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Pengaruh Penggunaan Media Pembelajaran Interaktif Terhadap Hasil Belajar Pada Mata Pelajaran Ilmu Pengetahuan Alam (IPA) Siswa Kelas IV SDN Cupak Exela Nurfadilah; Meldi Ade Kurnia Yusri
Journal of Pedagogy and Online Learning Vol. 1 No. 2 (2022): JPOL Volume 1 Nomor 2 September 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (250.363 KB) | DOI: 10.24036/jpol.v1i2.24

Abstract

Schools have a significant position in the smooth process of education. At this time, education providers are increasingly aware of the meaning of media that supports education. Learning by using interactive media can be used as an alternative source to reduce student saturation in the educational process. especially can be used when science education at the SDN Cupak level. Therefore, the case studied in this study is "Is there any effect of using interactive media based on Adobe Flash CS6 on fourth grade students at SDN 12 and SDN 05 Cupak, Solok Regency." It consists of 2 classes, namely the experimental class and the control class. With the method of equating the experimental class, namely class IV SDN 12 Cupak with treatment using interactive educational media and the control class, class IV SDN 05 Cupak being treated not using interactive media. Having the same number of students is 25 people. This research was conducted on science subjects in semester 2 of the 2021/2022 academic year. For hypothesis testing, this study used t-test statistics, with a significant level of 5% (= 0.05). The results showed that the average value of the experimental class using interactive media was 80.36. The average value of the control class that does not use interactive media is 70.84. Based on the calculation of the t-test (t-test) obtained tcount 7.43 otherwise ttable at a significant level 0.05 = 2.01. When compared, so that tcount > ttable is 7.43 > 2.01. Which means that H0 is rejected as well as H1 is accepted. Thus the use of interactive media significantly affects the science learning outcomes of fourth grade students at SDN 12 Cupak.
Pengembangan Lembar Kerja Peserta Didik (LKPD) Berbasis Problem Based Learning Untuk Siswa SMP Kelas VII Pada Mata Pelajaran IPA ririn rahma weni; Meldi Ade Kurnia Yusri; Eldarni; Zuliarni
Journal of Pedagogy and Online Learning Vol. 2 No. 2 (2023): JPOL Volume 2 Nomor 2 Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i2.44

Abstract

This study aims to produce Student Worksheets (LKPD) Based on Problem Based Learning in Science Subjects on environmental pollution at SMPN 2 Bayang Utara and to find out students' responses to the developed LKPD. The research method used is research and development (Reseach and Development) with the ADDIE development model developed by Dick and Carry. This research has 5 stages, namely: Analysis, Design, Development, Implementation, and Evaluation. The product validation test was carried out by 3 validators consisting of 2 media expert validators and 1 material expert validator. Product trials were carried out on 14 students of SMPN 2 Bayang Utara with the aim of knowing the practicality of the product being developed. The results showed that the product produced was "Very Valid" to be used in the learning process on science material for class VII SMP. The results of the media expert validator's assessment of problem-based learning-based worksheets obtained descriptive assessment results in the "Very Valid" category getting an average of 4.78 with a percentage of 95%. The results of the assessment of the material validator in the "Very Valid" category get an average of 4.82 with a percentage of 96%. Based on the practicality test results, it gets an average of 4.70 with a percentage of 94%, including the "Very Practical" category. Based on the results of the validation and practicality tests, it can be concluded that the problem-based learning worksheet product is suitable for use in the learning process.
Pengembangan Media Pembelajaran Berbasis Figma Pada Mata Pelajaran Informatika Kelas VII SMP Dwi Maulan Pangestu; Novrianti; Zuwirna; Meldi Ade Kurnia Yusri
Journal of Pedagogy and Online Learning Vol. 2 No. 3 (2023): JPOL Volume 2 Nomor 3 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i3.49

Abstract

This study aims to develop figma-based learning media in class VII informatics subjects and aims to test the feasibility of learning media products that have been used by seventh grade students of Angkasa Lanud Padang Junior High School with a total of 14 students conducted in July 2023. This type of research is R&D (Research and Development) development research using the 4-D model which consists of 4 stages namely Define, Design, Development and Disseminate. The results of validation from media experts obtained an overall average of 3.85 with a very valid category. While validation from material experts with an average score of 3.92 categories is very valid. The results of the practicality test on students get an average score of 3.7 with a very practical category. Based on these results, the figma-based learning media in informatics subjects in class VII SMP is valid and practical for use as a learning media in the classroom.
AR-Based SISKOMA Interactive Multimedia for Improving Conceptual Understanding in Junior High School Science Taufik Ilham S; Meldi Ade Kurnia Yusri; Mutiara Felicita Amsal; Khairul Alfahani
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 11 No. 1 (2026)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v11i12026p185-198

