Articles
Peningkatan motivasi dan prestasi belajar mahasiswa melalui model Project Based Learning pada mata kuliah Pendidikan Agama Islam
Fahmi Huda, Rofiazka;
Firdiawan Ekaputra
Indonesian Journal of Islamic Religious Education Vol. 1 No. 1 (2023): Indonesian Journal of Islamic Religious Education (INJIRE)
Publisher : ADPISI (Asosiasi Dosen Pendidikan Agama Islam Se-Indonesia)
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DOI: 10.63243/3tdz8n26
This study aims to determine (1) whether there is an increase in learning motivation through the application of project-based learning model (2) whether there is an increase in learning achievement through the application of project-based learning model. This study used a pre-experimental design with one class of research samples. The sample used in this study were students of the Agribusiness Study Program in semester 1 of Jambi University. Data collection techniques in this study used questionnaire instruments and questions. Data on motivation and learning achievement were analyzed using a paired sample t-test. The results showed (1) an increase in learning motivation through the application of the project-based learning model (2) an increase in learning achievement through the application of the project-based learning model. Based on this study's results, the project-based learning model can increase student motivation and learning achievement, especially for Jambi University Agribusiness students. Therefore, it is recommended that project-based learning models be used in Islamic Religious Education lectures to increase student motivation and learning achievement.
Pengembangan Multimedia Interaktif Berbasis Problem Based Learning dan Chemo Edutainment Menggunakan Aplikasi Nearpod pada Materi Asam Basa
Nova, Nuria;
Yusnidar, Yusnidar;
Ekaputra, Firdiawan
Indonesian Research Journal on Education Vol. 5 No. 4 (2025): Irje 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v5i4.2482
Tujuan dari penelitian ini untuk mengembangkan multimedia berbasis problem based learning dan chemo edutainment menggunakan aplikasi nearpod pada materi asam basa, mengetahui prosedur pengembangan R&D dengan model ADDIE, mengetahui hasil validasi ahli materi dan media, penilaian guru, dan respons siswa terhadap multimedia pembelajaran interaktif yang telah dikembangkan. Penelitian ini termasuk penelitian pengembangan R&D menggunakan model pengembangan ADDIE. Instrumen penelitian yang digunakan berupa lembar pedoman wawancara dan angket. Produk hasil dari pengembangan divalidasi oleh ahli materi dan media serta dinilai oleh guru yang selanjutnya diujicobakan satu per satu dan uji coba kelompok kecil. Teknik analisis data yang digunakan yaitu analisis data kualitatif (komentar dan saran) dan analisis data kuantitatif (skor jawaban dan persentase). Hasil dari penelitian ini diperoleh hasil secara konseptual (sangat layak) dari validator ahli materi dengan persentase 90,6% rerata skor 4,5 dan 84% dengan rerata skor 4,2 berdasarkan penilaian ahli media serta dinyatakan telah baik dan layak untuk diujicobakan disekolah. Selanjutnya berdasarkan penilaian dan tanggapan guru, memperoleh hasil (sangat layak) dengan rerata skor 4,8 persentase 96% serta pada respon peserta didik uji coba satu - satu, diperoleh hasil sangat baik dengan persentase sebesar 92 %. Dan pada uji coba kelompok kecil memperoleh hasil (sangat baik) dengan hasil persentase 93,6%.
The Use of Quizwhizzer Application to Improve Learning Outcomes to Reduce Potential Student Learning Loss
Ekaputra, Firdiawan
JISIP: Jurnal Ilmu Sosial dan Pendidikan Vol 9, No 3 (2025): JISIP (Jurnal Ilmu Sosial dan Pendidikan) (Juli)
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala
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DOI: 10.58258/jisip.v9i3.8898
The purpose of this study was to determine (1) the effect of quizwhizzer application on students' potential learning loss, (2) the effect of quizwhizzer application on students' learning outcomes. This research is a quasi-experimental research involving one pretest group and one posttest group. The subjects of this study were inorganic chemistry practicum students at the Jambi University Chemical Education Study Program, who were in class R-002 in the 2022/2023 academic year. This study used a pretest and posttest scheme. Student learning outcomes were measured through questions, and potential learning loss using a questionnaire. To test whether there is an impact of the quizwhizzer application on causing a decrease in potential learning loss or an increase in student learning outcomes, data on potential learning loss and subject learning outcomes were tested with a paired samples t test. The results obtained from this study are (1) quizwhizzer application has an influence on the possibility of students experiencing a decrease in learning loss and (2) quizwhizzer application has an influence on improving student learning outcomes.
