Claim Missing Document
Check
Articles

Found 14 Documents
Search

PENERAPAN METODE KONTEKSTUAL TERHADAP KEMAMPUAN MENULIS PUISI SISWA Sri Elanda Yunita; Rustam Efendi Rasyid; Muhammad Takdir
Cakrawala Indonesia Vol 6 No 1 (2021): Mei-Oktober
Publisher : Program Studi Pendidikan Bahasa Indonesia, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Sidenreng Rappang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55678/jci.v6i1.436

Abstract

Tujuan penelitian adalah untuk mengetahui efektivitas penerapan model pembelajaran kontekstual terhadap kemampuan menulis puisi siswa kelas VII SMP Negeri 2 Alla Kecamatan Baroko Kabupaten Enrekang. Jenis penelitian ini menggunakan jenis kuantitatif dengan tipe penelitian deskriptif. Desain yang digunakan dalam penelitian ini adalah desain eksperimen dengan menggunakan 2 jenis sampel yaitu kelas eksperimen dan kelas kontrol dari keseluruhan populasi sebanyak 4 kelas. Hasil penelitian menunjukkan bahwa metode pembelajaran tersebut tergolong belum cukup efektif dikarenakan beberapa faktor yang menyebabkan proses terganggu di masa pandemi covid-19 ini. Namun pada dasarnya, metode pembelajaran ini dapat digunakan secara berkelanjutan untuk dapat meningkatkan kemampuan menulis puisi siswa ataupun dipembelajaran kemampuan lainnya. Nilai t-hitung untuk variable kelas Eksperimen sebesar 99,888 dengan probabilitas (Sig.) 0,000, sedangkan untuk variable kelas Kontrol nilai t-hitungnya sebesar 69.534 (lebih rendah daripada t-hitung variable Kelas Eksperimen) dengan nilai probabilitas (Sig.) 0,000 < 0,05. Rata-rata dari nilai perolehannya kelas eksperimen sebesar 83.65 sedangkan kelas kontrol hanya sejumlah 76.58. Namun, untuk indeks gain skor yang diperoleh Kelas Eksperimen (dengan model pembelajaran Kontekstual) hanya sebesar 42.2 atau apabila dipersentasekan sebesar 42.2% dan termasuk dalam kategori kurang efektif.
The Effect Of Using Pageflip Professional 3d Interactive Media On The Learning Outcomes Of Crafts And Entrepreneurship Of Grade X Students SMA Muhammadiyah Pangsid School Muhammad Takdir; Handy Ferdiansyah; Zulkfili N
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.v3i4.2921

Abstract

Pengaruh Penggunaan Media Interaktif 3D Page Flip Professional Terhadap Hasil  Belajar Prakarya Dan Kewirausahaan Siswa Kelas X SMA Muhammadiyah Pangsid”. Dibimbing oleh Muhammad Takdir dan Madaling. Tujuan dari penelitian ini adalah untuk melihat bagaimana penggunaan media interaktif 3D Page Flip Professional mempengaruhi hasil belajar siswakelas X SMA Muhammadiyah Pangsid. Penelitian ini menggunakan pendekatan kuatitatif yang melibatkan siswa Kelas X Muhammadiyah Pangsid. Quasi Eksperiment dengan One Group Pretest-Posttest Designdengan teknik analisis non parametrikWilcoxon digunakan dalam penelitian ini. Variabel dalam penelitian ini ada dua, dua variabel yang digunakan yaitu penggunaan media interaktif 3D Page Flip Professional merupakan variabel bebas (X) dan Hasil belajar merupakan variabel terikat (Y).Jumlah populasi dalam penelitian ini sebanyak 26 orang, Probability Sampling dengan Simple Random Sampling adalah jenis sampel yang digunakan. Ada dua jenis prosedur pengumpulan data yang digunakan: tes dan dokumentasi. Pengumpulan data tes dilakukan dengan memberikan pretest kepada kelompok eksperimen kemudian diberi perlakuan dengan menggunakan media interaktif 3D Page Flip Professional dan selanjutnya diberikan tes akhir. Hasil penelitian menunjukkan nilai signifikansinya 0,00< 0,05. Selain itu, nilai rata-rata yang diperoleh siswa meningkat. Nilai post-test yang diperoleh siswa yakni 86,31 sedangkan untuk nilai pre-test hanya 69,47. Hipotesis diterima pada akhir uji hipotesis dengan program aplikasi SPSS for Windows 25.0. Hal ini menunjukkan adanya pengaruh yang signifikan. sebelum siswa diberi perlakuan dan setelah diberi perlakuan.
Pendampingan Peningkatan Kualitas Pembelajaran Bagi Guru di SMA Negeri 1 Sidrap Rustam Efendy Rasyid; Anis Pacinongi; Sitti Aisa; Muhammad Takdir; Sultan Rasyid
Madaniya Vol. 6 No. 1 (2025)
Publisher : Pusat Studi Bahasa dan Publikasi Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53696/27214834.1155

