA KOMIK DIGITAL BERBASIS KEARIFAN LOKAL TANAMAN BAWANG MERAH PADA PROGRAM P5 KELAS VII SMPN 1 ANGGERAJA KABUPATEN ENREKANG Siska; Nurhikmah H; Farida Febriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31120

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya pemahaman dan minat siswa kelas VII SMPN 1 Anggeraja terhadap materi kearifan lokal, khususnya praktik pertanian bawang merah di Kabupaten Enrekang yang menjadi bagian dari Projek Penguatan Profil Pelajar Pancasila (P5). Hasil observasi menunjukkan siswa belum mampu mempelajari pertanian tradisional dengan nilai budaya lokal, sementara pembelajaran yang digunakan guru masih bersifat konvensional, minim inovasi, dan kurang memanfaatkan media interaktif. Kondisi ini menyebabkan siswa kurang aktif, mudah bosan, dan tidak terlibat secara mendalam dalam pembelajaran. Untuk mengatasi masalah tersebut, penelitian ini bertujuan mengembangkan media komik digital berbasis kearifan lokal bawang merah yang menarik, interaktif, serta sesuai dengan karakteristik dan kebutuhan siswa. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE ( Analysis, Design, Development, Implementation, Evaluation ). Subjek penelitian terdiri atas dua validator (ahli media dan ahli materi), 32 siswa kelas VII, dan satu guru P5. Instrumen pengumpulan data berupa angket kebutuhan analisis, uji validitas, dan uji kepraktisan.Hasil penelitian menunjukkan bahwa kebutuhan analisis guru dan siswa menunjukkan perlunya media pembelajaran inovatif. Komik digital yang dikembangkan memanfaatkan Pixton untuk pembuatan karakter, Canva untuk desain halaman, dan Heyzine sebagai platform flipbook digital. Berdasarkan penilaian, media komik digital dinyatakan sangat valid oleh ahli media dan materi, serta sangat praktis oleh siswa dan guru dalam uji coba kelompok kecil dan besar. Dapat disimpulkan bahwa komik digital berbasis kearifan lokal bawang merah layak digunakan sebagai media pembelajaran pada program P5 kelas VII SMPN 1 Anggeraja untuk meningkatkan minat dan pemahaman siswa.
Deskripsi Pelaksanaan Modul Nusantara Untuk Meningkatkan Kompetensi Mahasiswa Teknologi Pendidikan Setelah Mengikuti Program Pertukaran Mahasiswa Merdeka (PMM) Rahma; H. Abd.Haling; Farida Febriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33354

Abstract

Penelitian ini membahas tentang Deskripsi Pelaksanaan Modul Nusantara Untuk Meningkatkan Kompetensi Mahasiswa Teknologi Pendidikan Setelah Mengikuti Program Pertukaran Mahasiswa Merdeka (PMM), yang bertujuan untuk memahami secara mendalam mengenai gambaran pelaksanaan kegiatan Modul Nusantara, mengidentifikasi permasalahan yang dihadapi selama pelaksanaannya, serta strategi mahasiswa dan lembaga (UNM) dalam mengatasi permasalahan tersebut. Metode yang digunakan dalam penelitian ini adalah metode kualitatif dengan pendekatan studi kasus. Data dikumpulkan melalui wawancara mendalam dan dokumentasi yang melibatkan 5 partisipan, terdiri dari Ketua MBKM UNM, Liaison Officer (LO) Modul Nusantara PMM UNM, dan 3 mahasiswa Teknologi Pendidikan peserta PMM Batch 3, yang dipilih menggunakan teknik purposive sampling. Hasil penelitian menunjukkan bahwa (1) pelaksanaan Modul Nusantara berhasil meningkatkan kompetensi mahasiswa Teknologi Pendidikan, yang terindentifikasi melalui peningkatan pemahaman keberagaman budaya, pengembangan ide media pembelajaran, peningkatan keterampilan sosial dan kerja tim. (2) permasalahan yang dihadapi meliputi kendala koordinasi dan komunikasi, pendampingan yang belum optimal, penyesuaian jadwal, kurangnya transparansi anggaran, kendala transportasi dan akomodasi, serta tantangan adaptasi budaya dan bahasa. (3) kombinasi antara dukungan lembaga (UNM) dan inisiatif mahasiswa dalam mengatasi permasalahan menciptakan lingkungan belajar yang kondusif, yang tidak hanya memfasilitasi penyelesaian masalah tetapi juga meningkatkan kompetensi dan kesiapan mahasiswa dalam menghadapi tantangan di dunia pendidikan dan masyarakat.
PENGEMBANGAN E-BOOK BERBASIS AUGMENTED REALITY: INOVASI MEDIA PEMBELAJARAN INTERAKTIF PADA JARINGAN KOMPUTER DAN INTERNET Usman, Khadaffy; Febriati, Farida; Arnidah
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 4 (2025): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i4.5714

Abstract

This research aims to develop learning media in the form of e-books based on Augmented Reality (AR) as an interactive innovation in delivering computer network and internet material in Informatics subjects. The research method used is Research and Development (R&D) with the ADDIE development model, as well as a mixed methods approach to obtain qualitative and quantitative data. The research was conducted at SMA Negeri 14 Maros involving 112 students who were selected purposively. Validation was conducted by material and media experts, showing that the e-book developed had met the eligibility criteria. The limited trial involved three students and showed a practicality level of 89%, while the assessment from the teacher obtained a score of 90%, both of which were included in the very practical category. The large-scale trial was conducted on 35 students with a pretest result of 39% and a posttest of 90%, which showed a significant increase in learning outcomes and the effectiveness of the media was in the very effective category. This e-book successfully integrates interactive visual elements through AR technology so as to increase students' motivation, concept understanding, and overall learning experience. Thus, this AR-based e-book is declared valid, practical, and effective and feasible to be implemented in learning Informatics at the high school level.
PKM Pelatihan Pembuatan Modul Berbasis Project Based Learning di Kabupaten Gowa Febriati, Farida; Pattaufi, Pattaufi; Sinaga, Andromeda Valentino; Aswan, Dedy; Syah, Maenuddin Bustanil
DEDIKASI Vol 27, No 2 (2025): JURNAL DEDIKASI
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/dedikasi.v27i2.78524

