Claim Missing Document
Check
Articles

Found 36 Documents
Search

Development of Interactive Multimedia in Class V Elementary School Science and Science Subjects Putra, Pelka Andesa; Zen, Zelhendri; Hendri, Nofri; Pratiwi, Rahmi
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 2 (2025): Jurnal Ilmiah Mandala Education (April)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i2.8608

Abstract

The development of technology brings changes in the use of learning media. One of the learning media that responds to technological developments is interactive multimedia. This study aims to produce interactive multimedia that is suitable for use as a learning media in the subject of Science for Grade V Elementary School. This study is a research and development study, with the selected development design using the ADDIE model (analyze, design, development, implementation, evaluation). The media that has been developed is evaluated by material experts and media experts to determine its feasibility. Based on the findings, media experts have an average feasibility value of 4.96 (very valid) by validator I, and an average of 4.68 (very valid) by validator II, while material experts have an average feasibility value of 4.74 (very valid). In addition, the results of the student response questionnaire after the trial of using interactive multimedia showed an average value of 4.81 (very practical), and the results of the effectiveness test of the post-test scores of students consisting of 20 students with the N-gain formula obtained a value of 0.73 (high). Thus, the development of interactive multimedia in the fifth grade science subjects isdeclared very valid and can be used without the need for improvement.
Pengembangan Aplikasi Multiple Intelligences Menggunakan Thunkable Sebagai Media Pemahaman Potensi Diri Bagi Siswa Damayanti, Arfina; Rayendra, Rayendra; Masnur, Alkadri; Pratiwi, Rahmi
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 6 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i6.643

Abstract

Penelitian ini bertujuan untuk mengembangkan aplikasi berbasis Android non-code sebagai media pembelajaran yang membantu siswa memahami potensi diri berdasarkan teori Multiple Intelligences dari Howard Gardner. Aplikasi dikembangkan menggunakan platform Thunkable dengan desain antarmuka yang sederhana, menarik, dan mudah digunakan. Metode penelitian yang digunakan adalah RND dengan model 4D (define, design, develop, disseminate). Instrumen pengumpulan data yang digunakan meliputi angket dan dokumentasi. Teknik pengumpulan data yang digunakan dalam penilaian ini meliputi angket validitas media dan angket praktikalitas dengan sampel yang ditentukan menggunakan teknik purposive sampling. Berdasarkan hasil penilaian dari para validator media, ahli aplikasi I memberikan skor rata-rata sebesar 98,57%, sedangkan ahli aplikasi II memberikan skor sebesar 92,86%. Kedua hasil tersebut menunjukkan bahwa media yang dikembangkan termasuk dalam kategori sangat valid. Setelah dinyatakan valid dan layak, media ini diuji cobakan kepada 30 siswa yang mayoritas berasal dari jenjang SMP, SMA, dan SMK. Hasil uji coba menunjukkan skor rata-rata sebesar 92,8% dengan kategori sangat praktis, sehingga aplikasi Multiple Intelligences dinyatakan layak digunakan sebagai sumber belajar sekaligus media edukatif.
Pengembangan Video Pembelajaran Berbasis Pemecahan Masalah Soal Cerita pada Materi Pecahan Kelas VI SD Putri, Qorina Cantika; Pratiwi, Rahmi; Rahmi, Ulfia; Masnur, Alkadri
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 6 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i6.645

