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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
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
Development Si Ceria Game in Science Subjects in Class VIII SMP Alfitri, Bilqisti Rohmatun; Bentri, Alwen; Yusri, Meldi Ade Kurnia; Amsal, Mutiara Felicita
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.v8i4.7705

Abstract

Learning media is a tool for teachers to convey information during the learning process. However, many schools still use learning media that are less varied and less engaging, causing students to tend to lose focus during the explanation process in learning. With the presence of technology, it can be used as an engaging learning medium in the form of the cheerful game in the subject of Science. This research aims to produce a valid and practical cheerful game media for the 8th-grade junior high school Science subject. The type of research is development research known as Research and Development (R&D) using the 4D model. The development procedure in this research consists of 4 stages. (Define, Design, Develop, and Disseminate). The product validity test was conducted by 3 validators, namely 1 material validator and 2 media validators. The practicality test was trialed on eighth-grade students of SMP Muhammadiyah 6 Padang. Based on the assessment results from the material and media validators, the material validation obtained an average score of 4.60 with the category "Very Valid." Meanwhile, the media validation results from validator I obtained an average score of 4.00 with the category "Valid," and the media validation results from validator II obtained an average score of 4.86 with the category "Very Valid." After the media was deemed valid and feasible, it was tested on eighth-grade students at SMP, with the practicality test results obtaining an average score of 4.42 with the category "Very Practical." Based on the validity and practicality test results, it can be concluded that the developed Si Ceria game media is suitable for use in learning.
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.
Pengaruh Penggunaan Media Video Pembelajaran Materi Aku Anak Shaleh Terhadap Hasil Belajar Siswa pada Mata Pelajaran PAI Kelas V SDN 07 Sungai Sariak Qamari, Dinda Najmi; Yusri, Meldi Ade Kurnia; Eldarni, Eldarni; Pratiwi, Rahmi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (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.v6i1.2718

Abstract

This research started from the problems found in the field, namely low student learning outcomes, which was caused by the lack of use of learning media that supported the student learning process. The learning approach used by teachers is less varied and does not utilize digital media, so that students have difficulty understanding the material. This study uses a quantitative research method with a quasi-experimental form. The population of this study is class V students at SDN 07 Sungai Sariak which totals 50 students. Sampling uses the total sampling technique, namely the entire population is used as a sample, namely the VA class as the experimental class and the VB class as the control class. The data collection technique uses a multiple-choice test. The data analysis in this study uses a t-test. The results of the data analysis obtained an average value of 86 for the experimental group, higher than the average value of the control group of 75.8. From the analysis of the t-test, tcal>ttable=2.704>2.010 was obtained. This means that there is a significant difference in learning outcome scores at the α level of 0.05. Therefore, it can be concluded that the use of learning video media has an effect on the learning outcomes of PAI students in grade V at SDN 07 Sungai Sariak, Padang Pariaman Regency
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.
Pengembangan Media Video Pembelajaran pada Mata Pelajaran Informatika Materi Jaringan Komputer dan Internet Kelas VII SMP Fitriani, Vina; Eldarni, Eldarni; Novrianti, Novrianti; Yusri, Meldi Ade Kurnia
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (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.v6i3.3159

Abstract

This research aims to develop a learning video media for the subject of Informatics, particularly on the topic of Computer Networks and Internet for grade VII of junior high school. This development is in response to the lack of varied media in learning which often leads to boredom and low student comprehension. This research employs a Research & Development (R&D) approach using the 4D development model, which consists of four stages: define, design, develop, and disseminate. The results of the study show that the average validation score by the material expert was 4.78, categorized as “very valid”. Validation by media expert 1 yielded an average score of 4.95 (“very valid”), while media expert 2 gave an average score of 4.035 (“valid”). Furthermore, a practicality test involving 25 students resulted in an average score of 4.84, indicating a “very practical” category. Based on these findings, the video-based learning media on Computer Networks and the Internet for Grade VII is considered feasible and appropriate for use in the learning process.
Pengembangan Media Virtual Reality (VR) pada Materi Sistem Organ di SMP Kelas VIII Putri, Septia Eka; Hendri, Nofri; Yusri, Meldi Ade Kurnia; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (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.v6i3.3361

