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Pengembangan Multimedia Pembelajaran IPA pada Materi Spesialisasi Sel Kelas VIII SMP Yelsi, Nengsi Fitri; Hidayati, Abna; Yusri, Meldi Ade Kurnia; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (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.v5i6.2101

Abstract

The development of this multimedia learning is motivated by the problem of learning, where teachers only use printed books as the main learning media in the classroom. Students tend to feel bored and less interested in following lessons using printed books that only contain text and images. This research aims to produce valid and practical multimedia learning products that can be used in the learning process. The type of research used is research and development, also known as Research and Development (R&D). The development model used is the 4D model, which consists of four main stages: define, design, development, and disseminate. The product validity test was conducted by 4 validators, namely 2 material validators and 2 media validators. The product trial was conducted on 20 eighth-grade students of SMP Negeri 5 Linggo Sari Baganti with the aim of determining the practicality of the developed product. The results of the material validation by 2 material validators obtained an average score of 4.93 with the category "very valid." The results from the assessment by 2 media validators obtained an average score of 4.45 with the category "very valid." The results of the media practicality test obtained an average score of 4.45 with the category "very practical." Based on the results of the validity and practicality tests, it can be concluded that the IPA learning multimedia on the "Cell Specialization" material for 8th-grade junior high school produced is valid and practical, thus it can be used in the learning process
Pengaruh Model Pembelajaran Kooperatif Tipe Jigsaw Terhadap Hasil Belajar Siswa pada Mata Pelajaran PPKn Kelas VII di SMP Negeri 1 Pariaman Fadhilaturrahmy, Fadhilaturrahmy; Bentri, Alwen; Rayendra , Rayendra; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (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.v5i6.2186

Abstract

The problem found in the learning process taking place in the field is that students are found who cannot cooperate by upholding group norms in achieving their learning goals. This affects the understanding and learning outcomes of students. This study aims to determine the influence of the application of the Jigsaw-type cooperative learning model on student learning outcomes in PPKn grade VII subjects of SMP Negeri 1 Pariaman. This type of research is quasy-experimental research consisting of 2 classes, namely the experimental class and the control class. The sample technique used in this study is purposivesampling. This research was conducted on the material of Indonesian Unity and Regional Characteristics in the subject of PPKn class VII. The instrument used is a test of students' understanding of the subject matter. The analysis test uses the t-test. The results of the study showed that the data analyzed using the t-test had a significant level of 0.05. namely the results of the thitun > ttable, which are 1.823 > 0.670. Based on the results of the study, it can be concluded that H1 in this study is accepted. Thus, the application of the Jigsaw-type cooperative learning model has an effect on student learning outcomes in PPKn class VII SMP Negeri 1 Pariaman.
Educational Technology Students' Perceptions of the Application of Educational Technology Areas in Kampus Mengajar Programs Rahmawati, Rahmawati; Novrianti, Novrianti; Kurnia, Meldi Ade; Rahmayanti, Elsa; Masnur, Alkadri
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 1 (2025): Jurnal Ilmiah Mandala Education (Januari)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i1.7894

Abstract

Mundir. (2022). Teknologi Pendidikan: Suatu Pengantar. Malang: Edulitera.Nita Isaeni, A. N. (2022). Teknologi dalam Transformasi Pembelajaran Kurikulum Merdeka. https://gurudikdas.kemdikbud.go.id/. Diakses pada 15 Mei 2024Pitria Sopiyaningsih, dkk. (2022). Persepsi Mahasiswa Terhadap Program Kampus Mengajar Tahun 2022 dalam Mengembangkan Keterampilan Partisipasi Kewarganegaraan Mahasiswa. Civic Edu: Jurnal Pendidikan Kewarganegaraan, Vol. 5, No. 2, 59-60.Sri Lestari, K. F. (2021). Mewujudkan Merdeka Belajar: Studi Kasus Program Kampus Mengajar di Sekolah Dasar Swasta di Jakarta. Jurnal Basicedu Vol 5 No 6, 6433 - 6434.Syafril. (2019). Statistik Pendidikan. Kencana: Jakarta.
PELATIHAN SABLON MUG DAN SABLON DTF BAGI SISWA SMAN 1 BATIPUAH SEBAGAI MODAL KETERAMPILAN MEMBUKA PELUANG USAHA DAN MENGURANGI TINGKAT PENGANGGURAN Rahmi Pratiwi; Winanda Amilia; Resti Elma Sari; Alkadri Masnur; Abiem Haekal Suherman; Rohimun Farhan; Aufa Deza Fikri
J-COSCIS : Journal of Computer Science Community Service Vol. 5 No. 1 (2025): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/jcoscis.v5i1.25630