Increasing Student Creativity Through the Application Of Interactive Question Development Projects Using the Construct 2 Application
Ekaputra, Firdiawan
JISIP: Jurnal Ilmu Sosial dan Pendidikan Vol 9, No 2 (2025): JISIP (Jurnal Ilmu Sosial dan Pendidikan) (Maret)
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala
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DOI: 10.58258/jisip.v9i2.8489
The aim of this study was to investigate how using the construct 2 application to implement an interactive question development project increased student creativity. This study uses a one-group pretest-posttest design and a pre-experimental methodology. The project-based learning approach is the independent variable in this study, while student creativity is the dependent variable. The research sample consisted of 22 students who enrolled in the multimedia design course during the 2023–2024 academic year. A creativity skills questionnaire was used as the research tool. The data was subjected to a normality test both before to and following the implementation of the project-based learning approach. The hypothesis test employed in this investigation is the one sample t test. This study can be concluded that the implementation of interactive question development projects using the Construct 2 application is effective in increasing the creativity of students who take learning multimedia design courses. The project-based learning model is very beneficial in improving the skills possessed by students, especially student creativity, it is hoped that the project-based learning model can continue to be applied in learning to improve student skills
Implementasi Pembelajaran Daring Untuk Mengingkatkan Aktivitas Belajar Kimia SMA Muhammadiyah 1 Yogyakarta
Ekaputra, Firdiawan
LENTERNAL: Learning and Teaching Journal Vol. 1 No. 2 (2020): LENTERNAL: Learning and Teaching Journal
Publisher : Fakultas Tarbiyah, IAIN Syaikh Abdurrahman Siddik Bangka Belitung
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DOI: 10.32923/lenternal.v1i2.1245
Penelitian ini bertujuan untuk menguji peningkatan aktivitas belajar kimia dengan penerapan model pembelajaran daring pada materi kelarutan dan hasil kali kelarutan. Penelitian ini merupakan penelitian tindakan kelas yang dilaksanakan sebanyak dua siklus. Teknik analisis data dalam penelitian ini yaitu analisis data deskriptif kuantitatif dengan persentase. Data yang diperoleh berupa data kuantitatif. Terdapat tiga teknik pengumpulan data yang digunakan dalam penelitian ini yaitu observasi, catatan lapangan, dan dokumentasi. Lembar observasi aktivitas belajar meliputi aktivitas visual, lisan, mendengarkan, menulis. Hasil penelitian menunjukkan terdapat peningkatan aktivitas belajar kimia dengan penerapan model pembelajaran daring pada materi kelarutan dan hasil kali kelarutan. This study aims to improve chemistry learning activity by implementing online learning subject matter on the solubility and solubility product substances material. This study is classified as a classroom action research and was implemented through two cycles. The data obtained in this study is quantitative data. There are three data collection techniques used in this study, observation, field notes, and documentation. The observation sheet of learning activities includes visual, oral, listening, writing activities. The results of the study show there is improvement chemistry learning activity by implementing online learning subject matter on the solubility and solubility product substances material.
Pelatihan Pemanfaatan Aplikasi Platform Open Course Berbasis Moodle Dalam Mengelola Pembelajaran Daring
Asmiyunda Asmiyunda;
Aulia Sanova;
Firdiawan Ekaputra
Jurnal Pengabdian UNDIKMA Vol. 4 No. 2 (2023): May
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)
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DOI: 10.33394/jpu.v4i2.7216
This service activity aims to increase teacher competence and creativity regarding digital classroom management innovations using Moodle-based LMS. This community service was conducted through training, guidance, and evaluation activities with methods in the form of presentations, demonstrations, practices, and discussions. This service partner was SMAN 11 Muaro Jambi. The data collection instrument was a questionnaire which was analyzed descriptively and qualitatively. The results of this service showed that creating a digital learning media platform in the form of a Moodle-based LMS and the average user response through the distribution of questionnaires led that training activities being considered very good and helpful for increasing teacher competence and creativity.
Peningkatan Keterampilan Mahasiswa melalui Pelatihan Penggunaan Aplikasi Wordwall untuk Menciptakan Pembelajaran Berbasis Gamifikasi
Ekaputra, Firdiawan
Estungkara: Jurnal Pengabdian Pendidikan Sejarah Vol. 4 No. 1 (2025): Estungkaran: Jurnal Pengabdian Masyarakat
Publisher : Pendidikan Sejarah FKIP Universitas JAMBI
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Advances in rapid technological advances can make digital-based learning a a breakthrough to make learning more effective. The existence of training training on the use of wordwall application can make the student participants in-depth understanding of the features available in the wordwall application, so that students' creativity in using the wordwall application can increase. Creativity in using the wordwall application can increase. The objectives of this training activity are to improve students' skills in operating media using wordwall application to create gamification-based learning. The activity training activities were given to 13 participants who were 6th semester students of the Jambi University Chemistry Education Study Program. Training activities to improve students' skills in using the wordwall application to create gamification-based learning consists of three stages of implementation, namely the first stage of preparation, the second stage of implementation, and the third stage of evaluation. Activities to improve skills through training on the use of wordwall applications to gamification-based learning that has been carried out gets extraordinary enthusiasm from the trainee students. Students experience skills in developing gamification-based learning using wordwall application. The wordwall application is easy and interesting to apply in learning, so that the trainees are interested in the activities that have been done. Participants are interested in the activities that have been
Pelatihan Penggunaan Aplikasi Whimsical untuk Meningkatkan Pemahaman Mahasiswa Terhadap Materi Perkuliahan
Ekaputra, Firdiawan
Kreativasi : Journal of Community Empowerment Vol. 3 No. 3 (2024): Vol.3 No.3,2024: Desember 2024 (IN PRESS)
Publisher : UNIB Press
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DOI: 10.33369/kreativasi.v3i3.37976
Skills in using technology are an important need for students in facing the challenges of a rapidly changing era. The purpose of this training activity is to increase student understanding of lecture material through the use of whimsical applications. Training activities for using the whimsical application to improve student understanding of lecture material were given to 22 first semester students of the Chemistry Education Study Program at Jambi University. The training was conducted on October 21, 2024 in room L-106 FKIP Jambi University. Training on the use of whimsical applications to improve student understanding of lecture material is carried out in five stages of activity, namely planning, preparation, implementation, and evaluation. Based on the training activities that have been carried out, the whimsical application has a positive influence on increasing students in using whimsical applications that can facilitate students in understanding lecture material, such as being able to present diagrams and mind maps that allow depicting the relationship between concepts more clearly. The use of the whimsical application allows students to work collaboratively, so as to speed up the process of discussion and completion of projects in groups.