Abstract

This study aimed to develop and evaluate SISKOMA, an Augmented Reality (AR)-based interactive multimedia platform designed to improve students’ conceptual understanding of the Human Coordination System in junior high school science learning. The study employed a Research and Development (R&D) approach using the ADDIE instructional design model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The research involved 29 Grade IX students at SMPN 32 Padang selected through purposive sampling. SISKOMA was developed by integrating text, narration audio, animations, instructional videos, interactive quizzes, and WebAR-based three-dimensional visualizations within a single instructional environment. The multimedia design was grounded in Mayer’s Cognitive Theory of Multimedia Learning and Sweller’s Cognitive Load Theory. Data collection instruments included expert validation sheets, teacher and student practicality questionnaires, interviews, and pretest-posttest assessments. The results indicated that SISKOMA achieved a very valid classification from media experts (87.88%) and material experts (87.5%). Practicality assessments showed highly positive responses from teachers (90.2%) and students. Effectiveness analysis using the normalized gain (N-Gain) formula produced a score of 0.54, categorized as moderate improvement. These findings indicate that SISKOMA is a pedagogically feasible and practically accessible AR-based multimedia platform capable of supporting students’ conceptual understanding of abstract biological concepts. The study further highlights the importance of pedagogical integration, cognitive load management, and technological accessibility in optimizing AR-supported science learning.
Training on the Development of Interactive Media within the “Merdeka Mengajar” Platform for Teachers at SMA N 1 Rambatan Nofri Hendri; Meldi Ade Kurnia Yusri; Alkadri Masnur
SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS) Vol 14, No 2 (2026): SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS): Publishing Mei 2026
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/spektrumpls.v14i2.137903

Abstract

Pembelajaran saat ini menekankan pembelajaran yang berbasis Technological Pedagogical Content Knowledge (TPACK). Digitalisasi pembelajaran menekankan pada integritas teknologi dalam pembelajarannya, seperti dalam media pembelajaran, bahan ajar, serta asesmen. SMA Negeri 1 Rambatan merupakan sekolah yang berada dalam wilayah Padang Magek, Kecamatan Rambatan, Kabupaten Tanah Datar. Masalah mitra adalah masih minimnya pengetahuan mitra terhadap ragam, penggunaan serta pengembangan media interaktif berbasis digital. Masih banyak mitra yang belum menggunakan berbagai media interaktigf berbasis digital dalam proses pembelajarannya. Selain itu, mitra juga masih kurang terampil dalam menggunakan aplikasi-aplikasi website dengan semua fitur di dalamnya yang dapat membantu mitra dalam mengembangkan media interaktif berbasis digital. Oleh karena itu, pengabdian ini perlu dilakukan untuk memberikan pengetahuan dan keterampilan baru kepada guru-guru di SMA Negeri 1 Rambatan terkait pengembangan media interaktif berbasis digital yang yang sudah tersedia dan dapat digunakan secara gratis melalui Internet. Pengabdian ini dilakukan dengan tujuan memberikan pengetahuan dan keterampilan baru kepada guru-guru di SMA Negeri 1 Rambatan terkait pengembangan media interaktif berbasis digital. Jumlah peserta yang mengikuti kegiatan ini sejumlah 48 orang guru dari semua mata pelajaran. Tahapan kegiatan ini meliputi persiapan, pelaksanaan dan evaluasi. Proses pelaksanaan pada Sabtu, 31 Agustus 2024 pukul 09.00-12.00. Para peserta belajar membuat media interaktif dengan menggunakan aplikasi Articulate Storyline 3.0. Penggunaan aplikasi ini cukup menarik minat hampir seluruh peserta karena disajikan oleh pemateri yang sudah cukup terampil dan memahami betul tentang multimedia.
PENGEMBANGAN GAME ADVENTURE TEKNODIGITALIN PADA MATA PELAJARAN INFORMATIKA KELAS SMA/SEDERAJAT Maisyarah; Meldi Ade Kurnia Yusri; Nofri Hendri; Khairul Alfahani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15665

