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Implementation of Literature Learning to Enhance Students’ Appreciation at SMP Negeri 4 Panca Rijang Jusrianto Jala; Sam Hermansyah; Handy Ferdiansyah; Suhartini Khalik; Usman M
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.9184

Abstract

This study aims to analyze the implementation of literature learning in enhancing students’ literary appreciation at SMP Negeri 4 Panca Rijang. The research involved a sample of 30 eighth-grade students selected through purposive sampling. A descriptive qualitative design was employed to examine how literature learning strategies—such as reading activities, guided discussions, and appreciation tasks—contributed to students’ understanding and emotional engagement with literary texts. Data were collected through classroom observations, student worksheets, and interviews, then analyzed through thematic coding. The findings indicate that the use of interactive literature learning methods significantly supports students’ ability to identify intrinsic elements, interpret meanings, and express personal responses to stories and poems. Furthermore, students demonstrated increased motivation and confidence in appreciating literary works after the implementation of structured learning steps. The study concludes that literature learning, when systematically planned and delivered, can effectively improve students’ literary appreciation at the junior secondary school level
Implementasi Media Pembelajaran Adobe Flash Dan Dampaknya Terhadap Hasil Belajar Bahasa Inggris Siswa Smpn Negeri 2 Baranti Zulkifli N; Syamsu T; Hasanuddin; Muhammad Hanafi; Sam Hermansyah; Handy Ferdiansyah; Irhamsyah Idris; Muhammad Wildan; Ananda Futri; Putri Chaerunnisa
Journal of Innovative and Creativity Vol. 6 No. 1 (2026)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengetahui dampak implementasi media pembelajaran Adobe Flash terhadap hasil belajar Bahasa Inggris siswa SMP Negeri 2 Baranti. Penelitian menggunakan pendekatan kuantitatif dengan jenis eksperimen dan desain posttest-only control design, yaitu membandingkan kelas eksperimen yang diberi perlakuan penggunaan media Adobe Flash dengan kelas kontrol yang belajar menggunakan pembelajaran konvensional. Sampel penelitian ditentukan melalui teknik purposive sampling (dua kelas yang memiliki karakteristik relatif sebanding), kemudian ditetapkan sebagai kelas eksperimen dan kelas kontrol. Teknik pengumpulan data dilakukan melalui observasi, tes, dan dokumentasi, sedangkan analisis data menggunakan statistik deskriptif dan statistik inferensial (uji-t) untuk menguji perbedaan hasil belajar kedua kelompok. Hasil penelitian menunjukkan bahwa implementasi media pembelajaran Adobe Flash memberikan dampak positif, ditandai dengan meningkatnya keterlibatan siswa selama pembelajaran serta hasil belajar Bahasa Inggris siswa pada kelas eksperimen yang lebih baik dibandingkan kelas kontrol.
PENGEMBANGAN MEDIA PEMBELAJARAN SIGAP TERHADAP HASIL BELAJAR PEMAHAMAN KONSEP IPA A. Nur Azizah Asfin; Ferdiansyah, Handy; Takdir, Muhammad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43127

Abstract

This study aims to develop the SIGAP learning media and test its validity, practicality, and effectiveness on students' conceptual understanding of science concepts in seventh-grade students at the UPT SMP Negeri 1 Panca Rijang. This study employed a mixed methods approach with an exploratory sequential design and a Research and Development (R&D) methodology that applied the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. Qualitative data were obtained through observation and interviews, while quantitative data were obtained through questionnaires, tests, and validation sheets. The study subjects consisted of two validators (a material expert and a media expert), one science teacher, and 109 students as a sample of 164 students. The effectiveness test used a one-group pretest-posttest design. The results showed that the SIGAP learning media was categorized as "very valid," with a percentage of 90–100% based on validator assessments. Its practicality was also categorized as "very practical," with a percentage of 90–100% based on teacher and student responses. The results of the normality test indicated that the data were not normally distributed, so the analysis continued using the Wilcoxon Signed Ranks Test. The Wilcoxon test results showed an Asymp. Sig. (2-tailed) value of 0.000 < 0.05 with a Z-value of -9.061, indicating a significant difference between the pre-test and post-test scores. The N-Gain analysis showed an average of 0.8649 (86.4861%), categorized as high. Based on these results, it can be concluded that the SIGAP learning media developed is highly valid, practical, and effective in improving students' conceptual understanding of science in grade VII at UPT SMP Negeri 1 Panca Rijang.
TRANSFORMASI PEMBELAJARAN DIGITAL MELALUI MULTIMEDIA BERBASIS GOOGLE SITES Musa, Muh. Azikin; N, Zulkifli; Ferdiansyah, Handy
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.44036