Abstract

Peningkatan kualitas pembelajaran merupakan faktor kunci dalam menciptakan pendidikan yang lebih efektif dan bermakna. Guru sebagai tenaga pendidik memiliki peran strategis dalam mengembangkan metode pembelajaran inovatif guna meningkatkan motivasi dan partisipasi siswa. Namun, tantangan dalam dunia pendidikan, terutama dalam pemanfaatan teknologi dan strategi pembelajaran yang interaktif, masih menjadi kendala bagi sebagian guru. Program Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk mendampingi guru-guru di SMA Negeri 1 Sidrap dalam meningkatkan kompetensi pedagogik dan profesionalisme mereka melalui pelatihan, workshop, serta pendampingan langsung dalam kelas. Kegiatan ini melibatkan identifikasi kebutuhan, pelatihan strategi pembelajaran berbasis teknologi, supervisi implementasi di kelas, serta evaluasi program. Hasil dari kegiatan ini menunjukkan adanya peningkatan signifikan dalam pemahaman dan keterampilan guru dalam menerapkan metode pembelajaran inovatif, dengan 90% guru menunjukkan peningkatan kompetensi setelah pelatihan. Selain itu, pemanfaatan teknologi dalam pembelajaran meningkat dari 40% menjadi 85%, sementara partisipasi siswa dalam kelas meningkat dari 50% menjadi 80%. Evaluasi program mengindikasikan bahwa pendampingan berkelanjutan sangat dibutuhkan untuk memastikan keberlanjutan implementasi metode pembelajaran yang telah diperkenalkan. Oleh karena itu, program ini diharapkan dapat menjadi model bagi peningkatan kualitas pembelajaran di sekolah lainnya, khususnya dalam menghadapi tantangan pendidikan di era digital.
The Effectiveness of Nearpod-Based Learning Media on the Biology Learning Outcomes of 11th Grade Students at UPT SMA Negeri 10 Sidenreng Rappang Uli Rainilda; Usman M; Hasanuddin Hasanuddin; Muhammad Takdir
Edumaspul: Jurnal Pendidikan Vol 9 No 1 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i1.8844

Abstract

This study aims to determine the effect of using Articulate Storyline 3 learning media on student learning outcomes in the subject of Arts and Culture in class XII UPT SMA Negeri 10 Sidenreng Rappang. The research method used is quantitative with a true experimental type. The research sample consisted of 36 students who were divided into two groups, namely the experimental group using Articulate Storyline 3 learning media and the control group using conventional learning methods. Data collection techniques were carried out through learning outcome tests in the form of multiple choices and documentation. Data were obtained through learning outcome tests and analyzed using statistical tests to see the differences between the two groups. The results showed that there was a significant difference between the learning outcomes of students who used Articulate Storyline 3 learning media and those who did not use it. The average value of the experimental group was higher than the control group (87.11> 68.88). This proves that the use of Articulate Storyline 3 as a learning medium can improve student learning outcomes in the subject of arts and culture.
The effectiveness of using Blooket on improving the learning motivation of science students in grade 8 at MTs Negeri 1 Sidenreng Rappang Fitri Ramadani; Syamsunir Syamsunir; Muhammad Takdir
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.v9i2.8860