Abstract

Penelitian ini bertujuan untuk mengembangkan video pembelajaran berbasis pemecahan masalah sebagai solusi untuk mengatasi rendahnya pemahaman siswa kelas VI SD dalam menyelesaikan soal cerita pada materi pecahan. Permasalahan ini ditandai oleh banyaknya siswa yang memperoleh nilai di bawah Kriteria Ketuntasan Minimal (KKM), disebabkan oleh kesulitan dalam memahami konteks soal cerita, mengonversinya ke bentuk matematis, serta menerapkan konsep operasi pecahan. Metode yang digunakan dalam penelitian ini adalah Research and Development (RD) dengan model pengembangan 4D (Define, Design, Develop, Disseminate). Produk dikembangkan menggunakan aplikasi Canva dan CapCut, kemudian divalidasi oleh ahli materi dan ahli media. Uji kepraktisan dan efektivitas dilakukan kepada 14 siswa kelas VI di SDN 28 Rambatan. Hasil validasi menunjukkan bahwa video pembelajaran yang dikembangkan masuk dalam kategori sangat valid, dengan skor rata-rata 4,63 dari ahli media dan 4,83 dari ahli materi. Kepraktisan media dinilai sangat baik dengan skor rata-rata 4,89 dari siswa, sedangkan uji efektivitas menunjukkan nilai gain score sebesar 0,78 yang termasuk dalam kategori tinggi. Berdasarkan hasil tersebut, dapat disimpulkan bahwa video pembelajaran berbasis pemecahan masalah ini memenuhi kriteria valid, praktis, dan efektif, serta layak digunakan sebagai media bantu pembelajaran untuk meningkatkan pemahaman siswa dalam materi pecahan melalui soal cerita. Penelitian ini juga memberikan kontribusi dalam pemanfaatan teknologi pendidikan di tingkat sekolah dasar.
Pengaruh Penerapan Model Pembelajaran Contextual Teaching and Learning (CTL) untuk Meningkatkan Lingkungan Belajar yang Kolaboratif dalam Mata Pelajaran IPAS Siswa Kelas III SDN 01 Lubuk Alung Basra, Melani; Hidayati, Abna; Rayendra, Rayendra; Pratiwi, Rahmi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3882

Abstract

This research aims to determine the effect of applying the Contextual Teaching and Learning (CTL) model in enhancing a collaborative learning environment and student learning outcomes in the IPAS subject for grade III at SDN 01 Lubuk Alung. The identified issue is the lack of collaboration among students during the learning process, which affects the low learning outcomes. The learning model previously used was less supportive of active student interaction in understanding the material. This type of research is quantitative research with a Quasi-Experimental approach. The population of this study is the third-grade students of SDN 01 Lubuk Alung. The research sample consists of two classes, namely the experimental class and the control class, each consisting of 25 students. The data collection technique used achievement tests that were analyzed using a t-test. The research results show that the calculated t-value = 5.34 and the tabel t-value = 2.01 at a significance level of α = 0.05, which means the calculated t-value is greater than the tabel t-value (calculated t > tabel t). Thus, it can be concluded that the hypothesis is accepted and there is a significant effect of the application of the Contextual Teaching and Learning model to improve the collaborative learning environment in the IPAS subject of grade III SD 01 Lubuk Alung. The application of the Contextual Teaching and Learning model to enhance the collaborative learning environment has proven to be effective.  
PENGARUH MODEL PROBLEM BASED LEARNING (PBL) BERBANTUAN PHET SIMULATIONS TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPA KELAS VIII SMP NEGERI 1 LINGGO SARI BAGANTI Azhari, Diah Fitri; Hidayati, Abna; Pratiwi, Rahmi; Kurnia, Reni
EDUCATIONAL : Jurnal Inovasi Pendidikan & Pengajaran Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/educational.v5i3.6693

Abstract

This study aims to determine the effect of the Problem Based Learning (PBL) model assisted by PhET simulations on student learning outcomes in science subjects of class VIII SMP Negeri 1 Linggo Sari Baganti. The method used in this study is quantitative with a quasi-experimental approach through a nonequivalent control group design. Sampling in this study used a purposive sampling technique totaling 64 regular class students (32 students in the experimental class and 32 students in the control class). The research instruments used were pre-test and post-test totaling 20 multiple-choice questions that had previously been tested for validity, reliability, discrimination power and difficulty level of the questions. Then, data analysis in this study used a t-test to test the hypothesis and prerequisite tests in the form of normality and homogeneity tests. The results of this study indicate that there is a significant difference between the average value of student learning outcomes who participated in learning using the Problem Based Learning (PBL) model assisted by PhET simulations, namely 78.59 higher than conventional learning, namely 64.84. Meanwhile, the results of the t-test analysis showed that tcount > ttable, namely 0.412 > 2.000 for a significance level of ? 0.05. The conclusion of this study is that the use of the Problem Based Learning (PBL) model assisted by PhET simulations has an effect on improving student learning outcomes in the natural science of class VIII of SMP Negeri 1 Linggo Sari Baganti. ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh dari model Problem Based Learning (PBL) berbantuan PhET simulations terhadap hasil belajar siswa pada mata pelajaran IPA kelas VIII SMP Negeri 1 Linggo Sari Baganti. Metode yang digunakan dalam penelitian ini adalah kuantitatif dengan pendekatan quasi experiment melalui desain nonequivalent control group design. Penarikan sampel dalam penelitian ini menggunakan teknik purposive sampling yang berjumlah 64 siswa kelas reguler (32 siswa kelas eksperimen dan 32 siswa kelas kontrol). Instrumen penelitian yang digunakan adalah pre-test dan post-test yang berjumlah 20 butir soal pilihan ganda yang sebelumnya telah di uji validitas, uji reliabilitas, uji daya beda dan tingkat kesukaran soal. Kemudian, análisis data dalam penelitian ini menggunakan uji t untuk menguji hipotesis dan uji prasyarat berupa uji normalitas dan uji homogenitas. Hasil penelitian ini menunjukkan terdapat perbedaan yang signifikan antara nilai rata-rata hasil belajar siswa yang mengikuti pembelajaran menggunakan model Problem Based Learning (PBL) berbantuan PhET simulations yaitu 78,59 lebih tinggi dibandingkan dengan pembelajaran konvensional yaitu 64,84. Sedangkan hasil análisis uji t-test diketahui thitung > ttabel yaitu 0,412 > 2,000 untuk taraf signifikan  0,05. Kesimpulan dari penelitian ini terbukti bahwa penggunaan model Problem Based Learning (PBL) berbantuan PhET simulations berpengaruh terhadap peningkatan hasil belajar siswa pada mata pelajaran IPA kelas VIII SMP Negeri 1 Linggo Sari Baganti.
Development of Instagram Media Message Design for Promotion and Sales of Cocopeat and Cocofiber MSMEs Askia, Fazhira; Novrianti, Novrianti; Zen, Zelhendri; Pratiwi, Rahmi
SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS) Vol 13, No 3 (2025): SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS): Publishing August 2025
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/spektrumpls.v13i3.135157