Abstract

This research aims to develop Virtual Reality (VR) based learning media on the material of the human organ system for eighth-grade junior high school students. This study employs research and development (R&D) methods using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The learning media is developed using the Millealab application and implemented with the assistance of VR Box devices. Data was collected through expert validation sheets (materials and media), practicality questionnaires, and learning outcome tests for students. The data obtained was analyzed descriptively quantitatively to determine the level of validity, practicality, and effectiveness of the developed media. The research results showed that the developed VR media is valid, practical, and effective in improving students' learning outcomes. Thus, this VR media is suitable to be used as an innovative alternative in science learning, particularly for the material of organ systems.
Pengembangan Media Video Animasi Motion Graphic pada Materi Sistem Komputer Kelas X SMA/Sederajat Dika, Revina Werin; Yusri, Meldi Ade Kurnia; Novrianti, Novrianti; Masnur, Alkadri
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 5 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i5.606

Abstract

Penelitian pengembangan ini dilatarbelakangi oleh rendahnya minat dan partisipasi siswa dalam mengikuti pembelajaran Informatika, yang berdampak pada respons siswa terhadap proses belajar mengajar. Ketersediaan media pembelajaran yang kurang juga membuat kegiatan pembelajaran menjadi kurang beragam. Karena itu, penelitian ini bertujuan untuk membuat produk berupa media video yang bisa digunakan dalam pembelajaran. Penelitian ini menggunakan metode pengembangan RD (Research Development) dengan model 4D, yaitu Define, Design, Development, dan Dissemination. Untuk mengumpulkan data, digunakan beberapa lembar validasi seperti lembar validasi materi, lembar validasi media, serta angket praktikalitas. Subjek uji coba dalam penelitian ini adalah 20 orang siswa kelas X di SMAN 1 Pariangan. Berdasarkan hasil uji kelayakan melalui lembar validasi yang diberikan kepada validator materi dan validator media, diperoleh hasil dari validator materi sebesar 89,10% dengan kategori sangat valid. Hasil validasi yang dilakukan Bersama validator media pertama mencapai persentase 98,82% dengan kategori sangat valid. Hasil validasi yang diperoleh bersama validator kedua mencapai persentase 97,64% dengan kategori sangat valid. Uji praktikalitas dari media yang dikembangkan dinyatakan sangat praktis dengan persentase sebesar 91,91%. Dari perhitungan tersebut, dapat disimpulkan bahwa media video animasi Motion Graphic pada materi Sistem Komputer kelas X SMA/Sederajat memiliki kategori “Sangat Valid” dan “Sangat Praktis”.
Pengaruh Media Virtual Laboratory Terhadap Hasil Belajar Siswa pada Materi Perangkat Keras Komputer di SMA Lizarti, Restilia; Anugrah, Septriyan; Yusri, Meldi Ade Kurnia; Masnur, Alkadri
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 5 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i5.613

Abstract

Salah satu latar belakang dilakukannya penelitian ini adalah rendahnya capaian hasil belajar peserta didik. Penelitian ini bertujuan untuk mengetahui sejauh mana pengaruh penggunaan media Virtual Laboratory terhadap hasil belajar peserta didik pada materi perangkat keras komputer di tingkat SMA fase E. Pendekatan yang digunakan dalam penelitian ini adalah kuantitatif dengan metode quasy experiment, menggunakan desain penelitian posttest only control design. Teknik pengambilan sampel yang digunakan adalah purposive sampling, dengan populasi seluruh siswa kelas X reguler di SMAS Adabiah 2 Padang. Sampel penelitian terdiri dari dua kelas, yaitu kelas eksperimen yang mendapatkan pembelajaran menggunakan media Virtual Laboratory, dan kelas kontrol yang mendapatkan pembelajaran secara konvensional, masing-masing berjumlah 36 peserta didik. Data penelitian dikumpulkan melalui tes berupa pretest dan posttest, yang kemudian dianalisis menggunakan uji-t dengan tingkat signifikansi sebesar 5% (α = 0,05). Hasil analisis menunjukkan bahwa terdapat pengaruh signifikan dari penerapan media Virtual Laboratory terhadap hasil belajar peserta didik. Hal ini dibuktikan melalui hasil uji-t yang menunjukkan nilai t-hitung sebesar 2,409 lebih besar dari t-tabel sebesar 1,994, sehingga H₀ ditolak dan Hₐ diterima. Artinya, terdapat perbedaan yang signifikan antara hasil belajar peserta didik di kelas eksperimen dan kelas kontrol. Dengan demikian, dapat disimpulkan bahwa penggunaan media Virtual Laboratory memberikan dampak positif yang signifikan terhadap peningkatan hasil belajar peserta didik pada materi perangkat keras komputer di jenjang SMA fase E.