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Development of Powtoon-Based Audiovisual Media in English Language Subjects for Class VIII SMP Rambe, Desy Khairani; Eldarni, Eldarni
JUPE : Jurnal Pendidikan Mandala Vol 8, No 4 (2023): JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v8i4.6187

Abstract

This research was motivated by the lack of variation in the use of learning media in the form of technology at SMPN 5 Panyabungan. This media development aims to develop audiovisual media in English class VIII SMP subjects in order to produce a media that is valid and practical to use. The type of research and model used in this research is Research and Development (R&D) with the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation. . The validity test of the product developed was carried out by 2 (two) lecturers from the Department of Curriculum and Educational Technology and 1 (one) class VIII teacher at SMPN 5 Panyabungan. Product trials or practicalities were carried out on 28 class VIII SMP students. The data collection instruments used are documentation, assessment formats and questionnaire sheets. The validation results from the validator assessment of media expert I and media expert II were categorized as "very valid" with an average score of 4.94, so the media was categorized as suitable for testing. And the results of the adli validation of the material were categorized as "very valid" with an average score of 4.81 obtained, so the material was declared suitable for use. The results of the practicality questionnaire obtained an average of 4.58 so it was categorized as "very practical". Based on this experiment, it was concluded that Powtoon-based audiovisual media in English subjects was in the "very suitable" category for use in learning.
Effectiveness of Using Video Tutorials in Hair and Bun Styling Courses in the Department of Makeup and Beauty, FPP UNP Itriano, M. Hafanza; Zuwirna, Zuwirna; Eldarni, Eldarni; Amsal, Mutiara Felicita
JUPE : Jurnal Pendidikan Mandala Vol 8, No 4 (2023): JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v8i4.6173

Abstract

Learning is a very important part of the educational process and needs attention. One lesson that can be used to simplify the educational process or teaching and learning activities is through audio-visual media. Audio visual media is media that combines audio and visuals by stimulating hearing and sight in the process of conveying messages or information. One of the audio-visual learning media is video tutorial media. This research aims to determine the effectiveness of implementing video tutorial media in the Hair and Bun Styling course at the Department of Makeup and Beauty, FPP UNP. The results obtained in this research are the results of a hypothesis using the Test formulaℎit was found that tcount = 2.202 was greater than ttable = 2.021. From the explanation above, it can be concluded that there is effectiveness of Video Tutorial Media in the Hair and Bun Styling course in the Department of Makeup and Beauty, FPP UNP 
Development of Learning Media Using the Smart Apps Creator Application on Human Respiratory System Material of Science for Class V Elementary School Wahyuni, Ayu; Hendri, Nofri; Eldarni, Eldarni; Supendra, Dedi
JUPE : Jurnal Pendidikan Mandala Vol 8, No 4 (2023): JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v8i4.6142

Abstract

This research aims to produce learning media in accordance with development procedures using standard criteria of validity and practicality so that it becomes a learning media that is suitable for use in the learning process. The type and method of this research is development research or better known as Research and Development (R&D) , using a 4-D development model. The development procedure in this research consists of 4 stages, namely; (1) Define, (2) Design, (3) Develop, (4) Disseminate. The product validation test was carried out by 3 validators, namely 2 media validators and 1 material validator. Product trials were carried out on 20 class V students of SD Negeri 08 Talao with the aim of finding out the practicality of the product being developed. The results of this research explain that the assessment from media validators was declared "Very Valid" with an average of validator I of 4.93 with a percentage level of 98.6% and media validators with an average of 4.87 with a percentage level of 97.4%. The material validator results were declared "Very Valid" with an average of 4.86 with a percentage of 97.2%. The results of the practicality trial analysis were declared "Very Practical" with an overall average of 4.78 or a percentage of 95.6%. So it can be concluded that the learning media in the Human Respiratory System material for class V Elementary School Science that was developed is very valid and very practical. So learning media is suitable for use in the learning process.
Pengembangan Multimedia Pembelajaran Interaktif pada Mata Pelajaran Geografi Kelas XI SMA Ningsih, Fitria; Novrianti, Novrianti; Eldarni, Eldarni; Hendri, Nofri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1500