Abstract

Blooket, yang dilafalkan sebagai ‘blu-kit’, merupakan salah satu platform pembelajaran yang digunakan dalam proses belajar mengajar. Platform ini dapat dimanfaatkan dalam pembelajaran daring dan diharapkan mampu meningkatkan motivasi belajar siswa. Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan Blooket terhadap motivasi belajar siswa mata pelajaran Ilmu Pengetahuan Alam (IPA) kelas VIII di MTs Negeri 1 Sidenreng Rappang. Jenis penelitian ini adalah quasi experimental dengan desain one group pretest-posttest. Populasi dalam penelitian ini adalah seluruh siswa kelas VIII MTs Negeri 1 Sidenreng Rappang yang berjumlah 238 orang. Sampel penelitian ditentukan dengan teknik random sampling dan terpilih sebanyak 31 siswa dari kelas VIII.A. Instrumen yang digunakan dalam penelitian ini adalah tes dalam bentuk pilihan ganda dan kuesioner untuk mengukur motivasi belajar siswa, mencakup aspek ketuntasan belajar dan ketepatan waktu dalam memahami materi. Hasil penelitian menunjukkan bahwa terdapat efektivitas penggunaan Blooket terhadap motivasi belajar siswa. Hal ini dibuktikan melalui hasil uji paired sample t-test antara data pretest dan posttest motivasi belajar siswa yang menunjukkan nilai signifikansi. Nilai rata-rata motivasi belajar setelah perlakuan (Mx = 88,86) lebih tinggi dibandingkan sebelum perlakuan (My = 48,95). Dengan demikian, dapat disimpulkan bahwa penggunaan Blooket efektif dalam meningkatkan motivasi belajar siswa IPA kelas VIII di MTs Negeri 1 Sidenreng Rappang.
The effectiveness of using Powtoon-based learning videos on the learning outcomes of grade XI science students at MAN Sidenreng Rappang Nur Aisyah; Syamsunir Syamsunir; Muhammad Takdir
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.v9i2.8869

Abstract

This study uses a quantitative method that aims to test whether Powtoon-based learning videos are effective on the learning outcomes of natural science students of Class XI IPA MAN Sidenreng Rappang. The population is 124 students, so the sampling in this thesis is taking all samples if the number of subjects is less than 100, and taking 10-25% of the subjects, or 20-25% of them if there are more than 100 subjects. Because there are only 26 people in the population-total less than 100, the researcher chose to take samples from the entire group using Suharsimi Arikunto's opinion with a sampling technique, namely simple random sampling. There are 2 research variables, namely the independent variable based on Powtoon (X) and the dependent variable, namely the learning outcomes of natural science (Y). This research was conducted at MAN Sidenreng Rappang, precisely in Baranti, Baranti District, Sidenreng Rappang Regency. Data collection techniques using tests and documentation. The collected test data were analyzed using statistical techniques using the mean formula. Based on the results of data analysis, the value of X = 87.17> Y = 40.39 was obtained so that it can be concluded that this study shows the effectiveness of the use of Powtoon-based learning videos on the learning outcomes of natural science students of class XI IPA MAN Sidenreng Rappang. Based on the research results obtained, it can be concluded that the effectiveness of using Powtoon-based learning videos on the learning outcomes of natural science students of class XI IPA MAN Sidenreng Rappang, this shows that the working hypothesis stating that the use of Powtoon-based learning videos is effective in improving the learning outcomes of natural science students of class XI IPA MAN Sidenreng Rappang, is accepted.
The Effectiveness of Web-Based Art Culture Multimedia in Cultural Arts Learning for Class VIII at Mts Negeri 1 Sidenreng Rappang Adinda Salman; Abdul Kahar; Muhammad Takdir; Hasanuddin Hasanuddin
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.v9i2.8878

