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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.
Pendampingan Pembuatan Hologram 3D Di Kabupaten Igtk Dalam Upaya Pencegahan Dan Pengurangan Dampak Risiko Bencana Gunung Merapi Pada Anak Usia Dini vivi anggraini; Widya Parikeslan; Alkadri Masnur; Nur Hazizah; Yulsyofriend; Mega Cahya Dwi Lestari; Adi Priyanto; Tia novela
Jurnal Dremi (Demi Pengabdi Masyarakat) Vol 2 No 1 (2025): Jurnal Demi Pengabdian Masyarakat
Publisher : PT. Penerbit Riset Sadwa

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

Abstract

West Sumatra has an active volcano located in Agam and Tanah Datar districts. Mount Merapi erupted at its peak on Sunday, December 23, 2023. It is known that 23 people died. One person died and 52 were injured. As of Wednesday, March 27, 2024, ESDM Magma Report mention, tall column MountMarapi eruption observed reach 1,500 meters in on peak, or around 4,391 m in on surface sea. Based on data in on importance the community, especially young children, know about Mount Merapi disaster mitigation in the areas Areas such as Nagari Bukik Batabuah and Koto Baru require major preventive measures. namely: 1) knowing the signs that appear before a disaster occurs and how to save yourself self for child age early. 2) Children need introduced factors reason disaster so that when a disaster occurs, the impact of the risk can be reduced. Insight into mitigation disasters, and strengthening disaster mitigation is also a form of implementation of Sustainable Development Goals (SDGs) year 2030 objective to 13. Mitigation disaster on The basic principles can be instilled through education. Communication with the Garden Teachers Association Canduang and X Koto children stated the importance of mentoring teachers in create APE Mitigation disaster
PENGARUH PENERAPAN MODEL DESAIN INSTRUKSIONAL DICK AND CAREY TERHADAP HASIL BELAJAR SISWA PADA PEMBELAJARAN IPS KELAS VII DI SMPN 43 PADANG Riska Amelia Putri; Darmansyah; Zelhendri Zen; Alkadri Masnur
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7500

Abstract

Penelitian ini bertujuan untuk menganalisis dan mendeskripsikan pengaruh penerapan model desain instruksional dick and carey dalam meningkatkan pemahaman belajar siswa dalam pembelajaran IPS kelas VII di SMP Negeri 43 Padang. Permasalahan yang melatarbelakangi penelitian ini adalah rendahnya hasil belajar siswa yang diduga disebabkan oleh penggunaan model pembelajaran konvensional yang kurang melibatkan siswa secara aktif dalam proses pembelajaran. Penelitian ini menggunakan metode kuantitatif dengan pendekatan quasi experiment. Sampel terdiri dari 2 kelas yaitu kelas VII.2 sebagai kelas kontrol dan kelas VII.1 sebagai kelas eksperimen. Analisis data dilakukan menggunakan uji-t yakni independent t-test. Temuan penelitian menampilkan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa pada kelas eksperimen dan kelas kontrol, dengan nilai signifikansi 0,003 (< 0,05). Dengan demikian, dapat ditarik kesimpulan bahwa penerapan model desain instruksional dick and carey terhadap hasil belajar siswa pada mata pelajaran IPS kelas VII di SMPN 43 Padang.
PENGARUH MODEL PEMBELAJARAN FLIPPED CLASSROOM TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN PAI KELAS VIII SMPN 4 LUBUK SIKAPING Nadia Ulfa Rahmi; Ulfia Rahmi; Meldi Ade Kurnia Yusri; Alkadri Masnur
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8271

Abstract

This study aims to determine the effect of Flipped Classroom learning on student learning outcomes. This study was conducted at SMP Negeri 4 Lubuk Sikaping. The material used was Emulating the Inspiration and Contributions of Muslim Scientists during the Abbasid Caliphate for Humanity and Civilization with the Flipped Classroom learning model assisted by Google Classroom as a learning medium. This study was a quasi-experimental study. The research sample consisted of 44 students, comprising 22 students in the experimental class and 22 students in the control class, which were determined using purposive sampling. Data collection on student learning outcomes after the treatment was carried out using a posttest instrument. The posttest data showed that the scores in the experimental class were higher than those in the control class. Data analysis using the t- test showed that there was an increase in student learning outcomes after the treatment. The t-test results in the study showed that there was a difference in the average learning outcomes of Islamic Religious Education (PAI) students in class VIII of SMPN 4 Lubuk Sikaping in the 2025/2026 academic year after being taught using the Flipped Classroom model. This shows that the Flipped Classroom learning model has an effect on the Islamic Religious Education (PAI) learning outcomes of eighth-grade students at SMPN 4 Lubuk Sikaping in the 2025/2026 academic year.
PENGARUH PENGGUNAAN BAHAN AJAR FLIPBOOK PADA PENERAPAN MODEL PROBLEM BASED LEARNING TERHADAP HASIL BELAJAR KIMIA KELAS XI DI MAS TI BATANG KABUNG Rahmi Artika; Ulfia Rahmi; Septriyan Anugrah; Alkadri Masnur
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8708