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru MIN 2 Gowa dalam merancang dan mengimplementasikan modul pembelajaran berbasis Project Based Learning (PjBL). Latar belakang kegiatan ini didasarkan pada masih terbatasnya pemahaman guru mengenai konsep PjBL, minimnya keterampilan dalam penyusunan modul, serta rendahnya pemanfaatan teknologi dalam proses pembelajaran. Program dilaksanakan melalui tahap sosialisasi, pelatihan intensif, pendampingan, serta praktik penyusunan modul. Aplikasi Canva dipilih sebagai media utama karena kemudahan akses, fleksibilitas fitur, serta kemampuannya dalam mendukung kreativitas guru. Hasil kegiatan menunjukkan adanya peningkatan pemahaman konsep PjBL, keterampilan dalam menyusun modul yang kontekstual, serta respon positif dari guru terhadap pemanfaatan Canva sebagai sarana inovatif dalam pengembangan bahan ajar. Dengan demikian, pelatihan ini menjadi langkah strategis dalam memperkuat kapasitas profesional guru sekaligus mendukung peningkatan kualitas pendidikan di Kabupaten Gowa.Kata kunci: Modul Pembelajaran, Pelatihan Guru, Project Based Learning
Co-Authors A. Asbabul Mutawakkal A. Nidaul Magvira Nasrun Abd Hakim Abd Haling Abd. Haling Abdul Hakim Abdul Hakim Abdul Hakim Abdul Haling Abdul Haling Nurul Fahira S Ahmad Jamalong, Ahmad Akhmad, Muhammad Akbar Amelia Dwiputri AMELIA, NUR Amir, Nurdiah Anggraeni Amirul Mukminin An Nur, Aisyah Ratu Andi Akram Dolla Andi Nurfajriani Andromeda Valentino Sinaga Arismunandar Arismunandar Arnidah Arnidah Arnidah, Arnidah Ashabul Kahfi, Ashabul Ashak, Muh. Ashar Asmilawati, Nur Asrianty, Nur Annisa Asrul Burhan Budiarti, Andi Ima Citra Rosalyn Anwar Citra Rosalyn Anwar Dedy Aswan Dian Ismidiati Idil Dinda Hafidzah Permoni Gunawan Ervianti, Ervianti Erwin Faiqatunnisa Faizal Rizky, Muhammad Fajila Ramadani Falahuddini, Muhammad Yusuf Faridah Faridah Febrianti, Ika Fitrah, Nur Annisa Fitri Hidayanti Fitriana Fitriana Furkan Harris Saputra H, Nurhikmah H. Abd.Haling Hamrullah, Dwi Evayanti Harsuani Hasanah, Aswatul Nur Hasriani Hasriani, Hasriani Hestiningrum, Aprilia HUSNUL KHOTIMAH Indah Musfirah MA Indi, Arindi Nurul Amalia Asman Irmayanti Laurentius Irmayanti, Murlia Irnayanti Jaya, Dirwan Kalsum Kalsum Kamaruddin, Qaulan Tsaqila Kurniawan, Andi Ismunandar Latri Aras Lonang, Anisa Hardiyani Lutfi B Lutfi M. Muhajir M.Yusuf.P Maharani Mardani, Izmy Dewi Marlina Marlina Melita Sumomba Merissa Monoarfa Merissa Monoarfa Merrisa Monoarfa Merrisa Monoarfa MMSI Irfan ,S. Kom Monoarfa, Merrisa Muchtar, Hasriani Muh Yusuf Falahuddin Muh. Reski Muhajir Muhajir Muhammad Farhan Muhammad Nur Nasrun, A. Nidaul Magvira Nunung Nurfajri Ainun Nur Annisa Nur Azizah Nur Halisa Nur Istiqamah, Nur Nur, Een Afliani Nur, Miftahu Nuraeni Nurfadhliah Awaliyah Nurhalisa Syamsul Nurhidayah Nurhidayah Nurhikmah H Nurhikmah H Nurhikmah H Nurhikmah H Nurhikmah H Nurhikmah H Nurhikmah H Nurhikmah Nurhikmah Nurhikmah Nurul Septiani Nurwahyuni Palabirani P. Pattaufi Pattaufi Pattaufi, Pattaufi Putri Nursadrina Hiwan Qadri, Muh. Nuzul Rahma Rahmat Al Qadri Basri Ramadhan Akbar Yusuf Ramadhana, Rahmah Rande Rippa, Ariani RATNAWATI Riska Vianti Rizki ayu Afrianti Runniarsiti, Runniarsiti Sella Mawarni Sintia Wulandari Siore, Yulsilva Siska Sofyan Sri Wahyuni Sujarwo Sujarwo Sujarwo Sulfah Muhtar Sulfajri Syah, Maenuddin Bustanil Syam, Nur Fatimah Syarifa Ratu Lutfiah Quraish Ihsan Ba’sein ulya, Andi fahrullah Usman, Khadaffy Wahira Wahyu Nugraha Wahyu Sanjaya Wahyuningsih Wahyuningsih Wildana Wildana, Wildana Yunita Randa Bunga Yusran