Claim Missing Document
Check
Articles

Found 20 Documents
Search

Learning Evaluation Design Using Quizizz in Mathematics Subjects at Elementary School Agustin, Sandra Aryani; Saputra, Hendra Nelva; Darman, Darman
Edunesia : Jurnal Ilmiah Pendidikan Vol. 6 No. 2 (2025)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v6i2.1259

Abstract

This study aims to design a valid, reliable, and effective mathematics learning evaluation tool using Quizizz for grade VI students at SDN 1 Toronipa. The method used in this study is Research and Development (RnD) with a 4D development model. The validity test results showed that out of 25 questions tested, 15 were declared valid, while 10 other questions were invalid. The reliability test conducted using the Alpha Cronbach method produced a reliability coefficient of 0.960, indicating a very high level of Reliability. Analysis of the difficulty level of the questions revealed that 80% of the questions were in the "moderate" category, while the other 20% were in the "easy" category. The discrimination test results showed that most questions had "good" or "excellent" discrimination power. This study proves Quizizz is a practical, engaging, interactive evaluation tool. The evaluation tool developed meets the criteria of validity, Reliability, appropriate level of difficulty, and good discrimination power, so it can potentially increase student motivation and learning outcomes. This study provides empirical evidence that Quizizz can be an effective alternative in evaluating mathematics learning at the elementary school level.
PERANCANGAN MEDIA PEMBELAJARAN BERBASIS VIDEO DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN IPAS Aviani, Fenti Nur; Darman, Darman; Saputra, Hendra Nelva
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i3.6660

Abstract

This study aims to design and evaluate the feasibility and effectiveness of a learning media to enhance motivation in learning IPAS for fifth-grade students. The research employed the Research and Development (R&D) method using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The findings reveal that the video-based learning media created using the CapCut application received an expert rating of 95.6% from subject matter experts and 92.6% from media experts, indicating a very high level of feasibility. In terms of effectiveness, the video media was able to improve learning motivation in IPAS by 71.2%. Therefore, based on the feasibility and effectiveness testing, it can be concluded that the design of video-based learning media using the CapCut application is highly suitable and effective in enhancing students’ motivation to learn about a harmonious ecosystem. Furthermore, this video-based learning media offers the advantage of being stored and replayed by istudents. This allows learners to revisit difficult sections or review the material as needed, supporting self-directed learning and enabling students to learn at their own pace. ABSTRAKPenelitian ini memiliki tujuan untuk merancang dan mengevaluasi kelayakan serta efektivitas media dalam meningkatkan motivasi belajar IPAS untuk siswa kelas V. Metode yang digunakan dalam penelitian ini adalah metode R&D (Research and Development) dengan model ADDIE, yang terdiri dari tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Temuan dari penelitian ini menunjukkan bahwa media pembelajaran berbasis video yang dibuat dengan aplikasi CapCut mendapatkan penilaian dari ahli materi sebesar 95,6% dan dari ahli media sebesar 92,6%, yang menunjukkan bahwa media tersebut sangat layak digunakan. Dari segi efektivitas, media pembelajaran video ini dapat meningkatkan motivasi belajar IPAS dengan persentase 71,2%. Oleh karena itu, berdasarkan pengujian kelayakan dan efektivitas, dapat disimpulkan bahwa desain media pembelajaran berbasis video menggunakan aplikasi CapCut sangat memadai dan sangat efektif dalam meningkatkan motivasi belajar mengenai ekosistem yang harmonis. Selain itu, media pembelajaran berbasis video dengan aplikasi CapCut memiliki keuntungan, yakni dapat disimpan untuk ditonton kembali oleh siswa. Hal ini memungkinkan siswa untuk memutar ulang bagian-bagian yang sulit dipahami atau mengulang materi sesuai kebutuhan mereka. Ini mendukung pembelajaran mandiri dan memberi kesempatan kepada siswa untuk belajar dengan kecepatan mereka sendiri.
Pengaruh Penggunaan Media Pembelajaran Intraktif Quizizz terhadap Motivasi Belajar Siswa Mata Pelajaran Informatika Muhammad Ahyar; Darman Darman; Zila Razilu
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 5 No. 4 (2025): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2025 (4)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v5i4.2977