Abstract

This study was conducted to determine the effect of using Flipbook teaching materials in the implementation of the Problem Based Learning (PBL) model on the chemistry learning outcomes of grade XI students at MAS TI Batang Kabung. The results showed that the average learning score of students in the experimental class using Flipbook with the PBL model was 79.72, while that of the control class was 64.31. Based on the t-test analysis, the calculated t-value (????ₕᵢₜᵤₙ????) was 4.0641 and the table t-value (????ₜₐ????ₑ????) was 2.032 at a significance level of 0.05, indicating that ????ₕᵢₜᵤ???????? > ????ₜₐ????ₑ????. Therefore, it can be concluded that the use of Flipbook teaching materials in the application of the Problem Based Learning model has a significant effect on students’ chemistry learning outcomes. The use of Flipbook has been proven to help students become more motivated, active, and better understand the material, thereby positively impacting their learning achievement.
PENGEMBANGAN MULTIMEDIA INTERAKTIF MENGGUNAKAN MODEL DRILL AND PRACTICE PADA MATA PELAJARAN IPA KELAS VIII DI SMP Tiara Dhea Wijaya; Septriyan Anugrah; Rahmi Pratiwi; Alkadri Masnur
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.9050

Abstract

This study was motivated by the difficulties experienced by eighth-grade students at SMP Pembangunan Laboratorium UNP in remembering and understanding complex science material. This condition indicates the need for repeated practice to strengthen memory and conceptual understanding. Therefore, interactive multimedia learning based on Drill and Practice was developed as a solution to help students understand the material.This research is a type of Research and Development (R&D) with a DDD-E development model that includes the stages of Decide, Design, Develop, and Evaluate. The validity test was conducted by one subject matter expert and two media experts, the practicality test involved 30 eighth-grade students, and the effectiveness test used questions analyzed with the N-Gain formula. Validity and practicality data were obtained through a Likert scale questionnaire.The results showed that the subject matter expert gave an average score of 3.60 (90%) and the media expert gave an average score of 3.92 (98%), which is considered highly valid. The practicality test obtained a percentage of 87.32% (very practical), and the effectiveness test showed an average N-Gain value of 0.57, which is considered moderate. These results indicate that Drill and Practice-based interactive multimedia is feasible, practical, and effective for use in science learning in eighth grade junior high school. Repeated practice in this media helps students strengthen their memory, correct mistakes, and understand concepts more deeply and continuously.
PENGEMBANGAN MEDIA GAME EDUKASI BERBASIS PROBLEM SOLVING PADA MATERI KEBERAGAMAN DAN TOLERANSI DALAM PEMBELAJARAN PKN SMP Azahwa Ramadhani; Darmansyah; Alkadri Masnur; Khairul Alfahani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47120

Abstract

This study aims to develop a problem-solving-based educational game on diversity and tolerance material in Civic Education (PKN) for eighth-grade junior high school students. This research employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The subjects of this study were 22 students of grade VIII at SMP IT Amanah Sungai Penuh. Data were collected through validation questionnaires, practicality questionnaires, and learning outcome tests in the form of pretest and posttest. The product developed is an interactive educational game created using Articulate Storyline, designed with problem-based scenarios to encourage students’ critical thinking and active participation in learning. The validation results showed that the media achieved a very high level of validity, with an average score of 4.70 for material aspects and 4.82 for media aspects. The practicality test indicated an average score of 4.51, categorized as very practical, showing that the media is easy to use and engaging for students. Furthermore, the effectiveness test revealed an N-Gain score of 72.80%, which falls into the moderately effective category, indicating a significant improvement in students’ learning outcomes. In conclusion, the developed problem-solving-based educational game using Articulate Storyline is valid, practical, and effective in improving students’ learning outcomes in Civic Education, particularly on diversity and tolerance material.
Training on the Development of Interactive Media within the “Merdeka Mengajar” Platform for Teachers at SMA N 1 Rambatan Nofri Hendri; Meldi Ade Kurnia Yusri; Alkadri Masnur
SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS) Vol 14, No 2 (2026): SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS): Publishing Mei 2026
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/spektrumpls.v14i2.137903