Abstract

Kabupaten Tanah Datar mengalami lonjakan signifikan dalam tingkat pengangguran, terutama di kalangan lulusan SMA yang tidak melanjutkan pendidikan ke jenjang lebih tinggi. Berdasarkan data dari Badan Pusat Statistik (BPS), angka pengangguran di kabupaten ini naik dari 4,63% pada tahun 2021 menjadi 5,35% pada tahun 2023. Untuk mengatasi masalah ini, salah satu solusi yang diusulkan adalah pelatihan sablon mug dan sablon DTF (Direct to Film) bagi siswa SMA Negeri 1 Batipuah. Pelatihan ini dirancang untuk membekali siswa dengan keterampilan praktis yang dapat mereka gunakan untuk memulai usaha mandiri dan sekaligus menumbuhkan semangat kewirausahaan. Harapannya langkah ini dapat membantu mengurangi tingkat pengangguran di daerah tersebut. Artikel ini akan membahas secara mendalam pelaksanaan pelatihan, metode yang diterapkan, serta dampak yang diharapkan dari program ini
PELATIHAN PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS ARTIFICIAL INTELLIGENCE (AI) BAGI GURU SD GUGUS III KECAMATAN BASO Rosmaria; Hendri Budi Utama; Resti Elma Sari; Rahmi Pratiwi; Yola Sepkia; Alkadri Masnur; Azhari Fetri Stevani; Jeni Falen Andrean; Muhammad Adli
J-COSCIS : Journal of Computer Science Community Service Vol. 5 No. 1 (2025): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/jcoscis.v5i1.25860

Abstract

Guru-guru di SDN 06 Titih menghadapi tantangan berat dalam pengajaran, terutama karena keterbatasan kemampuan mereka dalam mengembangkan bahan ajar digital. Sebagian besar masih bergantung pada buku cetak dan bahan ajar konvensional, meskipun perkembangan teknologi menuntut materi yang lebih interaktif dan menarik. Selain itu, terbatasnya pelatihan dan kemampuan IT menghambat mereka untuk mengadopsi metode pengajaran yang lebih modern. Jika dibiarkan, kualitas pembelajaran dan profesionalisme guru berisiko menurun. Menyadari hal ini, tim pengabdian mengadakan pelatihan pengembangan bahan ajar digital berbasis aplikasi Artificial Intelligence (AI) bagi 70 guru dari enam sekolah dasar di SD Gugus III Kecamatan Baso, Kabupaten Agam. Pelatihan ini bertujuan untuk meningkatkan keterampilan teknis guru dalam mengembangkan bahan ajar yang lebih interaktif, inovatif, dan sesuai dengan kebutuhan siswa serta perkembangan zaman. Selain itu, pelatihan ini juga bertujuan untuk membekali guru dengan keterampilan yang memungkinkan mereka menciptakan materi pembelajaran yang lebih menarik dan relevan dengan era digital.
Development of E-LKPD Based on Project Based Learning (PJBL) on Computer Network Material Afdhal, Muhammad Abim; Novrianti, Novrianti; Yusri, Meldi Ade Kurnia; Masnur, Alkadri
JUPE : Jurnal Pendidikan Mandala Vol 10, No 1 (2025): JUPE : Jurnal Pendidikan Mandala (Februari)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i1.8366

Abstract

This research is triggered by one of the common problems encountered in Information and Communication Technology (ICT) learning, which is the low interest of students, resulting in difficulties in mastering the subject matter according to their individual learning styles. The teaching materials used have not helped students think critically, creatively, and learn independently in accordance with the demands of the Merdeka Curriculum. This study aims to produce a valid and practical e-LKPD based on Project-Based Learning for computer network material, so it can be used as teaching material for ICT. This type of research is development research (R&D) using the 4- D development model. The stages used in this development model are: Definition Stage, Design Stage, Development Stage, and Dissemination Stage. The subjects of this study are 10th-grade students from SMA Negeri X Guguak. The instruments used in the research are validity and practicality questionnaires, which are used to assess the practicality of the e-LKPD for students. The validity result of the Project-Based Learning-based e-LKPD is 90.3%, categorized as very valid. There is no final practicality score for the ICT teacher e-LKPD because there is only one ICT teacher, who serves as the material validator. The final practicality score for the student e- LKPD is 84.2%, categorized as very practical. Based on the research results, it canbe concluded that the Project-Based Learning-based e-LKPD on computer network material for 10th-grade students at SMA Negeri X Guguak is valid and practical.
PELATIHAN PENGEMBANGAN MULTIMEDIA DAN E-MODUL BAGI GURU SD DI GUGUS I KEC. BANUHAMPU KAB. AGAM Darmansyah; Rahmi Pratiwi; Luthfiani; Herdi Setiawan; Mutia Egica Putri; Athiyyah Salsabila; Alkadri Masnur
J-COSCIS : Journal of Computer Science Community Service Vol. 5 No. 1 (2025): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/jcoscis.v5i1.25863