Abstract

The development of this interactive learning Multimedia was made as an effort to utilize the use of Microsoft Office Power Point media, and can develop every year, and has an impact on students. This research aims to produce a learning multimedia product in Geography class XI of high school that is valid and practical. This type of research is R&D using the Four-D (4D) model consisting of define, design, develop, and disseminate. Product validation consists of media validation and material validation. The practicality test was carried out for students in grade XI of SMAN2 Sutera. Based on the research of the material validator, 4.81 is classified as "very valid", 4.82 media validation results are classified as "very valid". This interactive multimedia is classified as "very practical" with a score of 4.76.
Pengembangan E-Modul Student Centered Learning pada Mata Pelajaran Pendidikan Pancasila kelas VII SMP Putri, Viona Aulia; Eldarni, Eldarni; Hendri, Nofri; Anugrah, Septriyan
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1509

Abstract

This research aims to develop e-module products that can be used in learning. This research uses the Research and Development (R&D) development method with the ADDIE development model which consists of 5 main stages, namely Analysis, Design, Development, Implementation, and Evaluation. The validity test was carried out by 3 validators, namely 1 material expert validator and 2 media expert validators. The data collection instrument used material validation assessment questionnaires, media validation, student response questionnaires, and pre-test post-test questions to test effectiveness. Based on the results of the feasibility test, the results were obtained from material validators with a percentage of 94.14% with a very valid category. The results of the joint validation of media expert I and media expert II validators were obtained with a percentage of 98.33% with a very valid category. The results of the feasibility test of the e-module developed were declared very practical, with a percentage of 93.58%. The results of the effectiveness test showed that the tcal>table so there was a significant difference between the pre-test and the post-test. The results of the effectiveness test show that this e-module product is effective and can be used. Based on the results of its validity, practicality, and effectiveness, it can be concluded that the Student Centered Learning (SCL) e-module developed is valid, practical, and effective to be used in learning Pancasila Education in grade VII of junior high school.
Evaluasi Pelatihan Pembuatan Media Interaktif Berbasis Powtoon Bagi Guru SD Muhammadiyah Berok Menggunakan Model CIPP Yulistina, Nova; Rahmi, Ulfia; Eldarni, Eldarni; Yusri, Meldi Ade Kurnia
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1589

Abstract

The evaluation of this training is needed to ensure the achievement of the goals that have been set. The evaluative approach used is to use the CIPP model which consists of context, process, and product. The method used in this study is the mixed methods method, which combines quantitative and qualitative methods to be used together in a research activity, so that more comprehensive, valid, reliable, and objective data is obtained. In the implementation of the training, the percentage of students obtained stated "Very Good" from vulnerable 80% - 100% as many as 9 teachers, and the percentage of "Good" assessment from vulnerable 60% - 79% as many as 2 teachers while the percentage of "Poor" and "Very Poor" with a percentage of 40% - 59% and ≤39% was 0 out of a total of 11 students who participated in the training. The results of this study show that the ability of the trainees has significantly increased, as shown by the data that 81.81% of participants (teachers) have succeeded in achieving their goals in participating in the training. The CIPP model has proven to be effective in evaluating Powtoon-based interactive media making training for elementary school teachers. The implementation of the recommendations resulting from this evaluation is expected to improve the quality of training and ultimately improve the quality of learning in elementary schools.
Pengembangan Multimedia Pembelajaran pada Pembelajaran Informatika Kelas VIII di SMP Negeri 1 Kinali Gusfianora, Fara; Eldarni, Eldarni; Syafril, Syafril; Rayendra, Rayendra
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1592