Abstract

This study aims to develop Google Sites-assisted learning multimedia and determine its validity and practicality in science learning for tenth-grade students at MA Negeri Sidenreng Rappang. This research used a Research and Development (R&D) method with a mixed-method approach and the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The subjects consisted of material experts, media experts, teachers, and students. Data were collected through validation sheets and practicality questionnaires. The results showed that the developed learning media was categorized as very valid with an average percentage of 92% and very practical with a percentage of 89%. Therefore, the developed learning media is feasible for use in science learning.
From Content Delivery to Knowledge Construction: Rethinking Digital Pedagogical Models Handy Ferdiansyah; Aprinda Maharani; Benjamin Laurentino Vaz
Journal of Educational Technology Innovation and Applications Vol. 1 No. 01 (2025): Journal of Educational Technology Innovation and Applications
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/jetia.v1i01.983

Abstract

In the context of digital transformation in education, traditional pedagogical models centered on content delivery are increasingly being questioned. The focus is shifting towards models that prioritize knowledge construction, where students engage actively with the content to build deeper understanding. This article examines how digital pedagogical models can evolve from a teacher-centered approach to a learner-centered one, fostering an environment where learners co-create knowledge. It discusses the challenges and opportunities that come with this shift and proposes a conceptual framework for digital pedagogical practices that align with constructivist principles. Through analysis of existing literature, this paper highlights the key factors influencing effective digital pedagogy, including technology integration, learner engagement, and the role of educators in facilitating active learning. The results and discussion section also incorporates practical examples, presenting tables with detailed comparisons of different digital pedagogical strategies, illustrating their benefits and limitations.
Transformasi Digital Pembelajaran: Mengoptimalkan Hasil Belajar Kognitif melalui Multimedia Berbasis Google Sites Aditia Guntur; Abd. Kahar; Handy Ferdiansyah
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.245

Abstract

This study aims to produce a product by developing multimedia learning assisted by Google Sites and to determine the level of validity, practicality, and effectiveness on students' cognitive learning outcomes. This study uses a Mix Method research approach with the type of Research and Development (R&D) research using the ADDIE development model consisting of five stages, namely analysis, design, development, implementation, and evaluation. The research subjects were grade XI students at MA Negeri Sidenreng Rappang. Data collection techniques used questionnaires, observations, and learning outcome tests. The results of the study showed that based on expert assessments of media and multimedia learning materials assisted by Google Sites were in the very valid category. The level of practicality was in the very practical category. Meanwhile, the results of the N-Gain test showed a fairly effective category value. Thus, multimedia learning assisted by Google Sites is suitable for use in mathematics learning.
Pengembangan Video Pembelajaran IPA Berbasis Doratoon dengan Model ADDIE bagi Siswa SMP Nurwahyuni Mansyur; Syamsunir; Muhammad Takdir; Handy Ferdiansyah
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.270

Abstract

This study aims to produce a valid and practical Doratoon web-based science learning video media for eighth grade students at UPT SMP Negeri 2 Kulo. The background of this study is the low visualization of abstract science concepts, so it requires innovative media to help students' understanding. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. Data collection instruments include validation sheets for material experts and media experts, as well as response questionnaires for teachers and students to measure practicality. The results of the study showed that the Doratoon learning video media was declared "Very Valid" by material experts with a score of 92% and media experts with a score of 88%. The results of the practicality test by teachers obtained 90% results and 92% of students also showed the "Very Practical" category. Thus, this Doratoon-based learning video media is valid and practical to be used as a supporting tool for science learning to visualize complex concepts in an interesting and interactive manner.
Digitalisasi Materi Seni Rupa: Pengembangan Multimedia Interaktif Genially yang Valid dan Praktis Ratmeliah, Indah; Syamsunir, Syamsunir; N, Zulkifli; Ferdiansyah, Handy
ANTHOR: Education and Learning Journal Vol 5 No 2 (2026): Anthor 2026
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/anthor.v5i2.405

