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Perancangan Media Pembelajaran Menggunakan Microsoft Powerpoint dengan Add on Ispring pada Mata Pelajaran Sosiologi di SMAN 01 Kapur IX Sasa Handayani; Liza Efriyanti
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (664.501 KB) | DOI: 10.31004/irje.v3i1.167

Abstract

The purpose of this research is to design the design of Learning Media Using Microsoft Powerpoint with Add on Ispring on Sociology Subjects at Sma N 01 District Kapur IX. The results of observations and interviews that the author conducted on August 28, 2021 to a teacher of sociology subjects at SMAN 01 Kec, Kapur IX, namely Riziz Iskandar S.Pd. He said that many students experienced boredom when learning was taking place in class, this was evident from the way the students were not serious whenlistening to the material he delivered, and many students also did things, such as talking/whispering. with friends beside them . Based on this, the solution given is that is, by designing a learning media. Learning Media Design Research Using Microsoft Powerpoint With Add on Ispring In Sociology Subjects at SMAN 01 Kapur Ix District using research and development (R&D) methods. The system development model uses Luther Sutopo's Multimedia Development Life Cycle development model which consists of 6 stages: Concept, Design, Material Collection, Assembly, Testing, and Distribution. The product tests used in thisstudy are validity tests, practicality tests, and effectiveness tests.‎The results of the product test that the author conducted obtained a validity test from 4 experts with a value of 0.85 with a very valid category, a practicality test from 5 practitioners obtained a value of 0.97 with a very high category, and a test of effectiveness from teachers with a value of 0.85 and from 5 students with a value of 0.86 with the category very effective‎.
Perancangan Aplikasi Evaluasi Pembelajaran Siswa Berbasis Web Menggunakan Framework Codeigniter pada Mata Pelajaran Bahasa Inggris Kelas X di SMKN 1 Gunung Talang Kab Solok Rahmat Luthfi; Supriadi Supriadi; Liza Efriyanti; Hari Antoni Musril
Indonesian Research Journal on Education Vol. 2 No. 3 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (809.032 KB) | DOI: 10.31004/irje.v2i3.196

Abstract

This research is motivated by the implementation of the evaluation of learning in English subjects at SMK N 1 Gunung Talang Kab Solok conventionally using paper that is less efficient so that such an evaluation of learning takes a long time and has implications for being ineffective. The research method used is the Research and Development (R&D) research method, which is a method used to produce a system, the R&D model used is the 4D version, namely, define, design, develop, and disseminate, with the system development model using the System Development Life Cycle (SDLC) by applying the waterfall model consisting of Communication, Planning, Modeling, Construction, and Deployment. The product test used in this study is a validity test by experts, namely program experts, evaluation experts, linguists, practicality tests by English subject teachers and effectiveness tests by students. The results of the author's research are in the form of student learning evaluation applications that can be used by teachers in carrying out student learning evaluations. Based on the results of the research that the researchers did, the researchers succeeded in making a web-based student learning evaluation application product for class X English subjects at SMK N 1 Gunung Talang, SolokRegency. The results of the validity tests conducted by the validators of each field show that this product is valid with a value of 0.78. The results of the practicality test conducted by the English teacher at SMK N 1 Gunung Talang showed that this product was declared practical with a value of 0.66. And the results of the effectiveness test conducted with class X students showed this product was very effective with a value of 0.81.
Rancangan Media Pembelajaran Biologi Kelas XI Berbasis Augmented Reality di MAN 2 Agam Sherly Annisa; Liza Efriyanti; Supratman Zakir; Supriadi Supriadi
Indonesian Research Journal on Education Vol. 2 No. 3 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (415.922 KB) | DOI: 10.31004/irje.v2i3.198

Abstract

This research was conducted from the problems found after observations at MAN 2 Agam found the problem that students and teachers only rely on manual learning and still use printed books without using learning media. So that teachers only use simple tools in teaching and learning activities that make students bored and less interested in repeating the material that has been explained about the "human motion system". Therefore, the authors design Augmented Reality-based learning media in order to increase student interest in learning, while the purpose of this is to produce a valid, practical and effective Augmented Reality-based learning support media design. The method used in this study is the Research and Development (R&D) method using the Luther-Sutopo version of the MultimediaDevelopment Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), material collection (material collection), assembly (manufacture), testing (testing) and distribution (distribution). And there are three product tests carried out in this study, namely the validity test given to lecturers of field experts or experts in the field of study, practicality tests carried out by biology subject study teachers and effectiveness tests given to students at MAN 2 Agam class XI. Based on the results of the product test that has been carried out by the author of the validity test, the average value is 0.94 which is declared valid, and for practicality obtained the average value is 0.76 which is declared practical and for the effectiveness test, the average value is - the average is 0.97 which is declared effective.
Perancangan Multimedia Pembelajaran Bimbingan TIK Kelas XII Menggunakan Autoplay Media Studio di SMAN1 Padang Sago Muhammad Furqan; Liza Efriyanti; Zulfani Sesmiarni; Supratman Zakir
Indonesian Research Journal on Education Vol. 2 No. 3 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (362.222 KB) | DOI: 10.31004/irje.v2i3.204

