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Efektivitas Penggunaan Media Interaktif Berbantuan Quizizz Paper Mode Terhadap Hasil Belajar Siswa pada Mata Pelajaran Tematik Kelas IV SD Sederajat
Sandria, Detriana;
Yusri, Meldi Ade Kurnia;
Hidayati, Abna;
Rahmi, Ulfia
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.v5i5.1956
This study aims to determine the effectiveness of interactive media assisted by quizizz paper mode on student learning outcomes in Thematic Subjects in grade IV elementary school equivalent. This study uses a quantitative approach with the Quasy Experiment type of research. The design of this study uses a type of one group pretest-posttest design. The population in this study is grade IV elementary school students equivalent to sampling using the Purposive Sampling technique. At SDN 01 Koto Tangah Simalanggang with a total of 20 students. The data collection technique is carried out by, namely first conducting an initial test, providing treatment, final test and documentation. The data analysis technique was carried out by comparing pretest and posttest scores using the Wilcoxon Test. The results of the study showed an average score of 70.55 for the pretest while an average score of 83.9 for the posttest. So the data obtained will be analyzed using the Wilcoxon test with decision making if the value of Asymp.sig < 0.05, then the hypothesis is accepted, if the value of Asymp.Sig > 0.05, then the hypothesis is rejected. Based on the output of "Test Statistics", it is known that Asymp.Sig (2-tailed) is worth 0.000. Because the value of 0.000 < 0.05 can be concluded that "Hypothesis Accepted" means that there is a difference between the learning outcomes for the pretest and posttest. So it can be concluded that the use of interactive media assisted by paper mode is effective in improving student learning outcomes
Pengembangan Multimedia Pembelajaran pada Materi Sistem Ekskresi Manusia Mata Pelajaran IPA Kelas VIII SMP
Afifah, Nurul;
Syafril, Syafril;
Yeni J, Fetri;
Yusri, Meldi Ade Kurnia
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.v5i5.2024
This research aims to develop multimedia learning that can help students to understand the process of the human excretory system and can facilitate students to learn independently. This type of research is research and development (R&D) with a 4-D development model. The results of the study obtained that the average validity score by material experts was 4.85 with the category of "very valid"." The average validity score from validator 1 is 4.88, also categorized as "very valid," while the average score from validator 2 is 4.79, categorized as "very valid." Subsequently, a practicality test was conducted with 20 students, resulting in a score of 4.62, categorized as "very practical." Based on the practicality test results, it is concluded that the learning multimedia on the topic of the human excretory system for eighth-grade science subjects can be used in the teaching and learning process.
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
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DOI: 10.54373/imeij.v5i6.2030
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 Video Animasi Pembelajaran Berbasis Pendekatan Inkuiri pada Mata Pelajaran Bahasa Inggris Kelas VIII SMP
Yuninda Rekka, Yuninda Rekka Puttri;
Hendri, Nofri;
Darmansyah, Darmansyah;
Yusri, Meldi Ade Kurnia
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.v5i6.2062
The development of learning video media is carried out as an effort to solve student learning problems. This Learning Media can be used as an alternative to reduce problems in learning. This study aims to produce products in English class VIII subjects and determine the quality of validity and practicality of the products developed so that they are feasible to use. This study is a type of Research and Development (R&D) development or by using a 4-D development model (four-D model). This Model consists of 4 stages of development include Define, Design, Develop, Disseminate. The product validity test was conducted by 3 validators, namely 2 media validators and 1 material validator. Practicalities test was conducted on 31 students of Class VIII SMP Negeri 1 Junjung Sirih. The results of this study explain that the average percentage of media validators I and II respectively is 97.5% and 96.25% with the category of "Very Valid". From the assessment of material experts, an average percentage of 94.54% was obtained with the category of "Very Valid". For the assessment of practicality from students, a percentage of 93.22% was obtained with the product category "Very Practical" Based on these calculations, it can be concluded that the learning animation video media based on the inquiry approach in English subjects developed "Very Feasible" is used in learning
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
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DOI: 10.54373/imeij.v5i6.2066
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
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DOI: 10.54373/imeij.v5i6.2101
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 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
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DOI: 10.54373/imeij.v6i1.2718
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
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
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DOI: 10.36989/didaktik.v11i03.8271
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.
PENGEMBANGAN MULTIMEDIA PEMBELAJARAN MATERI JARINGAN KOMPUTER DAN INTERNET PADA MATA PELAJARAN INFORMATIKA KELAS XI MA SEDERAJAT
Khaira Annisak;
Meldi Ade Kurnia Yusri;
Septriyan Anugrah;
Reni Kurnia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang
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DOI: 10.36989/didaktik.v11i04.8641
This study aims to develop a multimedia learning application using Microsoft Office PowerPoint for informatics in grade XI MA students, which is considered highly valid and practical. The development stage of this multimedia learning application uses the 4D model, which includes several stages: Define, Design, Develop, and Disseminate. The multimedia learning application developed using Microsoft Office PowerPoint will be tested forfeasibility through validity and practicality tests. The average validation test result from the material and media validators was 92.5, indicating that the multimedia is considered "very valid." The average practicality test result from student responses was 89.28%, indicating "very practical."
HUBUNGAN PENGGUNAAN CHATGPT DENGAN LITERASI DIGITAL MAHASISWA TEKNOLOGI PENDIDIKAN UNIVERSITAS NEGERI PADANG
Marnita, Selfi Marnita;
Anugrah, Septriyan;
Hendri, Nofri;
Yusri, Meldi Ade Kurnia
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
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DOI: 10.23969/jp.v11i02.47121
This study investigates the relationship between ChatGPT usage and digital literacy among students of the Educational Technology Study Program at Universitas Negeri Padang (UNP). Preliminary observations found that 97% of students actively use AI tools predominantly ChatGPT yet critical evaluation of AI-generated content remains limited. A quantitative correlational design was employed with a population of 611 active students (cohorts 2020–2025); 242 respondents were selected via proportional random sampling (Slovin’s formula, 5% error margin). ChatGPT usage was measured across three indicators (Use Skill, Critical Understanding, Communicative Ability) and digital literacy across eight DigComp 2.1 dimensions. Data were analysed using Microsoft Excel 2019 and SPSS 27; non-normality (Kolmogorov Smirnov: Asymp. Sig. = 0.006 < 0.05) warranted Spearman Rank correlation. Results show ChatGPT usage at a moderate level (mean = 49.20 of 60; 69.0%) and digital literacy similarly moderate (mean = 67.00 of 80; 70.7%). The Spearman coefficient (rs = 0.750; p < 0.001) confirms a strong, significant positive relationship between the two variables.