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya keterlibatan siswa dan keterbatasan media pembelajaran konvensional pada mata pelajaran Seni Budaya, khususnya materi Seni Rupa, yang cenderung bersifat abstrak. Tujuan utama penelitian ini adalah untuk mendeskripsikan proses pengembangan serta menguji tingkat kevalidan dan kepraktisan multimedia pembelajaran interaktif berbasis Genially untuk siswa kelas VII di SMP Negeri 5 Panca Rijang. Menggunakan metode penelitian pengembangan (Research and Development) dengan model ADDIE yang dibatasi hingga tahap implementasi, penelitian ini melibatkan dua pakar sebagai validator serta satu orang guru dan 30 siswa sebagai subjek uji coba praktikalitas. Instrumen pengumpulan data berupa angket validasi dan angket respon pengguna yang dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa multimedia pembelajaran berbasis Genially dinyatakan sangat valid oleh ahli materi dan ahli media dengan penekanan pada akurasi substansi serta kemenarikan visual interaktif. Dari aspek kepraktisan, media ini mendapatkan respon sangat positif dari guru dan siswa karena kemudahan aksesibilitas melalui browser serta fitur navigasi yang mendukung kemandirian belajar. Simpulan dari penelitian ini adalah multimedia interaktif berbasis Genially pada materi Seni Rupa telah memenuhi standar kualitas sebagai media yang valid dan praktis, sehingga layak digunakan sebagai sarana pendukung digitalisasi pembelajaran di sekolah menengah pertama.
Validitas dan Praktikalitas Video Pembelajaran Berbantuan Web Doratoon pada Materi Seni Teater Amelia Putri, Indri; N, Zulkifli; Syamsunir, Syamsunir; Ferdiansyah, Handy
ANTHOR: Education and Learning Journal Vol 5 No 2 (2026): Anthor 2026
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/anthor.v5i2.419

Abstract

Penelitian ini dilatarbelakangi oleh fenomena rendahnya efektivitas pembelajaran Seni Budaya di UPT SMP Negeri 2 Kulo, di mana keterbatasan media digital interaktif menyebabkan 70% siswa belum mencapai Kriteria Ketercapaian Tujuan Pembelajaran (KKTP). Fokus utama penelitian ini adalah melakukan analisis mendalam terhadap kevalidan dan kepraktisan video pembelajaran berbasis web Doratoon pada materi Seni Teater. Menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation), penelitian ini mengintegrasikan pendekatan kualitatif dan kuantitatif untuk memvalidasi produk. Subjek penelitian melibatkan validator ahli (materi dan media), guru pengampu, serta 33 siswa kelas VII. Hasil pengujian menunjukkan bahwa media ini mencapai tingkat kevalidan rata-rata 85% dengan kategori valid. Dari aspek praktikalitas, instrumen respon guru mencatat skor sempurna 100% dan respon siswa sebesar 98%, sehingga diklasifikasikan sebagai media yang sangat praktis. Selain itu, uji efektivitas melalui N-gain score sebesar 87% mengonfirmasi peningkatan signifikan pada hasil belajar. Simpulan penelitian ini menegaskan bahwa video pembelajaran berbasis web Doratoon merupakan solusi inovatif yang layak, praktis, dan efektif untuk meningkatkan capaian instruksional pada mata pelajaran Seni Budaya di tingkat sekolah menengah.
Digitalisasi Materi Seni Rupa: Pengembangan Multimedia Interaktif Genially yang Valid dan Praktis Ratmeliah, Indah; Syamsunir, Syamsunir; N, Zulkifli; Ferdiansyah, Handy
ANTHOR: Education and Learning Journal Vol 5 No 2 (2026): Anthor 2026
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/anthor.v5i2.405

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya keterlibatan siswa dan keterbatasan media pembelajaran konvensional pada mata pelajaran Seni Budaya, khususnya materi Seni Rupa, yang cenderung bersifat abstrak. Tujuan utama penelitian ini adalah untuk mendeskripsikan proses pengembangan serta menguji tingkat kevalidan dan kepraktisan multimedia pembelajaran interaktif berbasis Genially untuk siswa kelas VII di SMP Negeri 5 Panca Rijang. Menggunakan metode penelitian pengembangan (Research and Development) dengan model ADDIE yang dibatasi hingga tahap implementasi, penelitian ini melibatkan dua pakar sebagai validator serta satu orang guru dan 30 siswa sebagai subjek uji coba praktikalitas. Instrumen pengumpulan data berupa angket validasi dan angket respon pengguna yang dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa multimedia pembelajaran berbasis Genially dinyatakan sangat valid oleh ahli materi dan ahli media dengan penekanan pada akurasi substansi serta kemenarikan visual interaktif. Dari aspek kepraktisan, media ini mendapatkan respon sangat positif dari guru dan siswa karena kemudahan aksesibilitas melalui browser serta fitur navigasi yang mendukung kemandirian belajar. Simpulan dari penelitian ini adalah multimedia interaktif berbasis Genially pada materi Seni Rupa telah memenuhi standar kualitas sebagai media yang valid dan praktis, sehingga layak digunakan sebagai sarana pendukung digitalisasi pembelajaran di sekolah menengah pertama.