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Assessing of Biology Test Question Quality Using Anates Software Mutmainah, Siti; Rufi’I
EDUTEC : Journal of Education And Technology Vol 8 No 1 (2024): September 2024
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/edu.v8i1.942

Abstract

This research uses a quantitative descriptive approach. This research aims to determine the quality and appropriateness of Class XI Biology question items consisting of validity, reliability, level of difficulty, distinguishing power and distractor quality. The subjects are SMA N 1 Driyorejo Gresik as many as 30 students. Data collection in this research was carried out through student answer sheets, then the data was processed using Anates Ver 4.0.9. The test results show that the questions are appropriate and of good quality with a correlation of 0.62 and a reality coefficient of 0.76. This resulted in the question criteria being declared as having high validity, with four levels of difficulty and a small number of the quality of the distractor has poor quality test items.
Media Pembelajaran E-Comic Berbantuan Artificial Intelligence (AI) pada Materi Sistem Pernapasan Manusia Ike, Yunitha Ike Christyowati; Rufi’i; Ujang Rohman
Journal of Education Action Reseach Vol 8 No 3 (2024): August 2024
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v8i3.81639

Abstract

Guru kesulitan dalam mengembangkan media pembelajaran digital sehingga berdampak pada kemampuan siswa dalam belajar yang rendah. Tujuan penelitian ini yaitu untuk mengembangkan Media Pembelajaran E-Comic Berbantuan Artificial Intelligence (AI) pada Materi Sistem Pernapasan Manusia. Penelitian ini merupakan jenis penelitian Research and Development (R&D) dengan menggunakan model 4-D. Validasi produk dilakukan oleh 2 orang pakar/ahli yaitu ahli materi dan ahli media pembelajaran. Subjek uji coba yaitu 1 guru dan siswa. Uji coba kelompok kecil sejumlah 5 siswa dan uji coba kelompok besar sejumlah 30 peserta didik kelas V SD. Metode yang digunakan untuk mengumpulkan data yaitu observasi, wawancara, dan kuesioner. Instrumen yang digunakan dalam mengumpulkan data yaitu lembar kuesioner. Teknik analisis data menggunakan deskriptif kualitatif dan kuantitatif. Hasil penelitian yaitu validasi dari para ahli, e-comic ini memperoleh hasil 95% oleh ahli materi, dan 76,5% oleh ahli media, sehingga media pembelajaran dinyatakan sangat layak. Hasil dari uji coba kelompok kecil diperoleh 89 % dan Uji coba kelompok kelompok besar diperoleh 84% sehingga dinyatakan sangat layak. Disimpulkan bahwa Media Pembelajaran E-Comic Berbantuan Artificial Intelligence (AI) layak digunakan dalam pembelajaran siswa kelas V Sekolah Dasar.
The Influence of PBL vs PJBL Learning Models and Initial Knowledge on the Ability to Write Research Proposal Rufi’i; Utamayasa, I Gede Dharma
Journal of Education Reseach and Evaluation Vol 7 No 1 (2023): February
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v7i1.56034

Abstract

The low ability student in authorship research proposal becomes one of the big enough problems to remember to to compete in the field of education ability to write is a must for a student. Teacher need to apply suitable learning model in guiding students in writing research proposal in order to achieve target of learning. The research objective was to analyze differences and interaction in the ability to write research proposals between the PBL learning model and the PjBL learning model in high and low initial knowledge. This research was conducted with a non-equivalent control group design by applying a 2x2 factorial design to the experimental design. The research subjects were students in the second semester of the 2021/2022 academic year, in the Educational Technology study program at Adi Buana University, Surabaya, which consisted of 122 people. Subjects were taken randomly, and the number of members was 80 subjects. Furthermore, they were grouped into two classes according to the study design. The research hypothesis was tested with the Statistical Analysis of Variance (Anova). The results showed that (1) there were differences in the ability to write research proposals between students who studied with the PBL learning model and the PjBL learning model, (2) there were differences in the abilities to write research proposals between students with high prior knowledge and low, (3) there is no interaction between the learning model and prior knowledge on the ability to write research proposals.
PENGARUH REALISTIC MATHEMATIC EDUCATION (RME) DAN TEAM GAMES TOURNAMENT (TGT) SERTA MOTIVASI BELAJAR TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS V SEKOLAH DASAR Putri, Restu; Rufi’i; Reza Rachmadtullah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21875

