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Utilization of Digital Library with Integrated Library System (Inlislite) Version 3.2 in the Library of SMA Negeri 1 Koto Xi Tarusan Afando, Afando; Eldarni, Eldarni; Syafril, Syafril; Yusri, Meldi Ade Kurnia
Jurnal Ilmiah Mandala Education (JIME) Vol 9, No 4 (2023): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v9i4.6112

Abstract

Penelitian ini membahas tentang Pemanfaatan Digital Library Dengan Integrated Library System (INLISlite) Versi 3. 2 di perpustakaan SMA Negeri 1 Koto XI Tarusan.  Tujuan dari penelitian adalah mendeskripsikan persepsi siswa terhadap layanan perpustakaan digital menggunakan INLISlite. Metode penelitian yang digunakan adalah pendekatan kuantitatif deskriptif. Populasi dalam penelitian ini adalah seluruh siswa di SMA Negeri 1 Koto XI Tarusan dengan jumlah 1050 orang siswa. Sampel penelitian menggunakan teknik probality sampling yang berjumlah 100 orang, dengan jumlah siswa kelas X sebanyak 31 orang, kelas XI 28 orang dan kelas XII 41 orang. Alat pengumpulan data menggunakan angket dengan jumlah 30 item pertanyaan. Jenis data penelitian berupa data primer dengan sumber data lembar jawaban siswa. Teknik analisis data yang digunakan adalah statistik deskriptif dengan pesentase. Kesimpulan penelitian ini, bahwa Pemanfaatan Digital Liblary Dengan Integrated Library System (INLISlite) Versi 3. 2 di perpustakaan SMA Negeri 1 Koto XI Tarusan “Sangat Baik” dengan nilai persentase sebesar 85,23. Persepsi siswa antara kelas menunjukkan hasil yang berbeda-beda, siswa kelas X memperoleh persentase sebesar 82,37% dengan kriteria “Sangat Baik”, siswa kelas XI  memperoleh persentase sebesar 81,40% dengan kriteria “Sangat Baik” dan kelas XII memperoleh persentase sebesar 89,23% dengan kriteria “Sangat Baik”.Penelitian ini membahas tentang Pemanfaatan Digital Library Dengan Integrated Library System (INLISlite) Versi 3. 2 di perpustakaan SMA Negeri 1 Koto XI Tarusan.  Tujuan dari penelitian adalah mendeskripsikan persepsi siswa terhadap layanan perpustakaan digital menggunakan INLISlite. Metode penelitian yang digunakan adalah pendekatan kuantitatif deskriptif. Populasi dalam penelitian ini adalah seluruh siswa di SMA Negeri 1 Koto XI Tarusan dengan jumlah 1050 orang siswa. Sampel penelitian menggunakan teknik probality sampling yang berjumlah 100 orang, dengan jumlah siswa kelas X sebanyak 31 orang, kelas XI 28 orang dan kelas XII 41 orang. Alat pengumpulan data menggunakan angket dengan jumlah 30 item pertanyaan. Jenis data penelitian berupa data primer dengan sumber data lembar jawaban siswa. Teknik analisis data yang digunakan adalah statistik deskriptif dengan pesentase. Kesimpulan penelitian ini, bahwa Pemanfaatan Digital Liblary Dengan Integrated Library System (INLISlite) Versi 3. 2 di perpustakaan SMA Negeri 1 Koto XI Tarusan “Sangat Baik” dengan nilai persentase sebesar 85,23. Persepsi siswa antara kelas menunjukkan hasil yang berbeda-beda, siswa kelas X memperoleh persentase sebesar 82,37% dengan kriteria “Sangat Baik”, siswa kelas XI  memperoleh persentase sebesar 81,40% dengan kriteria “Sangat Baik” dan kelas XII memperoleh persentase sebesar 89,23% dengan kriteria “Sangat Baik”.
Efektivitas Pemanfaatan Youtube Sebagai Media Pembelajaran Pada Mata Pelajaran Informatika Kelas Vii di SMP Pertiwi 2 Padang ZA, Ilhamul Haqqi; Kurnia Yusri, Meldi Ade; Yeni J, Fetri; Amilia, Winanda
Jurnal Ilmiah Mandala Education (JIME) Vol 9, No 4 (2023): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v9i4.6141

