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Hubungan Antara Self Control dan Internet Addictions S Disorders pada Mahasiswa Prodi Teknologi Pendidikan Angkatan 2020 di Universitas Negeri Padang
Nasir, Dul Aris;
Darmansyah, Darmansyah;
Yusri, Meldi Ade Kurnia;
Rahmayanti, Elsa;
Amsal, Mutiara Felicita
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i5.1899
This study aims to find out the description of the results of the analysis of the relationship between self-control and Internet addictions disorders in TP FIP UNP students class of 2020. The method used was a correlational quantitative study with a sample of 95 people from a total population of 123 people. The data collection technique uses a questionnaire. Data analysis using t-test. The results of the study for Self-control the highest percentage of respondents were in the Agree (S) answer as much as 48.50% and the Internet Addictions dissoder result was the highest in the Agree (S) answer as much as 39.50%. So with this study, it can be seen that 74.37% are related to self-control in students of the Educational Technology Study Program Class of 2020. This is because students are able to control themselves so that they are not addicted to the Internet, 65.31%. In addition, based on the indicator on self-control, the Behavior Control indicator with the highest percentage is 35.33% and on the Internet Addictions Disorders indicator, the highest indicator is excessive use at 34.71%. Based on the results of the t-test, it can be concluded that there is a significant relationship between self-control and internet addictions disorders in students of the Educational Technology Study Program, Padang State University
Pengaruh Penggunaan Media Augmented Reality Terhadap Hasil Belajar Siswa Kelas VIII Mata Pelajaran Ilmu Pengetahuan Alam di SMPN 3 Kinali
Lbs, Intan Nur Fatihah;
Darmansyah, Darmansyah;
Anugrah, Septriyan;
Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i6.2071
The lack of creativity of educators in the use of media during the learning process is one of the driving factors for the low learning outcomes of grade VIII students in Natural Sciences (IPA) at SMP N 3 Kinali. This study aims to determine the Effect of the Use of Augmented Reality (AR) Media on the Learning Outcomes of Grade VIII Students in Natural Sciences (IPA) at SMP 3 KINALI. The type of research used is a quantitative approach with a quasi-experimental method consisting of an experimental class (VIII.4) and a control class VIII (3). The sampling technique in this study is purposive sampling. The research design used is the Nonequivalent Control Group. Based on the results of data analysis, it can be concluded that the use of AR media has a significant positive influence on the improvement of learning outcomes of grade VIII students in science subjects at SMP 3 Kinali. The average learning outcomes of students in the experimental class using AR media were significantly higher than in the control class. This indicates that AR media can be an effective alternative to increase students' motivation to learn and facilitate better understanding of concepts
Efektivitas Pembelajaran Kelas Digital pada Mata Pelajaran Teknlogi Informasi dan Komunikasi Kelas VII SMP Negeri Payakumbuh
Amalia, Zikra;
Yusri, Meldi Ade Kurnia;
Syafril, Syafril;
Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i3.1491
Digital classes students follow learning by listening to the teacher's briefing that enters the class, using various needs for learning such as LKS, textbooks, and other media. This study aims to determine the effectiveness of digital classroom learning in the subject of Information and Communication Technology in grade VII of SMP Negeri Payakumbuh. The type of research is quantitative research with a sample of 38 where in this quantitative research uses many numbers. The research method used is a quasi experiment. Data collection is carried out through tests, and data analysis is carried out using t-tests. The results of the study showed that the average score obtained in ICT subjects using google classroom on student learning outcomes was higher than the average score in the control class that used paper sheets. Thus, the t-count is smaller than the t-table, which can be interpreted that there is a significant effectiveness on student learning outcomes between classes that use google classroom in digital classrooms.