Abstract

This study aims to analyze the effect of the Realistic Mathematics Education (RME) and Teams Games Tournament (TGT) learning models on the mathematics proficiency of fifth-grade students and their interaction with learning motivation. The background of this research is the low mathematics ability of Indonesian students, as reflected in PISA results, which remain below the global average. The research employed a 2x2 factorial experimental design involving 139 students grouped based on the learning model (RME or TGT) and motivation levels (high or low). The results showed that the RME model (average score 85.4) was more effective than the TGT model (average score 82.7). Moreover, students with high motivation achieved a higher average score of 88.1 compared to those with low motivation (average score 79.3). ANOVA tests revealed significant effects from the learning model (F=25.67, p<0.05), learning motivation (F=30.45, p<0.05), and their interaction (F=18.23, p<0.05). This study highlights the importance of innovative learning models like RME and TGT to improve mathematics learning outcomes. Its implications include recommendations for educators to integrate interactive and meaningful approaches that address diverse learning needs. It also encourages further research to develop innovative methods in primary education, particularly to enhance students' preparedness for future learning challenges.
PENGARUH MODEL PROBLEM BASED LEARNING DAN MOTIVASI BELAJAR TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA PADA MATA PELAJARAN ILMU PENGETAHUAN ALAM DI SEKOLAH DASAR Ira Kristianawati; Rufi’i; Reza Rachmadtullah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21879

Abstract

This study aims to analyze the effect of the Problem-Based Learning (PBL) model and learning motivation on students' critical thinking skills in Science subjects at the elementary school level. The research employs an experimental method with a 2x2 factorial design, involving 130 sixth-grade students from two elementary schools in Surabaya. The sample consists of an experimental class taught using the PBL model and a control class taught using the STAD model. Data were collected through validated critical thinking tests and learning motivation questionnaires. The average critical thinking score of students taught with PBL was 78.5, while students taught with STAD scored an average of 69.8. Hypothesis testing using two-way ANOVA showed an F-value of 15.72 for the effect of the learning model, which is greater than the F-table value of 3.92 at a 0.05 significance level. Additionally, students with high learning motivation scored an average of 81.3, compared to 67.2 for those with low motivation. Hypothesis testing indicated that students with high motivation demonstrated better critical thinking skills than those with low motivation (F-value 12.64 > F-table 3.92). A significant interaction between the learning model and motivation was also found (F-value 8.45). Theoretically, the findings support constructivist theory, which emphasizes the importance of problem-based learning in developing higher-order thinking skills. Teachers need to identify students' motivation levels to provide appropriate support. It is recommended that teachers participate in training to design and implement problem-based learning effectively.
Peningkatan Motivasi Belajar Peserta Didik dengan Penerapan Konsep Culturally Responsive Teaching (CRT) pada Pembelajaran PJOK di SMA 1 Taman Sidoarjo: Munir, Syaiful; Rufi’i; Ardiansyah, Syahrul; Baskara, Sula Dwi Pura; Aulia, Tifani Ismi; Qonitatillah, Riskiyatul; Prastiza, Twin Exa
SPRINTER: Jurnal Ilmu Olahraga Vol. 6 No. 2 (2025): SPRINTER: Jurnal Ilmu Olahraga
Publisher : MAN Insan Cendekia Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46838/spr.v6i2.726

Abstract

This study aims to increase students' learning motivation in learning Physical Education, Sports, and Health (PJOK) through the application of the Culturally Responsive Teaching (CRT) approach at the high school level. The research method used Classroom Action Research (PTK) with two cycles. The research instruments were observation, motivation questionnaire, and interview. The results showed a significant increase in learning motivation indicators after the implementation of the CRT approach. The findings suggest that CRT can be an effective strategy to increase student engagement in PJOK learning, especially considering the cultural background of the participants.
PENGARUH PENGGUNAAN MEDIA INTERAKTIF, MEDIA GAMBAR, DAN MOTIVASI BELAJAR TERHADAP HASIL BELAJAR SISWA DALAM PEMBELAJARAN MATEMATIKA Tandi, Martha; Rufi’i; Rachmadtullah, Reza
JS (JURNAL SEKOLAH) Vol. 9 No. 4 (2025): SEPTEMBER 2025
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/js.v9i4.67288

