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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
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DOI: 10.54373/imeij.v5i4.1589
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
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DOI: 10.54373/imeij.v5i4.1736
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
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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
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