Abstract

Untuk pemanfaatan Youtube sebagai media pembelajaran masih terbilang baru, dikarenakan guru tidak memiliki pengetahuan dan keterampilan yang cukup efektif untuk memanfaatkan Youtube dalam pembelajaran. Penelitian ini dirasa akan mampu menumbuhkan kemandirian peserta didik sehingga mereka akan mengalami proses belajar yang lebih bermakna serta pembelajaran pun menjadi lebih efektif dan efisien. Tujuan penelitian ini adalah untuk mengetahui efektivitas pemanfaatan youtube sebagai media pembelajaran pada mata pelajaran Informatika kelas VII di SMP Pertiwi 2 Padang.Metode penelitian yang digunakan dalam penelitian ini adalah kuantitatif. Dengan desain penelitian Pre Test dan Post Test one group design. Populasi dalam penelitian ini adalah siswa kelas VII. Sampel diambil menggunakan teknik Sampling jenuh yang terdiri hanya dari satu kelas VII sebanyak 27 orang peserta didik sebagai kelas eksperimen. Teknik yang digunakan dalam pengumpulan data adalah hasil skor nilai Pre Test dan Post Test pada mata pelajaran Informatika berupa pilihan ganda dengan 20 butir soal.Hasil penelitian menunjukkan bahwa nilai rata-rata Post Test kelas eksperimen yang memanfaatkan Youtube adalah 82,22 ini lebih tinggi dibandingkan dengan nilai rata-rata Pre Test sebelum diberi perlakuan pembelajaran youtube yaitu 60,74. Maka berdasarkan hasil perhitungan uji-t diperoleh bahwa ?ℎ????? > ?????? yaitu 9,306 > 2,056 dengan dibuktikan taraf signifikan α 0,05 nilai signifikansinya adalah 0,001 < 0,05 maka H0 ditolak dan H1 diterima. Kesimpulannya pemanfaatan youtube sebagai media pembelajaran efektif pada mata pelajaran Informatika Kelas VII Di SMP Pertiwi 2 Padang
Development of Android-Based Learning Media in Class X MA Arabic Language Subjects Napaldi, Randika; Yusri, Meldi Ade Kurnia; Syafril, Syafril; Supendra, Dedi
Jurnal Ilmiah Mandala Education (JIME) Vol 10, No 1 (2024): 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.v10i1.6584

Abstract

This research is motivated by the minimal use of learning media to assist the learning process at MAS Muhammadiyah Lakitan due to the limited availability of learning media. Apart from that, teachers have never used Android-based learning media as support in the learning process. The aim of this research is to produce Android-based learning media that complies with development procedures and uses standard criteria of validity and practicality so that it becomes appropriate media and can assist in the learning process.The type of research used is research and development which is called Research and Development (R&D) and uses the 4-D (Four D) development model which consists of four stages, namely Define, Design (planning), Development (development) and Dissemination has been carried out in a structured and systematic manner. The validity test was carried out on 3 people, namely 2 media validators and 1 material validator. The practicality test was carried out on 20 respondents, namely class X science students at MAS Muhammadiyah Lakitan.Based on the results of the assessment by the two media validators, they obtained an average score of 4.94 which was categorized as "very valid". The results of the validation assessment from the material validator obtained an average of 4.78 which was categorized as "very valid". The results of product practicality testing by students obtained an average of 4.05 which was categorized as "practical". So based on the results of the validity and practicality assessment, it can be concluded that the media is valid and practical for use in the Arabic language learning process.
Development of Learning Multimedia on Formal Object Material and Geography Material Objects for Class X SMA Aldonia, Jihan; Kurnia Yusri, Meldi Ade; Bentri, Alwen; Rayendra, Rayendra
JUPE : Jurnal Pendidikan Mandala Vol 8, No 4 (2023): JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v8i4.6149

Abstract

This research aims to develop instructional multimedia designed using Microsoft Office PowerPoint for the topics of formal and material objects in geography for 10th-grade students in Senior High School (SMA). The research follows the Borg and Gall model through stages of planning, initial product development, validation, testing, and final product. Instructional multimedia is created by utilizing Microsoft Office PowerPoint technology as a tool to create relevant presentation slides aligned with the Geography curriculum.The results of this study demonstrate that the developed instructional multimedia effectively enhances students' understanding of the concepts of formal and material objects in geography. Furthermore, this multimedia is considered a highly efficient tool in boosting motivation and interest in learning geography among students. Student satisfaction surveys and teacher interviews indicate that the instructional multimedia received positive responses from all parties.This research provides a significant contribution to the development of innovative and technology-relevant instructional media. It is hoped that the use of this multimedia will improve students' comprehension of formal and material object topics in geography and offer a more engaging and effective learning alternative in Senior High School.  
The Influence of Learning Video Media on the Learning Outcomes of Class VIII Students in Social Sciences Subjects at SMPN 39 Padang Rizka, Miftahul; Kurnia yusri, Meldi Ade; Zuwirna, Zuwirna; Anugrah, Septryan
JUPE : Jurnal Pendidikan Mandala Vol 8, No 4 (2023): JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v8i4.6151