Abstract

Abstract: Abstract This study aims to analyze the effects of using interactive media and visual media as well as learning motivation on elementary students' mathematics learning outcomes. The research employed a quasi-experimental design with a 2 × 2 factorial arrangement. The population consisted of all fourth-grade students at SD Negeri Inpres Malompo, totaling 60 students, using cluster sampling techniques. The research instruments included a learning motivation questionnaire and a mathematics achievement test. Data analysis was conducted using two-way ANOVA after fulfilling normality and homogeneity assumptions. The results showed a significant difference in learning outcomes between students using interactive media and those using visual media, with interactive media demonstrating superior effectiveness. Furthermore, there was a significant difference in learning outcomes between students with high and low learning motivation. The analysis also revealed a significant interaction effect between the type of media and learning motivation, indicating that interactive media was most effective for students with high motivation. These findings highlight the importance of selecting appropriate instructional media and enhancing student motivation to improve mathematics learning outcomes. It is recommended that teachers optimally utilize interactive media and consider students' motivation to create more effective and engaging learning environments.  Keyword: interactive media, visual media, learning motivation, learning outcomes, mathematics.  Abstrak: Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media interaktif dan media gambar serta motivasi belajar terhadap hasil belajar matematika siswa sekolah dasar. Desain penelitian yang digunakan adalah eksperimen semu dengan rancangan faktorial 2 × 2. Populasi penelitian adalah seluruh siswa kelas IV SD Negeri Inpres Malompo yang berjumlah 60 siswa, dengan teknik sampling cluster. Instrumen penelitian meliputi angket motivasi belajar dan tes prestasi belajar matematika. Analisis data dilakukan dengan ANOVA dua jalur setelah uji normalitas dan homogenitas terpenuhi. Hasil penelitian menunjukkan bahwa terdapat perbedaan signifikan hasil belajar antara siswa yang menggunakan media interaktif dan media gambar, di mana media interaktif memberikan hasil yang lebih baik. Selain itu, terdapat perbedaan signifikan hasil belajar antara siswa dengan motivasi tinggi dan motivasi rendah. Analisis juga menunjukkan adanya interaksi signifikan antara media pembelajaran dan motivasi belajar, yang mengindikasikan bahwa penggunaan media interaktif paling efektif pada siswa dengan motivasi tinggi. Temuan ini menegaskan pentingnya pemilihan media pembelajaran yang sesuai serta peningkatan motivasi siswa untuk meningkatkan hasil belajar matematika. Disarankan bagi guru untuk memanfaatkan media interaktif secara optimal dan memperhatikan aspek motivasi dalam pembelajaran. Kata Kunci: media interaktif, media gambar, motivasi belajar, hasil belajar, matematika
Teacher Development Program to Enhance the Effectiveness of Technology-Based Learning Sabariah; Rufi’i; Suharyanto; Krisna Murti Anugraha; Robi’ati Fauziyah; Kadori; Supriyanto
Jurnal Edutech Undiksha Vol. 13 No. 1 (2025): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i1.83707

Abstract

In an era where rapid technological advancement affects all aspects, including education, there are still challenges in enhancing teachers' competence in technology. Many teachers continue to employ traditional methods without leveraging technology due to insufficient guidance. The implementation of ICT training often faces various challenges, such as teachers' ability to integrate technology into daily teaching practices is still lagging behind. Researchers examined the effectiveness of the Teacher Development Program to enhance technology-based learning at SD Negeri 1 Kedungpring through observation and interviews. It is anticipated that this program will positively impact the effectiveness of learning in the school. Based on the research findings, a significant number of teachers still use traditional teaching methods, with only 40% actively incorporating technology. Through development seminars and interviews, researchers found that this program effectively improves learning effectiveness. A majority of teachers stated that the development program has enhanced their competency in teaching with technology, resulting in positive impacts on student learning outcomes and overall instructional effectiveness.
Development of “Gatot Kaca Berburu Bilangan” Edugame Based on Construct 2 to Improve Elementary Students' Understanding of Odd and Even Numbers Haryono, Mukhamad Janji; Rufi’i; Rahmatullah, Reza
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.18235

Abstract

Mathematics is often perceived as an abstract subject by elementary school students, particularly when learning concepts such as odd and even numbers. This research aims to develop an interactive edugame titled “Gatot Kaca Berburu Bilangan” using Construct 2, an HTML5-based game engine, to enhance conceptual understanding among second-grade students. The development process follows the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), involving expert validation, student trials, and quantitative testing. The game incorporates local cultural elements through the character Gatot Kaca, aligning with students' visual and kinesthetic learning styles. Validation from subject matter and media experts shows a high feasibility level, while trials reveal increased motivation, engagement, and significant improvements in student learning outcomes. A paired sample t-test indicates a statistically significant difference between pre-test and post-test scores (p < 0.05). Students demonstrated greater interest and enthusiasm, supporting the game’s effectiveness not only cognitively but also affectively and socially. This study concludes that edugames such as “Gatot Kaca Berburu Bilangan” can serve as innovative, culture-integrated learning media that effectively support early-grade mathematics education.
Assessing of Biology Test Question Quality Using Anates Software Mutmainah, Siti; Rufi’I
EDUTEC : Journal of Education And Technology Vol. 8 No. 1 (2024): September 2024
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/edu.v8i1.942

Abstract

This research uses a quantitative descriptive approach. This research aims to determine the quality and appropriateness of Class XI Biology question items consisting of validity, reliability, level of difficulty, distinguishing power and distractor quality. The subjects are SMA N 1 Driyorejo Gresik as many as 30 students. Data collection in this research was carried out through student answer sheets, then the data was processed using Anates Ver 4.0.9. The test results show that the questions are appropriate and of good quality with a correlation of 0.62 and a reality coefficient of 0.76. This resulted in the question criteria being declared as having high validity, with four levels of difficulty and a small number of the quality of the distractor has poor quality test items.