Abstract

This research examines the effectiveness of web-based Art Culture multimedia in enhancing cultural arts learning for eighth-grade students at MTs Negeri 1 Sidenreng Rappang. The study was conducted using an experimental approach with a one-group pretest-posttest design. The participants of the study were 31 students from class VIII.A, selected through random sampling. Data was collected through multiple-choice tests and questionnaires, aimed at evaluating students' learning outcomes, both in terms of learning completeness and the time efficiency in receiving the material. The results indicated a significant improvement in students' learning outcomes after the use of the multimedia Art Culture platform. The paired sample t-test showed a significant difference between the pretest and posttest scores, with a mean score of 45.80 for the pretest and 83.11 for the posttest. This suggests that the use of Art Culture multimedia is effective in improving students' understanding and engagement in cultural arts education. The findings of this research provide valuable insights into the integration of digital media in enhancing the learning process in schools.
The Effect of Educational Game Use on Mathematics Learning Outcomes of Seventh-Grade Students at UPT SMP Negeri 5 Panca Rijang Agustan Agustan; Usman M; Madaling Madaling; Muhammad Takdir
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.v9i2.8958

Abstract

This study aims to examine the effect of using educational games on the mathematics learning outcomes of seventh-grade students at UPT SMP Negeri 5 Panca Rijang. The background of this research is rooted in the importance of utilizing interactive instructional media to enhance students' interest and understanding of learning materials, particularly in mathematics. The research employed a true experimental design involving two groups: an experimental class that used educational games and a control class that used printed learning materials. Data were collected through post-tests and analyzed using descriptive and inferential statistics (t-test) with the assistance of SPSS version 27. The results revealed that the average score of the experimental class was 81.17, which was significantly higher than the control class, which had an average score of 60.00. The hypothesis test showed a significance value (2-tailed) of 0.000 < 0.025, indicating a significant effect of using educational games on students’ mathematics learning outcomes. These findings suggest that educational games positively influence students’ academic achievement in mathematics. Therefore, the integration of educational games into the learning process is recommended to foster a more interactive and engaging learning environment
The Effectiveness of Using the Visme Platform as a Learning Media to Improve the Learning Outcomes of Cultural Arts for 8th Grade Students at MTs Negeri 1 Sidenreng Rappang Fhina Silpia; Abd kahar; Zulkifli N N; Muhammad Takdir
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.v9i2.8972

Abstract

This study aims to determine the effectiveness of using the Visme platform as a learning media to improve the learning outcomes of Cultural Arts for 8th-grade students at MTs Negeri 1 Sidenreng Rappang. This research is an experimental study with a one-group pretest-posttest design. The population of this study consists of all 8th-grade students at MTs Negeri 1 Sidenreng Rappang, totaling 263 students. The sample was determined using a random sampling technique. The research sample is class VIII.C, consisting of 30 students, and data was collected through multiple-choice tests and questionnaires to measure student learning outcomes, including mastery of learning and the timeliness in receiving the material. The results of the study show that the use of the Visme learning media is effective in improving the learning outcomes of Cultural Arts for students in class VIII.C at MTs Negeri 1 Sidenreng Rappang. This is indicated by the paired sample T-test results, comparing pretest and posttest data, which show a significant value. Based on the analysis of the data, the average pretest score was 37.17, while the posttest score was 86.00. The N-gain test showed an average N-gain value of 76.35%. From the results of the average scores and the N-gain test, it can be concluded that learning Cultural Arts using Visme is effective in improving the learning outcomes of students in class VIII.C at MTs Negeri 1 Sidenreng Rappang.
The Effectiveness of Using Prezi Learning Media on the Learning Outcomes of Eighth-Grade Students in Informatics at MTs Negeri 2 Sidrap Hajar Istiqoamah; Abd Kahar; Muhammad Takdir; Madaling Madaling
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.v9i2.8973

Abstract

This study aims to determine the effectiveness of using Prezi learning media on the learning outcomes of eighth-grade students in the Informatics subject at MTs Negeri 2 Sidrap. The background of this study is based on the importance of using interactive and engaging learning media to enhance students' understanding in technology-based learning. The method used is a quantitative approach with a pre-experimental design of the one-group pretest-posttest type. The sample in this study consists of 33 students from class VIII.A. Data collection techniques include tests and questionnaires. The results of the study show an increase in the average score from a pretest of 68.93 to a posttest of 88.90. Additionally, the questionnaire results indicate that the majority of students gave positive responses to the use of Prezi media, both in terms of learning mastery and time efficiency in the learning process. Therefore, it can be concluded that the use of Prezi learning media is effective in improving student learning outcomes in the Informatics subject.