Abstract

This research aims to produce multimedia learning in informatics subjects using a 4D (four-D) development model which includes four stages, namely define, design, development, and dissemination. In the Development Step, a media validity test was carried out with two media expert validators and one material expert validator, then a practicality test was carried out on 30 junior high school grade VIII students to test the practicality of the multimedia learning developed. The results of the media validity assessment with validator I got a percentage of 94.67 with the category "very valid" and the results with validator II got a percentage of 97.33 with the category "very valid". The validity of the material obtained by the material validator obtained a percentage of 96.36 with the category of "very valid". Multimedia learning is said to be practical based on a practicality test with a percentage of 95.43 with the category "very practical". The steps taken in analyzing the respondents and then finding the percentage of the average results can be determined by the assessment criteria for the practicality test. Based on the results of the validity and practicality test, it can be concluded that the learning multimedia product in the informatics subject is very feasible to be used in the learning process.
Pengembangan Game Edukasi Menggunakan Gamification untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Informatika Kelas X SMA Sederajat Hayati, Fadila; Anugrah, Septriyan; Eldarni, Eldarni; Yusri, Meldi Ade Kurnia
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1736

Abstract

Learning media is a tool used to convey subject matter to students in learning activities. However, there are still many schools that use learning media that are less attractive so that students tend to get bored in the learning process. The purpose of this study is to describe the development of educational games using the gamification method and produce educational games using gamification methods that are valid, practical, and effective in improving the learning outcomes of high school grade X students equivalent in Informatics. This type of research is development research that uses the ADDIE (Analyze, Design, Development, Implementation and Evaluation) development model. Validation test data from the material aspect obtained an average score of 4.80 with the criteria "Very Suitable". Meanwhile, in terms of media tested by two media validators, an average score was obtained from validator 1 of 4.93 in the "Very Valid" category and from media expert 2 of 4.87 in the "Very Valid" category. The practicality test results obtained an average score of 4.55 in the "Very Practical" category. The results of the effectiveness test obtained an average N-gain score of 68.18% which is included in the "Quite Effective" category. Based on this assessment, the educational game media developed is very suitable and effective for use in learning activities
Efektivitas Penggunaan Media Augmented Reality untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Ilmu Pengetahuan Alam Kelas VIII MTsN 1 Solok Selatan Devitri, Madella; Anugrah, Septriyan; Eldarni, Eldarni; Kurniai, Reni
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1752

Abstract

Technological advances that can be used to increase knowledge are the development of information technology in the field of education. This study aims to determine the effectiveness of using Augmented Reality media to improve student learning outcomes in Natural Sciences teaching mates. Quantitative methods are used in the research. This study used a Quasi Experiment design, members of the experimental group as well as controls were not randomly selected. This study uses a nonequivalent control group design. This design is almost the same as the pretest posttest control group design. In this study, the sampling technique uses a purposive sampling technique. Based on the output of "Test Statistics", it is known that Asymp.Sig(2-tailed) has a value of 0.001. The basis for decision-making in the Wilcoxon test is if the Asymp.Sig value is < 0.05, then the hypothesis is accepted, if the Asymp.Sig value is 0.05, the hypothesis is rejected. The results of the analysis showed that there was an influence of the use of Augemented Reality media on student learning outcomes and that the media was effectively used in learning. The learning outcomes of students in grade VIII of Natural Sciences subject applied in grade VIII 4 as an experimental class obtained a higher average score of 86.37 while the average score obtained in grade VIII 3 as a control class was lower with an average of 82.89
Pengaruh Penggunaan Animasi pada Mata Pelajaran IPAS Terhadap Hasil Belajar Siswa Kelas V SD Negeri 08 Kampung Batu Dalam Kabupaten Solok Handayani, Elsa; Zuliarni, Zuliarni; Hidayati, Abna; Eldarni, Eldarni; Rahmi, Ulfia
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1753

Abstract

The main problem is the low learning outcomes of students, which is caused by the lack of variety in teaching methods and the lack of use of digital media. This study aims to determine the influence of the use of animation as a learning medium for science and technology on the learning outcomes of grade V students at SD Negeri 08 Kampung Batu Dalam. The study used a quasi-experimental method with a posttest only control group design, involving students in grades V.a and V.b, each totaling 21 people. The data collection technique uses tests. Analysis of test result data using t-test. The results of the analysis showed that students who learned using animation obtained a higher average score (70.71) compared to students who used traditional methods (55.48). This proves that animation is effective in improving students' understanding and learning outcomes on human circulatory system materials that are abstract and require visualization