Pengembangan Media Video Animasi pada Mata Pelajaran IPAS Kelas IV Sekolah Dasar
Huda, Ihsanul;
Amilia, Winanda;
Anugrah, Septriyan;
Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i4.1501
Students have difficulty understanding one of the materials in the science and science subject, namely the material on changes in the form of substances. The problem with this material is that students have difficulty understanding changes in substance form and examples of substance form changes. This research aims to produce animation video media for science science subjects in grade IV elementary school that is valid, practical, and effective. The type of research used is research and development (R&D), using the 4-D development model. The validity test was carried out by 3 validators, namely 1 material validator and 2 media validators. The practicality test was carried out on 27 fourth grade students of SD Negeri 05 Air Tawar Barat with the aim of finding out the practicality and effectiveness of the product. The validation results from the material expert validators obtained an average of 4.83 with the category of "very valid". The results of the assessment of 2 media validators obtained an average of 4.81 with the category of "very valid". The results of the media practicality test obtained an average score of 4.48 with the category of "very valid". The results of the effectiveness test using classical completeness showed that of the 27 students who completed it, there were 23 students with a percentage of 85% exceeding the classical completeness requirement, namely ≥ 75% of students who completed their learning outcomes. Based on the results of the validity, practicality, and effectiveness tests, it can be concluded that the resulting animation video media is feasible and effective so that it can be used in elementary school grade IV science subjects
Pengaruh Penerapan Model Pembelajaran Problem Based Learning (PBL) Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di Kelas X Fase E SMAN 1 Hiliran Gumanti
Januamita, Meri;
Zuliarni, Zuliarni;
Anugrah, Septriyan;
Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i4.1532
This research aims to determine the effect of the implementation of the Problem Based Learning (PBL) model on student learning outcomes in the Informatics subject for grade X Phase E at SMAN 1 Hiliran Gumanti. This type of research is a quasi-experimental study. The sample in this study consisted of 60 students from grade X Phase E. The data collection technique used was a test method. The test instrument was used to collect data on student learning outcomes after applying the Problem Based Learning (PBL) model. Data were analyzed using a t-test statistic with a significance level of 0.05. The results showed that the average score of the experimental class was 83.5, and the average score of the control class was 75.6. The t-test calculation resulted in t_calculated = 3.024, which is greater than the t_table value at the 0.05 significance level, which is 1.671. It can be concluded that the implementation of the Problem Based Learning (PBL) model has a significant effect on student learning outcomes in the Informatics subject for grade X Phase E at SMAN 1 Hiliran Gumanti
Implementasi Kurikulum Merdeka Pada SD-IT di Kecamatan Koto Baru Kabupaten Dharmasraya
Maulani, Raisha Fadiyah;
Hidayati, Abna;
Syafril, Syafril;
Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i4.1723
This study aims to analyze the implementation of the Independent Curriculum in Integrated Islamic Elementary Schools (SD-IT) in Koto Baru District, Dharmasraya Regency. The Independent Curriculum was introduced by the government in 2021 as an effort to restore learning affected by the COVID-19 pandemic and improve the quality of education through a project-based learning approach. This study evaluates teacher readiness, the implementation process, and the impact on student motivation in the implementation of this curriculum. This study uses a quantitative approach with a descriptive method. The research population is based on a sample taken from data obtained in the form of numbers. In this study, the samples taken were 64 teachers and 33 Class V students at SD IT Al-Ihsan, SD-IT Al Bina, and SD-IT Sakinah. Data collection was carried out using a closed questionnaire that had previously been validated to experts (judgment experts). The data obtained in the field was analyzed descriptively. The results of the research on teachers and students of SD-IT in Koto Baru Dharmasraya District show that the implementation of the Independent Curriculum for teachers and students has been very good with an average score of 85.68% for teachers and 87.27% for students
Pengembangan Game Edukasi Pengetahuan Sampah Organik dan Non Organik pada Kegiatan P5 Kelas IV Sekolah Dasar
Putri, Sherly Dwi;
Anugrah, Septriyan;
Hendri, Nofri;
Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i4.1735