Abstract

AbstractThis research aims to evaluate the effect of using video learning media on the learning outcomes of class VIII students in Social Sciences (IPS) subjects at SMP Negeri 39 Padang. This type of research is experimental research. With samples from classes VIII/4 and VIII/5 which consist of 2 classes, namely the experimental class and the control class. The experimental class, namely class VIII/5, was treated using learning videos and the control class, namely class VIII/4, was treated using textbooks. The sample used was Purposive Sampling. This research was conducted on social studies subjects with material on Indonesia's Resource Potential. By processing data using Normality Test, Homogeneity Test and Hypothesis Test. To test the hypothesis, this research uses the t test statistic, with a significance level of α 0.05. The research results showed that the average score for the experimental class that used learning video media was 76.40. The average score for the control class that used the textbook was 71.80. Based on the calculation of the t test (t-test), tcount is 2.52, whereas ttable is at a significant level of α 0.05 = 2.02. When compared, so tcount > ttable is 2.52 > 2.01. Which means that H1 is accepted. Thus, the use of learning video media has a significant effect on the learning outcomes of Class VIII students in Social Sciences Subjects at SMP N 39 Padang. 
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.
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i3.1491

Abstract

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.
Evaluasi Pelatihan Pembuatan Media Interaktif Berbasis Powtoon Bagi Guru SD Muhammadiyah Berok Menggunakan Model CIPP Yulistina, Nova; Rahmi, Ulfia; Eldarni, Eldarni; Yusri, Meldi Ade Kurnia
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1589

Abstract

The evaluation of this training is needed to ensure the achievement of the goals that have been set. The evaluative approach used is to use the CIPP model which consists of context, process, and product. The method used in this study is the mixed methods method, which combines quantitative and qualitative methods to be used together in a research activity, so that more comprehensive, valid, reliable, and objective data is obtained. In the implementation of the training, the percentage of students obtained stated "Very Good" from vulnerable 80% - 100% as many as 9 teachers, and the percentage of "Good" assessment from vulnerable 60% - 79% as many as 2 teachers while the percentage of "Poor" and "Very Poor" with a percentage of 40% - 59% and ≤39% was 0 out of a total of 11 students who participated in the training. The results of this study show that the ability of the trainees has significantly increased, as shown by the data that 81.81% of participants (teachers) have succeeded in achieving their goals in participating in the training. The CIPP model has proven to be effective in evaluating Powtoon-based interactive media making training for elementary school teachers. The implementation of the recommendations resulting from this evaluation is expected to improve the quality of training and ultimately improve the quality of learning in elementary schools.
Pengembangan Game Edukasi Menggunakan Gamification untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Informatika Kelas X SMA Sederajat Hayati, Fadila; Anugrah, Septriyan; Eldarni, Eldarni; Yusri, Meldi Ade Kurnia
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1736

Abstract

Learning media is a tool used to convey subject matter to students in learning activities. However, there are still many schools that use learning media that are less attractive so that students tend to get bored in the learning process. The purpose of this study is to describe the development of educational games using the gamification method and produce educational games using gamification methods that are valid, practical, and effective in improving the learning outcomes of high school grade X students equivalent in Informatics. This type of research is development research that uses the ADDIE (Analyze, Design, Development, Implementation and Evaluation) development model. Validation test data from the material aspect obtained an average score of 4.80 with the criteria "Very Suitable". Meanwhile, in terms of media tested by two media validators, an average score was obtained from validator 1 of 4.93 in the "Very Valid" category and from media expert 2 of 4.87 in the "Very Valid" category. The practicality test results obtained an average score of 4.55 in the "Very Practical" category. The results of the effectiveness test obtained an average N-gain score of 68.18% which is included in the "Quite Effective" category. Based on this assessment, the educational game media developed is very suitable and effective for use in learning activities
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1899

Abstract

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