Peningkatan Hasil Belajar Mahasiswa melalui Penerapan Aplikasi Whimsical pada Mata Kuliah Psikologi Digital Kependidikan
Ekaputra, Firdiawan
Indonesian Research Journal on Education Vol. 5 No. 2 (2025): Irje 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v5i2.2280
Penelitian ini bertujuan untuk menguji efektivitas penerapan aplikasi whimsical pada mata kuliah psikologi digital kependidikan dalam meningkatkan hasil belajar mahasiswa. Peneltian ini pre-eksperimental dengan pretest-posttest design. Peneltiain ini dilakukan terhadap 21 mahasiswa Program Studi Pendidikan Kimia yang mengikuti mata kuliah psikologi digital kependidikan kelas A tahun akademik 2023/2024. Mahasiswa kelas sampel diberi penerapan aplikasi whimsical selama pembelajaran untuk menguji efektivitasnya dalam peningkatan hasil belajar mahasiswa. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah soal hasil belajar yang diberikan sebelum dan sesudah penerapan aplikasi whimsical. Data hasil belajar diperoleh menggunakan soal pada sebelum dan sesudah penerapan aplikasi whimsical. Selisih data hasil belajar sebelum dan sesudah penerapan aplikasi whimsical dilakukan uji normalitas. Nilai selisih hasil belajar sebelum dan sesudah penerapan aplikasi whimsical dinyatakan berdistribusi normal apabila memperoleh nilai signifikansi lebih besar dari 0,05. Jika hasil uji normalitas lebih besar dari 0,05, maka selanjutnya dilakukan uji statistik parametrik. Uji hipotesis yang dilakukan pada penelitian ini menggunakan one sample t test. Pada penelitian ini dapat disimpulkan bahwa penerapan aplikasi whimsical pada mata kuliah psikologi digital kependidikan efektivitas dalam meningkatkan hasil belajar mahasiswa.
Efektivitas Pemberian Proyek pada Praktikum Biokimia dalam Meningkatkan Kemampuan Komunikasi Mahasiswa
Ekaputra, Firdiawan
Indonesian Research Journal on Education Vol. 5 No. 2 (2025): Irje 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/irje.v5i2.2369
Tujuan penelitian ini adalah untuk mengetahui seberapa efektif proyek praktikum biokimia dalam meningkatkan kemampuan komunikasi siswa. Jenis penelitian pra-eksperimental ini menggunakan desain one group pretest-posttest. Penelitian ini menggunakan sample mahasiswa yang mengambil kelas praktikum biokimia R-001 di Program Studi Pendidikan Kimia Universitas Jambi pada tahun akademik 2023/2024. Angket yang diisi sebelum dan sesudah kegiatan pembelajaran digunakan untuk mengumpulkan data tentang keterampilan komunikasi. Uji normalitas dilakukan untuk menentukan distribusi normal dalam kelas sampel dengan membandingkan hasil komunikasi sebelum dan sesudah pembelajaran. Uji parametrik dapat dilakukan pada uji hipotesis jika data berdistribusi normal. Untuk mengetahui seberapa efektif proyek praktik biokimia dalam meningkatkan kemampuan komunikasi siswa, uji hipotesis penelitian ini menggunakan paired sample t-test untuk mengetahui efektivitas pemberian proyek pada praktikum biokimia dalam meningkatkan kemampuan komunikasi mahasiswa. Hasil paired sample t-test yang dilakukan menunjukkan nilai signifikansi 0,001. Oleh karena itu pada penelitian ini dapat disimpulkan bahwa pemberian proyek pada praktikum biokimia efektif dalam meningkatkan kemampuan komunikasi mahasiswa. Oleh karena itu, kesimpulan pada penelitian ini adalah kemampuan komunikasi mahasiswa dapat ditingkatkan secara efektif dengan proyek pada praktikum biokimia.