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Pengembangan Game Edukatif pada Mata Pelajaran Bahasa Indonesia Kelas V Sekolah Dasar Suherman, Abiem Haekal; Hendri, Nofri; Anugrah, Septrian; 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.v6i6.672

Abstract

Pengembangan game edukatif dilatar belakangi rendahnya keterlibatan aktif siswa di dalam kelas. Rendahnya antusias siswa dalam mengikuti pembelajaran membuat siswa kurang memperhatikan penjelasan guru serta masih terbatasnya variasi media pembelajaran yang digunakan. Untuk mengatasi permasalahan tersebut, dikembangkan game edukatif berbasis Construct 2 yang diharapkan dapat membantu guru menghadirkan pembelajaran lebih menarik dan interaktif. Game edukatif pada mata pelajaran Bahasa Indonesia di SDN 18 Payakumbuh dirancang agar siswa dapat belajar sambil bermain sehingga tercipta suasana belajar yang menyenangkan, sekaligus meningkatkan pemahaman terhadap materi yang dipelajari. Jenis penelitian ini adalah penelitian pengembangan yang dikenal dengan istilah Reasearch Development (RD) dengan model pengembangan 4D. Model pengembangan ini terdiri dari empat tahapan yaitu,tahapan pertama pendefenisian (define), tahapan kedua desain (design), tahapan ketiga pengembangan (development), dan tahapan keempat penyebaran (disseminate). Uji validator media dilakukan oleh tiga orang validator yang terdiri dari dua orang validator ahli media dan satu orang validator ahli materi. Uji praktikalitas dilakukan kepada peserta didik SDN 18 Payakumbuh sebanyak 22 siswa kelas V untuk menguji kepraktisan produk game edukatif yang dirancang menggunakan aplikasi Construct 2. Hasil penelitian menunjukkan bahwa game edukatif yang dikembangkan memperoleh validasi materi dengan persentase 86,6% dan termasuk dalam kategori “Sangat Valid”. Validasi media yang dilakukan oleh ahli media I memperoleh persentase 98%, sedangkan ahli media II memperoleh 93,33%, keduanya juga berada pada kategori “Sangat Valid”. Uji praktikalitas oleh peserta didik mencapai 89,24% dengan kategori “Sangat Praktis”. Selanjutnya, uji efektivitas menunjukkan adanya peningkatan hasil belajar sebesar 79,73% sehingga dikategorikan “Sangat Efektif”. Dengan demikian, dapat disimpulkan bahwa game edukatif yang dikembangkan terbukti valid, praktis, dan efektif digunakan sebagai media pembelajaran Bahasa Indonesia kelas V SD, khususnya pada materi membedakan teks fiksi dan nonfiksi.
Development of Vocabulary Cards as Learning Media to Improve the English Vocabulary of Fourth Grade Elementary School Students Andriani, Cesilia; Novrianti, Novrianti; Pertiwi, rahmi; Masnur, Alkadri
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.v13i3.135176

Abstract

The purpose of this research was to develop vocabulary card learning media to improve the English vocabulary mastery of fourth-grade elementary school students. This study was motivated by the limited availability of engaging visual learning media in elementary schools, accompanied by students’ low English vocabulary mastery. This development aimed to describe and present an overview of vocabulary card learning media as an alternative instructional tool, as well as to determine the validity and practicality levels of the developed product.This research employed a Research and Development (R&D) approach using the 4D development model, which consists of the Define, Design, Develop, and Disseminate stages. The development stage served as the benchmark for the success of the media, as it involved expert assessments through validity tests and product trials for practicality testing. The validity tests consisted of two phases: the media and linguistic validity tests conducted by media and language experts, and the content validity test conducted by the fourth-grade homeroom teacher of SD IT Baitul Hamdi. After the validity tests, a practicality test was conducted with the fourth-grade students of SD IT Baitul Hamdi.The vocabulary card learning media, covering the topics It’s Seven O’Clock, Daily Activities, and This Is My Bicycle, obtained a “very valid” rating in the first media and linguistic validity test with an average score of 4.57 from two validators and was declared feasible with revisions. In the second validity test, the media achieved an overall “very valid” score of 4.97 and was deemed suitable for field testing without revisions. The content validity test achieved a “very valid” result with an average score of 4.89, while the practicality test yielded a “very practical” result with an overall average of 4.55. Based on the validity and practicality results, it can be concluded that the vocabulary card learning media is ready to be implemented and is practical for use in the teaching and learning process. The disseminate stage was carried out by distributing the product to the Teacher Working Group (KKG) of Cluster 6, which consists of representatives from nine elementary schools in the research area through a representative teacher from SD IT Baitul Hamdi, with the handover proven by an official handover letter.
Pengembangan E-Modul Pada Mata Pelajaran Informatika Kelas X SMK Wahyu Ningsih, Siska; Rahmi, Ulfia; Anugrah, Septriyan; Masnur, Alkadri
Jurnal Pendidikan Tambusai Vol. 8 No. 3 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pengembangan e-modul ini bertujuan untuk mengatasi pembelajaran yang berpusat pada guru dan metode ceramah dikelas, yang kurang mendukung pembelajaran mandiri dan kurang memanfaatkan teknologi. E-modul dikembangkan untuk mata pelajaran Informatika kelas X SMK menggunakan aplikasi Flip PDF Professional. Penelitian ini menggunakan metode pengembangan Research and Development (R&D) dengan model pengembangan ADDIE. Pada tahap analisis digunakan untuk mendapatkan informasi mengenai keadaan di lapangan. Subjek penelitian ini yaitu peserta didik kelas X Kuliner 2 SMK Negeri 1 Sintuk Toboh Gadang. Uji validitas dilakukan oleh 3 validator yaitu 1 orang validator ahli materi dan 2 orang validator ahli media. Instrumen pengumpulan data menggunakan observasi, angket penilaian validasi materi, validasi media, angket respon siswa, dan soal-soal pretest posttest untuk uji efektivitas. Berdasarkan hasil uji kelayakan, diperoleh hasil dari validator materi dengan persentase 98% dengan kategori sangat valid. Hasil validasi bersama validator ahli media I diperoleh dengan persentase 98% dan ahli media II diperoleh dengan persentase 97% dengan kategori sangat valid. Hasil uji kepraktisan e-modul yang dikembangkan dinyatakan sangat praktis, dengan persentase 92%. Hasil uji efektivitas diperoleh rata-rata N-gain score yaitu sebesar 0,71 dengan persentase 71,12% dengan kategori tinggi. Berdasarkan hasil analisis data dapat disimpulkan bahwa e-modul yang dikembangkan valid, praktis, dan efektif digunakan pada mata pelajaran Informatika kelas X SMK.
Development of Animation Video Media in Science Subjects for Class VIII SMP Putri, Juliana Eka; Syafril, Syafril; Kurnia Yusri, Meldi Ade; Masnur, Alkadri
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.
PENGARUH FANTASY DAN REWARD TERHADAP PERILAKU PENGGUNA GAME EDUKASI DI SMP NEGERI 33 PADANG Lubis, Maysaroh; Rahmi, Ulfia; Kurnia, Reni; Masnur, Alkadri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.31586