Abstract

SD di Gugus I Kecamatan Banuhampu mengungkap tantangan terkait pemanfaatan media pembelajaran. Kendalanya meliputi kurangnya akses pelatihan terkait pengembangan media pembelajaran, rendahnya kepercayaan diri guru dalam menggunakan teknologi, keterbatasan sumber daya manusia di sekolah, minimnya pemahaman tentang prinsip desain media pembelajaran inovatif, serta kurangnya alokasi dana untuk pelatihan. Selain itu, pemahaman guru tentang peran media pembelajaran dalam mendukung berbagai gaya belajar siswa masih terbatas. Oleh karena itu, tim pengabdian tertarik melaksanakan pelatihan pengembangan multimedia dan e-modul. Pelatihan ini bertujuan mendukung pengembangan keterampilan berbasis teknologi di kalangan pendidik. Pelatihan ini berhasil memberikan solusi atas berbagai permasalahan yang dihadapi guru dalam memanfaatkan media pembelajaran, membekali guru keterampilan praktis merancang dan menggunakan multimedia serta e-modul sebagai bahan ajar digital.
Optimizing Sentiment Analysis on Imbalanced Hotel Review Data Using SMOTE and Ensemble Machine Learning Techniques Putra, Pandu Pratama; Anam, M. Khairul; Chan, Andi Supriadi; Hadi, Abrar; Hendri, Nofri; Masnur, Alkadri
Journal of Applied Data Sciences Vol 6, No 2: MAY 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i2.618

Abstract

This research addresses the challenge of imbalanced sentiment classes in hotel review datasets obtained from Traveloka by integrating SMOTE (Synthetic Minority Oversampling Technique) with ensemble machine learning methods. The study aimed to enhance the classification of Positive, Negative, and Neutral sentiments in customer reviews. Data preprocessing techniques, including tokenization, stemming, and stopword removal, prepared the textual data for analysis. Various machine learning models—CART, KNN, Naive Bayes, and Random Forest—were evaluated individually and in ensemble configurations such as Bagging, Stacking, Soft Voting, and Hard Voting. The Stacking ensemble approach, utilizing Logistic Regression as a meta-classifier, demonstrated superior performance with an accuracy, precision, recall, and F1-score of 88%, outperforming Bagging (86%), Hard Voting (84%), and Soft Voting (81%). The findings highlight the effectiveness of SMOTE in balancing sentiment classes, particularly improving the classification of underrepresented Neutral and Negative categories. The novelty of this study lies in the comprehensive use of ensemble techniques combined with SMOTE, which significantly enhanced prediction stability and accuracy compared to previous approaches. These results provide valuable insights into leveraging advanced machine learning techniques for sentiment analysis, offering practical implications for improving customer experience and service quality in the hospitality industry.
Multimedia Development E-Flashcard in Class XI Vocational School Business Economics Subjects Ananda, Rahma; Anugrah, Septriyan; Kurnia Yusri, Meldi Ade; Masnur, Alkadri
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.v11i2.8541

Abstract

Along with advances in technology, the use of learning media has become crucial, especially in Vocational High Schools (SMK). This research aims to develop multimedia e-flashcard as a means of learning Business Economics. Based on theory Edgar dale Regarding concrete experiences, learning that involves real activities is proven to be more effective in increasing students' understanding. The main focus of this research is to describe the product development and evaluation process to ensure its validity, practicality and effectiveness in improving student learning outcomes in class XI vocational school business economics subjects. The method used is a development model Borg and gall, which makes it possible to test and improve the product. The validation test results show that the average material validation score reached 5.00, including the "Very Suitable" category. The average media scores were 5.00 and 4.78, reflecting the category "Very Valid." The limited practicality trial showed a score of 4.66, while the broader practicality trial achieved 4.35, both of which were categorized as "Very Practical." Learning effectiveness is measured through N-Gain Score which reached 94.88%, was declared "Effective." These findings underscore that multimedia e-flashcard functions as a strategic medium, enriching the Business Economics learning experience, both in face-to-face and distance contexts, thereby improving the quality of business economics learning in class XI vocational schools.
Development of Animation Video Media in Science Subjects for Class VIII SMP Juliana Eka Putri; Syafril Syafril; Meldi Ade Kurnia Yusri; Alkadri Masnur
JISIP: Jurnal Ilmu Sosial dan Pendidikan Vol 8, No 4 (2024): JISIP (Jurnal Ilmu Sosial dan Pendidikan) (November)
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jisip.v8i4.7686

Abstract

The development of Animation Videos in the Science Subject for 8th Grade at SMPN 20 Padang is motivated by the fact that teachers have not yet used appropriate learning media in the teaching process, students are passive and less participative in the learning process, resulting in low learning outcomes. This research aims to produce valid and practical animated video products that can be used in the learning process. The type of research used is research and development or Research and Development (R&D). The development model used in this study is the 4D model. The 4D model consists of 4 stages: define, design, develop, and disseminate. The product validity test was validated by three validators, consisting of one content validator, namely the science subject teacher for Class VIII at SMPN 20 Padang, and two media validators, namely lecturers from the Department of Curriculum and Educational Technology at Universitas Negeri Padang. The practicality test of the product was conducted with students of class VIII.4 at SMPN 20 Padang. The results of the development of this animation video were obtained through validity and practicality tests. The validity test by subject matter experts yielded an average score of 4.6 with the category "very valid," and media experts from validators 1 and 2 obtained an average score of 4.93 with the category "very valid." Meanwhile, the practicality test results yielded an average score of 4.49 with the category "very practical." Thus, it can be concluded that the developed animation video can be used as a learning medium for the Science subject in Grade VIII of Junior High School.