This research aims to develop educational game products for use in learning. This research uses the Research and Development (R&D) development method with a 4D development model which consists of 4 stages, namely define, design, development and disseminate. The validity test was carried out by 3 experts, namely 1 material expert validator and 2 media expert validators. Based on validity tests by material experts, results were obtained with a percentage of 85.4% in the valid category. The results of the validity test with media expert I and media expert II obtained a percentage of 96% with a very valid category. The practicality test results obtained a percentage of 95% in the very practical category. Based on the results of validity and practicality, it can be concluded that the educational games in Activity P5 are valid and practical to use in learning
Pengaruh Bahasa Pemrograman Scratch pada Mata Pelajaran Informatika untuk Meningkatkan Self Efficacy Siswa Kelas VIII di SMP 8 Padang
Azaharani, Meissy Anggun;
Hidayati, Abna;
Rayendra, Rayendra;
Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i4.1742
The importance of learning Informatics is not only limited to mastering techniques and practical skills in technology development, but also in forming students' self-efficacy or self-confidence in overcoming challenges and solving problems in the digital world. This study aims to analyze the influence of Scratch programming language on informatics subjects to improve the self-efficacy of grade VIII students at SMP 8 Padang. This type of research is quantitative research with an experimental method. The design used in this research is a Quasi Experimental Design in the form of a Nonequivalent Control Group Design. The data collection technique used is a Likert scale questionnaire. The experimental group used the scratch programming language with a total of 32 students, and the control group used the blookly programming language with a total of 32 students. For hypothesis testing, this study uses t-test statistics with a significant level of 5% (= 0.05) and N-Gain test. The results of the study showed that the use of scratch programming language influenced the self-efficacy of grade VIII students of SMP 8 Padang with a significance value of 0.001. This means a significant t-value (p = 0.001 < 0.005). In the N-Gain analysis, the experimental class experienced an increase in self-efficacy score of 0.54 (medium category), while the control class only 0.07 (low category)
Pemanfaatan Platform Merdeka Mengajar terhadap Kompetensi Pedagogik Guru di SMAN 1 Airpura
Sari, Nora Maita;
Novrianti, Novrianti;
Zen, Zelhendri;
Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i5.1775
The curriculum changes that occur are a challenge for teachers in their implementation. Therefore, the Ministry of Education and Culture launched the Independent Teaching Platform with the aim of helping teachers in understanding and implementing the Independent Curriculum. This study aims to determine the use of the Independent Teaching Platform on the pedagogic competence of teachers at SMA Negeri 1 Airpura. This research is a type of evaluative research with a quantitative descriptive approach. The sample in this study amounted to 49 people. The data analysis in this study was carried out descriptively. The results of the research on the use of the Merdeka Mengajar platform on the pedagogic competence of teachers at SMA Negeri 1 Airpura, with a percentage of questionnaire results of 74% on the Inspiration Video feature, 79% on the Independent Training feature, 76% on the Proof of Work feature, 73% on the Student Assessment feature, and 80% on the Teaching Tool feature, it can be concluded that this platform has played a significant role in supporting the development of teachers' pedagogic competence. Overall, this study shows that the Merdeka Teaching platform has been well utilized by teachers at SMA Negeri 1 Airpura. However, there are still several aspects that need to be improved to ensure that all features can be used optimally by all teachers, so that they can be more maximal in improving their pedagogic competence
Efektivitas Pemanfaatan Media Video Pembelajaran bagi Siswa Fase E Pada Mata Pelajara Informatika di SMAN 1 Matur
Wulandari, Lusi;
Syafril, Syafril;
Hendri, Nofri;
Rahmayanti, Elsa;
Amsal, Mutiara Felicita
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i5.1885
The learning process carried out by teachers does not utilize media that is in accordance with informatics materials, resulting in a lack of enthusiasm and interest for students. This study aims to determine the effectiveness of the use of learning video media for phase E students in the Informatics subject at SMAN 1 Matur. The type of research used is a quantitative approach with a quasi-experimental method. The research design used is a Nonequivalent Control Group with a design form that provides different treatment to each class. The sampling technique used in this study is purposive sampling. The data needed was obtained from the students' learning outcomes, written and practical tests. The data obtained were analyzed using a t-test which was previously carried out first a normality test and a homogeneity test