Abstract

Penelitian ini dilatarbelakangi oleh banyaknya penelitian sebelumnya yang sudah mengembangkan game edukasi, namun sulit diterima oleh siswa dalam pembelajaran. Hal ini menunjukkan bahwa rendahnya minat terhadap game edukasi yang dirancang untuk mendukung proses pembelajaran Salah satu penyebabnya belum teridentifikasi faktor-faktor yang mempengaruhi perilaku siswa dalam menggunakan game edukasi. Penelitian ini bertujuan untuk membuktikan pengaruh fantasy dan reward terhadap perilaku pengguna game edukasi di SMP Negeri 33 Padang. Jenis penelitian ini adalah penelitian kuantitatif dengan metode survey. Populasi dalam penelitian ini adalah seluruh siswa SMP Negeri 33 Padang yang berjumlah 538 siswa, dengan teknik total sampling. Teknik pengumpulan data menggunakan angket skala likeart yang telah diuji validitas dan reabilitasnya. Data analisis menggunakan uji regresi linier berganda dengan bantuan program SPSS Versi 20.00. Hasil analisis menunjukkan bahwa elemen fantasy dan reward secara simultan berpengaruh signifikan terhadap perilaku pengguna game edukasi dengan nilai signifikansi 0,000 < 0,05, nilai analisis regresi linier berganda antara fantasy dan reward terhadap perilaku pengguna game di SMP Negeri 33 Padang terdapat pengaruh dengan nilai sebesar 51,14% sementara 48,6% dipengaruhi oleh variabel lain di luar penelitian ini. Temuan ini menegaskan bahwa hipotesis yang diajukan diterima, hasil penelitian membuktikan adanya pengaruh fantasy dan reward terhadap perilaku pengguna game edukasi di SMP Negeri 33 Padang.
Pengembangan Multimedia Interaktif Berbasis TPACK pada Mata Pelajaran Informatika Kelas VII di SMP Anisya, Anisya; Anugrah, Septriyan; Hendri, Nofri; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1925

Abstract

The research aims to develop framework-based interactive multimedia on Techonogical Pedagogical Content Knowledge in informatics subjects at the junior high school level. The type of research used is the Research and Development (R&D) method with a development model (Analysis, Design, Development, Implementation, Evaluation). At the development stage, an analysis of needs in the field, storyboard design, media development using the articulate storyline application, and product trials were carried out to students. The instruments used in the study consist of observations, questionnaires, and learning outcome tests with the aim of determining the practicality and effectiveness of the products developed. The validation test data from the material aspect obtained a score of 4.00 with the criterion of "Strongly Agree". Meanwhile, in terms of media tested by two media validators, the average score from validator 1 was 3.85 with the "Valid" category and from media expert 2 was 4.74 with the "Very Valid" category. The results of the practicality test were obtained with a score of 4,210 in the category "Very Practical". The results of the effectiveness test obtained an average N-gain score of 71.24% which is included in the category of "Quite Effective". Based on the assessment that has been obtained, the TPACK-based interactive multimedia developed is very feasible and effective to be used in learning activities
Pengembangan Desain Wizer.Me Sebagai E-LKPD pada Mata Pelajaran Matematika Materi Bilangan Bulat Kelas VII SMP Yunita, Rini; Rosmaria, Rosmaria; Novrianti, Novrianti; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.2005