Abstract

Penelitian ini dimaksudkan untuk mengevaluasi dampak penerapan alat pembelajaran interaktif bernama Quizizz pada semangat belajar pelajar dalam subjek Informatika, utamanya dalam topik Teknologi Informasi dan Komunikasi. Dasar riset  ini muncul dari dorongan belajar siswa yang terlihat rendah melalui pengamatan di kelas IX SMPN 4 Kendari. Desain yang dipergunakan adalah pre-test dan post-test yang diaplikasikan pada kelompok kontrol sebagai bagian dari pendekatan quasi-experimental. Melalui penerapan metode purposive sampling, 60 siswa dipilih dan didistribusikan ke dalam kelompok eksperimen dan kelompok kontrol. Adapun kuesioner motivasi belajar dijadikan sebagai alat pengukuran riset yang mencakup 20 pernyataan yang telah diverifikasi keandalannya menggunakan Cronbach’s Alpha dan dinyatakan dapat diandalkan (α = 0,913–0,924). Pengolahan data dilakukan melalui uji paired samples t-test. Ditemukan dalam temuan studi bahwa tidak ada kenaikan motivasi belajar pada kelas kontrol yang bermakna (p = 0,488 > 0,05), sementara kelas eksperimen menunjukkan adanya kenaikan motivasi belajar yang signifikan (p < 0,001) setelah menerima intervensi pembelajaran menggunakan Quizizz. Representasi visual skor motivasi juga menunjukkan apabila sebagian besar pelajar berada dalam kategori sedang hingga tinggi, tanpa ada yang masuk kategori sangat rendah. Temuan ini mengonfirmasi bahwa pemanfaatan Quizizz tidak hanya memberikan efek positif pada kemajuan kognitif, tetapi juga secara nyata mendorong motivasi belajar pelajar. Dengan demikian, Quizizz layak dianjurkan sebagai pilihan strategi pembelajaran inovatif berbasis gamifikasi yang cocok dengan sifat generasi digital masa kini.
PERANCANGAN MEDIA PEMBELAJARAN BERBASIS POWERPOINT PADA MATA PELAJARAN IPS POKOK BAHASAN KERAJAAN ISLAM KELAS X Muliyani, Sri; Saputra, Hendra Nelva; Darman, Darman
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 5 No. 4 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v5i4.7966

Abstract

The teaching of Social Studies (IPS) at the senior high school (SMA/MA) level plays an essential role in developing students’ critical thinking skills and historical understanding. However, classroom practices are still largely dominated by lecture methods and the use of conventional PowerPoint presentations that lack interactivity, resulting in passive learning and difficulty in comprehending historical material. This study focuses on designing an interactive PowerPoint-based learning media for the topic Islamic Kingdoms in Indonesia for tenth-grade students, aiming to provide an engaging, communicative, and student-centered alternative suited to the characteristics of 21st-century learners. The research employs a Research and Development (R&D) method with a descriptive quantitative approach, adapting the ADDIE model but limited to the design and development stages. The study involved three subject matter experts, three media experts, and ten tenth-grade students who were introduced to the developed media. Data were collected through expert validation sheets and structured questionare, then analyzed descriptively and quantitatively. The validation results indicated that the media achieved an average feasibility score of 89%, categorized as “highly feasible.” Student questionnaire responses also showed positive perceptions toward the media’s design, ease of navigation, and clarity of content. The interactive PowerPoint media effectively stimulated students’ interest and engagement in Social Studies learning. Therefore, this study concludes that the interactive PowerPoint-based learning media is suitable to be used as an initial innovation to enhance the quality and attractiveness of Social Studies learning on Islamic history topics in tenth grade. ABSTRAKPembelajaran Ilmu Pengetahuan Sosial (IPS) di jenjang SMA/MA memiliki peran penting dalam membentuk kemampuan berpikir kritis dan pemahaman historis peserta didik. Namun, praktik pembelajaran di lapangan masih didominasi metode ceramah dan penggunaan media PowerPoint konvensional yang kurang interaktif, sehingga siswa cenderung pasif dan mengalami kesulitan memahami materi sejarah. Penelitian ini berfokus pada perancangan media pembelajaran berbasis PowerPoint interaktif pada materi Kerajaan-Kerajaan Islam di Indonesia kelas X yang bertujuan untuk menghadirkan alternatif media yang menarik, komunikatif, dan sesuai dengan karakteristik peserta didik abad ke-21. Penelitian ini menggunakan metode Research and Development (R&D) dengan pendekatan deskriptif kuantitatif yang mengadaptasi model ADDIE, namun hanya dilaksanakan hingga tahap design dan development. Subjek penelitian meliputi tiga ahli materi, tiga ahli media, dan sepuluh siswa kelas X yang diperkenalkan dengan media hasil rancangan. Data dikumpulkan melalui lembar validasi ahli dan kuesioner terstruktur, kemudian dianalisis secara deskriptif kuantitatif. Hasil validasi menunjukkan bahwa media memperoleh skor rata-rata kelayakan sebesar 89% dengan kategori “sangat layak”. Hasil kuesioner dengan siswa menunjukkan tanggapan positif terhadap aspek tampilan, kemudahan navigasi, dan kejelasan materi. Media PowerPoint interaktif ini terbukti mampu menstimulasi minat dan keterlibatan siswa dalam pembelajaran IPS. Dengan demikian, penelitian ini menyimpulkan bahwa media pembelajaran berbasis PowerPoint interaktif layak digunakan sebagai inovasi awal dalam meningkatkan kualitas dan kemenarikan pembelajaran IPS pada materi sejarah Islam di kelas X.
Perancangan Media Pembelajaran Berbasis Video Animasi pada Materi WAN Kelas XI SMKN 1 Wakatobi: Design of Animated Video-Based Learning Media for WAN Material for Class XI of SMKN 1 Wakatobi La Ode Muhammad Arif Dirmansyah; Darman Darman; Alfiah Fajriani
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7236