Abstract

Pembelajaran saat ini menekankan pembelajaran yang berbasis Technological Pedagogical Content Knowledge (TPACK). Digitalisasi pembelajaran menekankan pada integritas teknologi dalam pembelajarannya, seperti dalam media pembelajaran, bahan ajar, serta asesmen. SMA Negeri 1 Rambatan merupakan sekolah yang berada dalam wilayah Padang Magek, Kecamatan Rambatan, Kabupaten Tanah Datar. Masalah mitra adalah masih minimnya pengetahuan mitra terhadap ragam, penggunaan serta pengembangan media interaktif berbasis digital. Masih banyak mitra yang belum menggunakan berbagai media interaktigf berbasis digital dalam proses pembelajarannya. Selain itu, mitra juga masih kurang terampil dalam menggunakan aplikasi-aplikasi website dengan semua fitur di dalamnya yang dapat membantu mitra dalam mengembangkan media interaktif berbasis digital. Oleh karena itu, pengabdian ini perlu dilakukan untuk memberikan pengetahuan dan keterampilan baru kepada guru-guru di SMA Negeri 1 Rambatan terkait pengembangan media interaktif berbasis digital yang yang sudah tersedia dan dapat digunakan secara gratis melalui Internet. Pengabdian ini dilakukan dengan tujuan memberikan pengetahuan dan keterampilan baru kepada guru-guru di SMA Negeri 1 Rambatan terkait pengembangan media interaktif berbasis digital. Jumlah peserta yang mengikuti kegiatan ini sejumlah 48 orang guru dari semua mata pelajaran. Tahapan kegiatan ini meliputi persiapan, pelaksanaan dan evaluasi. Proses pelaksanaan pada Sabtu, 31 Agustus 2024 pukul 09.00-12.00. Para peserta belajar membuat media interaktif dengan menggunakan aplikasi Articulate Storyline 3.0. Penggunaan aplikasi ini cukup menarik minat hampir seluruh peserta karena disajikan oleh pemateri yang sudah cukup terampil dan memahami betul tentang multimedia.
PENGEMBANGAN GAME EDUKASI JALUR REMPAH NUSANTARA BERBASIS CONSTRUCT PADA MATA PELAJARAN IPS KELAS VIII Dinda Putri Ramadhan; Novrianti; Abna Hidayati; Alkadri Masnur
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15666

Abstract

The development of educational games as an effort to solve problems in Social Science subjects, the learning media used is still less varied, where there are several media used such as modules, LKPD and PowerPoint in learning which cause students to be less interested in learning Social Sciences and also less understanding of the material because there are no visual examples. Interactive media such as educational games are expected to be able to make students more interested in learning in Social Science subjects. This research uses the Research and Development (R&D) development method with a 4D development model consisting of Define, Design, Development, Disseminate stages. The validity test was carried out by 3 experts, namely 1 material validator and 2 media validators. The practicality test was carried out by grade VIII students. And the dissemination is carried out by spreading media links to MGMP IPS Padang City. Based on the validity test by material experts, the results were obtained with a percentage of 92.5% with the category "Very Appropriate". The results of the product validity test with media experts I and media experts II obtained percentages of 95.8% and 98.6% with the category "Very Valid". The results of the practicality test obtained a percentage of 95.5% with the category "Very Practical". Based on the results of validity and practicality, it can be concluded that the educational games developed can be used in Social Science learning. However, in the dissemination of educational game media, this is still limited to the MGMP IPS group of Padang City.
Co-Authors Abiem Haekal Suherman Abna Hidayati Abrar Hadi Adi Priyanto Afdhal, Muhammad Abim Ainul Mardiah Alfahani, Khairul Almajri, Fiqri Alza, Afif Amilia, Winanda Anam, M Khairul Ananda, Rahma Andi Supriadi Chan, Andi Supriadi Andriani, Asyifa Andriani, Cesilia Anggara, Awang Anggraini, Vivi Anisya Anisya Anugrah, Septrian Anugrah, Septriyan Athiyyah Salsabila Aufa Deza Fikri Azahwa Ramadhani Azhari Fetri Stevani Azikra Chasiaturahmi Brilyan, Shabra Damayanti, Arfina Darmansyah Darmansyah Dika, Revina Werin Dinda Putri Ramadhan Eldarni Eldarni, Novrianti Elsa Masriani Fadhilaturrahmy, Fadhilaturrahmy Fetri Yeni J Hendri Budi Utama hendri, nofri Hendri, Nolfi Herdi Setiawan Heru Paituh Rahmat Inrafa, Shaumy Darojatun Irwanda, Yulia Jeni Falen Andrean Jihan Syahrani Khairul Alfahani Kurnia, Meldi Ade Lizarti, Restilia Lubis, Maysaroh Luthfiani Luthfiani, Luthfiani Masriani, Elsa Mega Cahya Dwi Lestari Meldi Ade Kurnia yusri Melisa Putri, Indah Muhammad Adli Mulya, Yogi Mutia Egica Putri Mutiara Felicita Amsal Nadia Ulfa Rahmi Nofri Hendri Nofri Hendri Novrianti Novrianti Nur Hazizah Pandu Pratama Putra, Pandu Pratama Pertiwi, Rahmi Pertiwi, Rani Putri, Juliana Eka Putri, Maidiya Putri, Qorina Cantika Putri, Septia Eka Rahmani Rahmawati, Rahmawati Rahmayanti, Elsa Rahmi Artika Rahmi Pratiwi Rahmi, Ulfia Raulia Putri, Diva Rayendra Rayendra Reni Kurnia Resti Elma Sari Rini Yunita, Rini Riska Amelia Putri Rizalmi, Farhan Rohimun Farhan Rosmaria Suci Rahmawati, Suci Suherman, Abiem Haekal Syafril Syafril Tia novela Tiara Dhea Wijaya Ulfia Rahmi Wahyu Ningsih, Siska Widya Parikeslan Winanda Amilia Yelsi, Nengsi Fitri Yola Sepkia Yulsyofriend Yulsyofriend, Zen, Zelhendri Zuliasmi, Syahra