Abstract

This research was conducted from the existence of problems that have been observed by the author at SMAN 1 Padang Sago where the problems were found. whenthe learning process takes place the media presented is still in the form of microsoft word which is displayed through an LCD projector, and has not used interesting media to be presented to students. This is to produce a multimedia design that supports ICT Guidance learning using Autoplay Media Studio that is valid, practical and effective.The method used in this research is the Luther-Sutopo version of the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), collecting material (material collection), assembly (making), testing (testing) and distribution (distribution). And there are three product tests carried out in this study, namely the validity test given to lecturers who are field experts or field experts, practicality tests carried out by teachers of the subject of ICT guidance and effectiveness tests given to two teachers in the field of study and ten students at SMAN. 1 Padang Sago class XII.Based on the product test results that have been carried out by the author of the validity test, the average value is 0.93 which is declared valid, and for the practicality test, the average value is 0.97 which is declared practical and for the effectiveness test, the average value is obtained.the average is 0.83 which is declared effective.
Perancangan Media Pembelajaran TIK Kelas XI Menggunakan Google Sites di SMA Negeri 1 Junjung Sirih Megawati Megawati; Liza Efriyanti; Supriadi Supriadi; Hari Antoni Musril; Sinta Maria Dewi
Indonesian Research Journal on Education Vol. 2 No. 1 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (523.024 KB) | DOI: 10.31004/irje.v2i1.256

Abstract

This research was motivated by various problems that the authors found, such as the absence of the use of learning media using the google site. Time in learning this ICT is also very limited so that students find it difficult to understand what is explained by the teacher. Based on this background, the purpose of this research is to produce a website-based learning media using the google site for valid, practical, and effective class XI ICT subjects. The Research and Development (R&D) research method is the method used in this study, with the ADDIE version of the development model consisting of 5 steps, namely analysis, design, development, implement, and evaluation, as well as the Luther-Sutopo multimedia development model. The resulting product is a website-based learning media that is tested for validity, practicality and effectiveness. Based on the product tests that have been carried out, the authors get the results of the analysis of product validity tests with a number of 0.92 with valid criteria, the results of the practicality test with a number of 0.99 thus designing a very practical type of learning media and the results of the analysis of the effectiveness test with a number of 0.99 categories. very effective. Afterobtaining the results of the learning media test, it is hoped that this product can help students andteachers.
Perancangan Aplikasi Monitoring Tahfidz Berbasis ‎Android Di SMP IT Cahaya Hati Revy Abdullah Syauki; Hari Antoni Musril; Liza Efriyanti; Supriadi Supriadi
Innovative: Journal Of Social Science Research Vol. 3 No. 2 (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.v3i2.325

Abstract

Tujuan dari penelitian ini adalah untuk merancang aplikasi monitoring ‎tahfidz berbasais andorid DI SMP IT CAHAYA HATI. hasil wawancara penulis ‎dengan kepala sekolah SMP IT Cahaya Hati yaitu Bapak Rajuddin Syah Siregar ‎S.Pd M.Pd  pada tanggal 20 Desember 2021, beliau mengatakan keadaan daring ‎banyak menuntut perubahan dan sistematika pembelajaran, dimana peran dari ‎teknologi telihat sangat penting untuk menunjang pembelajaran namun kesiapan ‎akan penggunaan teknologi itu yang masih kurang dan minim. Beliau juga sudah ‎lama  menginginkan suatu sistem ataupun aplikasi yang dapat membantu kegiatan ‎tahfidz namun karena minimal nya anggaran dana yang dimiliki sehingga sampai ‎saat ini belum juga terelalisasi. ‎Penelitian perancangan aplikasi monitoring tahfidz berbasis android DI ‎SMP IT CAHAYA HATI menggunakan Metode pengembangan sistem yang ‎diterapkan dalam penelitian ini adalah model System Development Life Cycle ‎‎(SDLC) atau dalam bahasa Indonesia dikenal dengan siklus hidup pengembangan ‎sistem. SDLC adalah penyusunan sistem/perangkat lunak yang benar-benar baru ‎atau yang sering terjadi yaitu menyempurnakan yang telah ada sebelumnya. Uji ‎produk yang digunakan dalam penelitian ini adalah uji validitas, uji praktikalitas, ‎dan uji efektivitas. ‎ Hasil uji produk yang penulis lakukan memperoleh uji validitas dari 3 orang ‎expert diperoleh nilai 0,94 dengan kategori sangat valid, uji praktikalitas dari 3 orang ‎praktikalator diperoleh nilai 0,83 dengan kategori sangat tinggi, dan uji efektivitas ‎dari 7 guru dengan nilai 0,94 kategori sangat efektif