Abstract

This study aims to design and develop animated video-based learning media for Wide Area Network (WAN) subjects for 11th-grade students of Computer and Network Engineering at SMKN 1 Wakatobi. The development was carried out using the ADDIE model, which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. This study uses a Research and Development (R&D) approach involving material experts, media experts, and students as respondents. The data collection process was carried out through observation, interviews, and validation questionnaires. The validation results showed that the developed media obtained an average score of 83% with a very valid category. Material experts received the highest score of 88%, while media experts scored 75%. Student responses reached 93%, with a very valid category. The implementation of media in learning showed an increase in student learning outcomes, from an average of 63.2% in the pre-test to 93% in the post-test, after using animated videos. The N-gain calculation of 0.64 indicates moderate effectiveness, meaning this media has a positive impact on improving the understanding of WAN concepts. In addition to improving learning outcomes, animated videos have also been shown to foster motivation, capture attention, and create interactive and enjoyable learning experiences. Therefore, this animated video-based learning medium is deemed suitable for use as an innovative and relevant digital learning tool to support learning in 21st-century vocational high schools.
Perancangan Prototipe Sistem Pembelajaran Digital Berbasis Arsitektur Moodle Terintegrasi dengan ELUMAK: Design of a Digital Learning System Prototype Based on Moodle Architecture Integrated with ELUMAK Yuda Ferdiansyah; Darman Darman; Zila Razilu
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7288

Abstract

The digital transformation in education has created an urgent need for an online learning system that is not only efficient but also integrated and easy to use by both lecturers and students. In this context, the use of Learning Management Systems (LMS) such as Moodle often faces challenges, particularly due to interface complexity, limited personalization, and limited integration with existing campus academic systems. This research focuses on designing a prototype digital learning system based on the Moodle architecture integrated with ELUMAK at Muhammadiyah University of Kendari. The goal is to improve the effectiveness, convenience, and user experience in the online learning process. This research uses a User-Centered Design (UCD) approach through the stages of understanding the context of use, determining user needs, designing solutions, and evaluating the design. These stages are realized through identifying user needs, designing interfaces using Figma, and evaluating usability using the System Usability Scale (SUS) instrument. A total of 30 respondents, comprising lecturers and students, participated in the trial to assess the extent to which the system meets their needs. The test results showed an average SUS score of 76.42, which falls in the "Good" to near "Excellent" range. These findings indicate that the designed system is highly easy to use, responsive to user needs, and has the potential to improve the integration of academic data across platforms in higher education environments. Thus, the implementation of the UCD approach has proven effective in producing an e-learning system design that is intuitive, adaptive, and supports the digital transformation of education.
Pengaruh Implementasi Model PjBL Berbantuan Aplikasi Cisco Packet Tracer Terhadap Peningkatan Hasil Belajar Siswa Pada Materi DHCP Server SMK Novi Ramadani; Darman Darman; Zila Razilu
Journal of Instructional and Development Researches Vol. 6 No. 1 (2026): February
Publisher : Yayasan Indonesia Emerging Literacy Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53621/jider.v6i1.736