Abstract

The development of E-LKPD in Grade VII Mathematics Subject of SMPN 5 Linggo Sari Baganti is motivated by a teacher-oriented learning pattern, as well as limitations in the use of digital teaching materials such as E-LKPD. This research aims to produce valid and practical E-LKPD products so that they can be used in the learning process. The type of research used is Research and Development (R&D). The development model used in this study is a 4D model. The 4D model consists of 4 stages, namely define, design, develop and disseminate. The results of the development of E-LKPD were obtained through validity and practicality tests. The product validity test was validated by three validators consisting of one material validator, namely a teacher of Mathematics Class VII SMPN 5 Sari Baganti and two media validators, namely lecturers from the Department of Curriculum and Educational Technology, Padang State University. The product practicality test was carried out by conducting an E-LKPD trial for grade VIIB students of SMPN 5 Linggo Sari Baganti. The results of the validity test by a material expert and two media experts obtained an average score of 4.86, 4.86, and 4.8 respectively which was categorized as "very valid". The results of the practicality test obtained an average score of 4.6 with the category "very practical". Thus, it can be concluded that the E-LKPD developed is suitable for use as a teaching material in Mathematics Class VII Junior High School.
Efektivitas Penggunaan E-Modul Matematika Bebasis 4C Terhadap Hasil Belajar Siswa Kelas VIII SMP Mardiah, Ainul; Yeni J, Fetri; Masnur, Alkadri; Yusri, Meldi Ade Kurnia
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.v5i6.2030

Abstract

The low student learning outcomes are motivated by the lack of activity of students during the learning process and the teacher's dependence on textbooks. Therefore, this study aims to determine the effectiveness of 4C-based mathematics e-modules on the learning outcomes of grade VII students at UPTD SMP Negeri 1, Mungka District. This research was carried out with a quantitative research method in the form of a Quasy Experiment. The data collection technique used is a test in Mathematics subjects. The sample of this selection was 54 grade VII students consisting of 27 people from the experimental class and 27 people from the control class. The data analysis techniques are normality test, homogeneity test, and hypothesis test with the Wilcoxon Test test method. The results show that the use of 4C-based mathematics e-modules is significantly effective in improving the learning outcomes of grade VII students. If learning is facilitated with modules or e-modules based on the 4Cs, learning will be more effective, because after learning at school students can use the e-module, learning can be done independently by students.
Pengembangan Media Puzzle Interaktif untuk Pengenalan Huruf pada Anak Usia 5-6 Tahun di Taman Kanak-Kanak Inrafa, Shaumy Darojatun; Kurnia, Reni; 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.v5i6.2066

Abstract

This research aims to develop interactive puzzle-based learning media that is specifically designed to introduce letters to early childhood in Kindergarten Negeri Madani. Conventional learning media are considered less interactive in the letter recognition process, while visual- and play-based approaches have proven to be more effective for children. This research is a type of Research and Development (R&D) research with a 4-D development model (four-D model). This model consists of 4 stages of development including Define, Design, Develop, Disseminate. This media was developed systematically and tested for validity and practicality using a questionnaire. The results of the validity test reached 87.17% for the material aspect and 86.11% for the media aspect, while the practicality test achieved an average score of 81.25%. This interactive puzzle media is proven to be able to increase children's interest in learning letters with a fun approach and support their motor and cognitive development
Efektivitas Penggunaan Media Video Animasi Terhadap Hasil Belajar Siswa pada Mata Pelajaran IPA Kelas VIII SMP Negeri 3 Pariaman Mulya, Yogi; Yeni J, Fetri; Eldarni, Eldarni; 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.v5i6.2082

Abstract

Student learning outcomes are still low, especially in science subject grade VIII at SMP Negeri 3 Pariaman. This is because the media used by teachers in the learning process is still less varied, teachers use media in the form of printed books in which there are pictures that are difficult for students to understand. Therefore, this study aims to determine the effectiveness of the use of animated video media on student learning outcomes in science subject grade VIII at SMP Negeri 3 Pariaman. This type of research is quantitative research with an experimental approach in the form of a quasi experiment. The sample selected was class VIII.3 as a control class with 31 people and class VIII.5 as an experimental class with 31 people. This research was conducted on science subjects with human respiratory system material. The data processing used was a normality test, a homogeneity test, and a hypothesis test using the independent test method of t-test samples, with a significant level of ∝<0.05. The results showed that there was a difference in learning outcomes, the experimental class with an average score of 70.48, compared to the control class with an average score of 60.38. Based on the results of the t-test calculation, t count = 2.987 while t table with a significant level ∝0.05 = 2.0003. When compared, the t calculation > t table is 2.987 > 2.0003. Which means that H1 is accepted, so that the effective animation video media is significantly applied to the learning outcomes of grade VIII students in science subjects at SMP Negeri 3 Pariaman