Abstract

The development of Instagram message design media is motivated by promotional challenges faced by MSME actors, namely the absence of appropriate and attractive promotional media on digital platforms. Until now, the MSMEs have not utilized digital promotional media. This condition has led to low effectiveness in communication and marketing of Cocopeat and Cocofiber products. To address this issue, an Instagram message design was developed to be visual, informative, and persuasive. This study aims to develop an Instagram message design that is valid and practical to be used as an attractive promotional medium.This research employed a Research and Development (R&D) approach using the Four-D (4D) development model, which includes the stages of: (1) Define, (2) Design, (3) Develop, and (4) Disseminate. Data collection instruments used in this study included validation sheets and customer response questionnaires. Product validity was tested by two media experts. The practicality test was aimed at customers of the Cocopeat and Cocofiber MSMEs.The development of the Instagram message design was carried out through the stages of the Four-D development procedure. This process resulted in a promotional media product in the form of Instagram visual message designs that are informative, attractive, and aligned with the characteristics of MSMEs. The product underwent validation by Curriculum and Educational Technology lecturers. The validation results from Media Expert I were categorized as “Very Valid” with an average score of 4.60, and Media Expert II also categorized the product as “Very Valid” with an average score of 4.80. Message Design Expert I assessed it as “Very Valid” with an average of 4.70, and Message Design Expert II gave a score of 4.80. The practicality test results showed an average score of 4.55, categorized as “Very Practical.” Based on these results, it can be concluded that the Instagram message design using the Linktree application for the Cocopeat and Cocofiber MSMEs is considered very valid and very practical.Keywords: Development, Message Design, 4D
Pengaruh Penggunaan Video Pembelajaran Terhadap Motivasi dan Hasil Belajar Siswa Kelas VII Mata Pelajaran Sejarah Kebudayaan Islam di MTsN 3 Kota Padang Shahfitri, Rahma Diyanti; Eldarni, Eldarni; Hendri, Nofri; Pratiwi, Rahmi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4284

Abstract

The learning of Islamic Cultural History (SKI) at MTsN 3 Kota Padang still faces obstacles, particularly regarding limited learning resources, the complexity of the material, as well as low student motivation and learning outcomes. This study aims to determine the effect of using learning videos on the motivation and learning outcomes of Grade VII students. The study uses a quantitative approach with a Quasi Experimental Nonequivalent Control Group Design. The research subjects were 61 students, consisting of 30 students in the experimental class using learning videos and 31 students in the control class using PowerPoint media. Data were collected through learning motivation questionnaires and learning outcome tests, then analyzed using Independent Sample t-test, Welch’s t-test, and MANOVA. The analysis results showed a significance value of 0.000 < 0.05, which means that the use of learning videos has a significant effect on students' motivation and learning outcomes.
Pengembangan Multimedia Pembelajaran Ramah pada Mata Pelajaran IPAS Kelas V SD Putri, Dinda Aulia; Yusri, Meldi Ade Kurnia; Novrianti, Novrianti; Pratiwi, Rahmi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 7 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i7.4430