Abstract

Penelitian ini bertujuan untuk mengkaji pengaruh penerapan model pembelajaran berbasis proyek (Project-Based Learning/PjBL) yang didukung oleh aplikasi Cisco Packet Tracer terhadap hasil belajar siswa pada materi Dynamic Host Configuration Protocol (DHCP) Server di SMK Negeri 6 Konawe. Latar belakang penelitian ini berangkat dari rendahnya partisipasi aktif peserta didik dalam pembelajaran jaringan komputer yang masih didominasi oleh metode konvensional, sehingga pemahaman siswa cenderung bersifat teoritis dan keterampilan praktis belum berkembang secara maksimal. Penelitian ini menggunakan pendekatan kuantitatif dengan desain pra-eksperimental One-Group Pretest–Posttest. Subjek penelitian meliputi seluruh peserta didik kelas XI Kompetensi Keahlian Teknik Komputer dan Jaringan (TKJ) yang berjumlah 13 orang dalam satu kelas. Instrumen penelitian berupa tes hasil belajar yang terdiri atas sembilan soal pilihan ganda dan telah dinyatakan valid melalui proses validasi oleh para ahli. Pengumpulan data dilakukan melalui pemberian pretest dan posttest, kemudian dianalisis menggunakan perhitungan N-Gain Score serta uji paired sample t-test. Hasil analisis menunjukkan adanya peningkatan rata-rata hasil belajar peserta didik dari 53,31 pada pretest menjadi 87,54 pada posttest. Nilai rata-rata N-Gain Score sebesar 0,70 termasuk dalam kategori peningkatan tinggi. Selain itu, hasil uji t berpasangan memperoleh nilai signifikansi sebesar 0,000 (< 0,05), yang menandakan adanya perbedaan yang signifikan antara nilai pretest dan posttest. Berdasarkan temuan tersebut, dapat disimpulkan bahwa penerapan model PjBL berbantuan Cisco Packet Tracer efektif dalam meningkatkan penguasaan konsep serta keterampilan teknis peserta didik pada materi DHCP Server. Temuan ini menegaskan pentingnya integrasi pembelajaran berbasis proyek dengan pemanfaatan media simulasi teknologi dalam meningkatkan mutu pembelajaran pada pendidikan kejuruan, khususnya pada kompetensi jaringan komputer.
ANALISIS RESPON SISWA TERHADAP PENGEMBANGAN HYBRID LEARNING BERBASIS MOODLE PADA MATA PELAJARAN IPA DI SMAN 4 KENDARI Anggita Pebrianti; Darman Darman; Alfiah Fajriani
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 2 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2024
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i2.1425

Abstract

The results of this study show that the combination of online learning and project learning is an effective approach in improving the quality of learning. This has important implications for the development of education in the future, where innovative and flexible learning methods are increasingly needed.
Enhancing Elementary Science Learning through Android-Based Interactive Media with Construct 2 Hendra Nelva Saputra; Darman Darman; Nurnaningsih Nurnaningsih
Jurnal Edutech Undiksha Vol. 13 No. 2 (2025): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i2.104486

Abstract

Low student understanding of food web concepts in science subjects remains a challenge due to conventional teaching methods and minimal use of interactive media. This study aims to develop and test the effectiveness of Android based interactive learning media designed using Construct 2 to enhance fifth grade students’ conceptual understanding in science. This research is a development study (research and development) using the ADDIE model through the stages of Analyze, Design, Development, Implementation, and Evaluation. The research subjects consisted of media experts, subject matter experts, and students. Data were collected through expert validation questionnaires, student response questionnaires, and learning outcome tests, and then analyzed using the One Sample t-test. Validation results indicated that the media was highly feasible for use, with average scores of 85% from media experts and 93.33% from subject matter experts, while student responses reached 83.75%. The t-test results showed an average student score of 73.13, which was significantly higher than the reference score of 68 (p = 0.004). In conclusion, Android-based interactive learning media developed using Construct 2 was proven effective in improving students’ understanding and learning outcomes. Its implication is that this media can serve as an innovative learning strategy that enhances students’ motivation, engagement, and understanding, while also providing a model for adaptive and contextual digital media development in modern education.
PENGEMBANGAN VIDEO PEMBELAJARAN INTERAKTIF PENDIDIKAN AGAMA ISLAM MATERI TANDA-TANDA BALIGH DI SDN 78 KENDARI Nilam Rahmadani; Darman Darman; Hendra Nelva Saputra
Tajdid: Jurnal Pemikiran Keislaman dan Kemanusiaan Vol. 9 No. 2 (2025): Oktober
Publisher : LP2M IAI Muhammadiyah Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52266/tadjid.v9i2.4758

Abstract

Materi tanda-tanda baligh dalam Pendidikan Agama Islam sering kali sulit dipahami siswa sekolah dasar karena bersifat abstrak dan sensitif. Berdasarkan kondisi di kelas IV SDN 78 Kendari, proses pembelajaran masih mengandalkan metode ceramah yang membuat siswa kurang aktif dan merasa canggung. Rumusan masalah penelitian, bagaimana mengembangkan video pembelajaran interaktif yang sesuai untuk menyampaikan materi tanda-tanda baligh agar mudah dipahami. Tujuan penelitian, menghasilkan video pembelajaran interaktif yang layak digunakan dan menarik serta dapat meningkatkan pemahaman siswa. Research and Development (R&D) dipilih sebagai metode dengan model ADDIE yang mencakup lima tahapan yaitu analisis, perancangan, pengembangan, implementasi, dan evaluasi. Hasil penelitian ini dinilai sangat layak digunakan oleh ahli media dengan rata-rata 90,74% dan oleh ahli materi dengan rata-rata 87,27%. Implementasi terhadap 17 siswa menunjukkan respon positif dengan nilai rata-rata 89,41%. Kesimpulannya, video pembelajaran yang di kembangkan sangat layak dan mudah digunakan dalam meningkatkan pemahaman siswa terhadap materi tanda-tanda baligh sebagai pembelajaran alternatif.