Abstract

Science and Social Studies (IPAS) learning in primary schools still tends to be teacher-centred, resulting in students being less actively involved and experiencing difficulties in understanding complex concepts. Based on observations, the low level of student enthusiasm is influenced by the limited use of media, which is still restricted to textbooks and conventional media. This study aims to develop more engaging multimedia learning materials to help students understand the material in an easier and more enjoyable way. The research used the Research and Development (R&D) method with the 4-D model (Define, Design, Develop, Disseminate) through the stages of needs analysis, design, development, expert validation, limited testing, and product dissemination. The media was developed using Microsoft PowerPoint and can be accessed via Android and Windows devices. Data were obtained through validity and practicality questionnaires, which were analysed quantitatively and qualitatively. The results showed that the media was classified as ‘highly valid’ with a validity level of 98% in terms of material and 97% and 94% in terms of media, and was classified as ‘highly practical’ with a practicality score of 97% for teachers and 97.5% for students. Thus, this learning multimedia is suitable for use in improving students' focus and understanding of animal food chain material.
Pengembangan Multimedia Pembelajaran Menggunakan Google Sites pada Materi Zat dan Perubahannya Vanesa, Adilla Zikra; Rayendra, Rayendra; Hendri, Nofri; Pratiwi, Rahmi
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 6 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i6.712

Abstract

Penelitian ini bertujuan untuk merancang dan mengembangkan multimedia pembelajaran menggunakan Google Sites pada materi Zat dan Perubahannya kelas VII SMP, serta menguji tingkat validitas, praktikalitas, dan efektivitas media yang dikembangkan. Jenis penelitian yang digunakan adalah Research and Development (RD) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian terdiri atas satu orang guru IPA dan 21 siswa kelas VII SMP Negeri 5 Sungai Limau.Instrumen penelitian meliputi angket validasi ahli, angket praktikalitas siswa, serta tes hasil belajar (pre-test dan post-test). Hasil validasi menunjukkan bahwa media pembelajaran berbasis Google Sites memiliki tingkat kelayakan yang sangat tinggi dengan nilai validitas 95% dari ahli materi dan 98% dari ahli media, keduanya termasuk kategori “Sangat Valid.” Uji praktikalitas memperoleh skor 93,6% dengan kategori “Sangat Praktis.” Hasil uji efektivitas melalui analisis N-Gain menunjukkan rata-rata 84% dengan kategori “Sangat Efektif. Kesimpulan yang didapatkan media pembelajaran berbasis Google Sites yang dikembangkan sangat layak, praktis, dan efektif digunakan sebagai inovasi pembelajaran digital untuk meningkatkan hasil belajar siswa pada materi Zat dan Perubahannya.
Bahan Ajar Digital dan Evaluasi Model Extenics bagi Guru di SMA Rambatan Darmansyah, Darmansyah; Pratiwi, Rahmi; Sari, Resti Elma
Journal of Education Research Vol. 4 No. 4 (2023)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v4i4.568

Abstract

Bahan ajar dan evaluasi belajar merupakan komponen penting perangkat pembelajaran yang harus disiapkan pendidik secara baik dan berkualitas. Peserta didik lebih mudah menjalankan aktivitas belajarnya jika didukung ketersediaan bahan ajar yang lengkap dan bermutu. Pendidik perlu merancang evaluasi belajar yang dapat mengatasi kecurangan akademik agar hasil belajar optimal dan berintegritas. Berdasarkan observasi dan wawancara di SMA se-Kecamatan Rambatan, bahan ajar yang tersedia sangat minim, penyajian materi masih tekstual belum mengakomodasi gaya belajar peserta didik. Bahkan pengembangan bahan ajar kekinian yang berbasis digital dan berorientasi revolusi industri empat titik nol ketersediaannya belum memadai. Selain itu kemampuan mendesain soal ujian yang dapat diandalkan untuk meningkatkan integritas peserta didik masih sangat rendah. Soal yang dirancang hanya bersifat hafalan memicu terjadinya kecurangan akademik berupa nyontek dan plagiasi. Oleh karena itu perlu ada upaya untuk meningkatkan kompetensi pendidik berdasarkan permasalahan tersebut melalui pelatihan pengembangan bahan ajar digital dan evaluasi belajar model extenics yang mengantisipasi terjadinya kecurangan akdemik.