Abstract

The development of this adventure game was undertaken to address challenges in the computer science curriculum, specifically the limited diversity of teaching materials, which often diminishes students' interest in learning and hinders their understanding without visual examples. This study aims to create a valid and practical adventure game for tenth-grade high school students or equivalent levels. The research employed a Research and Development (R&D) methodology using the 4D development model—Define, Design, Develop, Disseminate. Validity testing was conducted by three experts: one content validator and two media validators. Practicality testing involved tenth-grade students, followed by dissemination and effectiveness evaluation with computer science teachers and tenth-grade students at two different schools. The validity assessment conducted by subject matter experts yielded a 93.7% score, classified as very valid. The combined validity assessment results from Media Expert I and Media Expert II reached 97.8%, categorized as very valid. The practicality assessment achieved a 95.2% score, deemed very practical. The teacher effectiveness evaluation demonstrated a 90% score, labeled very effective, while the student effectiveness score was 91.9%, also rated very effective. Based on these results regarding validity, practicality, and effectiveness, it can be concluded that the developed adventure game is suitable for use in Informatics education.
PENGEMBANGAN MULTIMEDIA INTERAKTIF DESCRIPTIVE TEXT PADA MATA PELAJARAN BAHASA INGGRIS DI KELAS VII SMP Erlangga Oktavio, Duta; Novrianti; Ade Kurnia Yusri, Meldi; Pratiwi, Rahmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.58764

Abstract

This study aimed to develop an interactive multimedia for teaching descriptive text to seventh-grade junior high school students that is valid, practical, and suitable for use as an alternative learning medium. The study was motivated by observations and interviews conducted at SMP Negeri 34 Padang, which revealed that descriptive text instruction mainly relied on textbooks and lecture-based methods without the support of interactive learning media. As a result, students experienced difficulties in understanding text structure and vocabulary and showed low learning motivation. This research employed the Research and Development (R&D) approach using the 4D model, consisting of Define, Design, Develop, and Disseminate stages. The multimedia was developed using Articulate Storyline by integrating text, images, audio, animations, videos, and interactive exercises. Data were collected through validation sheets completed by material and media experts, as well as practicality questionnaires administered to teachers and students. The data were analyzed using descriptive quantitative techniques with a Likert scale. The results indicated that the developed multimedia was highly valid, with material and media validity scores of 90% and 98.18%, respectively. The practicality test yielded a score of 93.60%, categorized as highly practical. Therefore, the interactive multimedia is considered appropriate as an engaging, interactive, and effective learning medium to improve students' understanding of descriptive texts in seventh-grade English classes.
PENGARUH PENERAPAN MODEL PEMBELAJARAN CONTEXTUAL TEACHING AND LEARNING (CTL) TERHADAP LINGKUNGAN BELAJAR KOLABORATIF PADA MATA PELAJARAN IPA KELAS VIII SMPIT ADZKIA PADANG Azikra Chasiaturahmi; Meldi Ade Kurnia Yusri; Alkadri Masnur; Elsa Masriani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.59659

Abstract

Twenty-first century learning requires students to develop various competencies, one of which is collaboration, as an essential skill to support meaningful learning. However, based on observations conducted at SMPIT Adzkia Padang, students' collaboration and participation in science learning were not yet optimal, resulting in a collaborative learning environment that had not been fully established. Therefore, this study aimed to determine the effect of implementing the Contextual Teaching and Learning (CTL) model on improving the collaborative learning environment of eighth-grade students at SMPIT Adzkia Padang. This study employed a quantitative approach using a quasi-experimental method with a Posttest Only Control Group Design. The sample consisted of Class VIII Cordova A (33 students) as the experimental group and Class VIII Cordova B (32 students) as the control group, selected through purposive sampling. Data were collected using a valid and reliable collaborative learning environment questionnaire and analyzed using descriptive and inferential statistics, including the Shapiro–Wilk normality test, Levene's Test for homogeneity, and the Independent Samples t-test. The findings revealed that students taught using the Contextual Teaching and Learning (CTL) model demonstrated a higher collaborative learning environment than those taught using the Problem Based Learning (PBL) model. The hypothesis testing result showed a significance value of Sig. (2-tailed) < 0.001, indicating that the implementation of the CTL model had a significant effect on improving students' collaborative learning environment. Therefore, the CTL model can be considered an effective alternative learning model for fostering a more collaborative and meaningful science learning process.
Pengembangan Media Gamifikasi Berbantuan Crossword Puzzle untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Informatika Kelas VIII SMP Monika, Salsa Elza; Zen, Zelhendri; Yusri, Meldi Ade Kurnia; Alfahani, Khairul
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.6733

Abstract

This study aimed to develop a web-based HTML5 gamification learning media in the form of a digital crossword puzzle on the topic of Digital Literacy that meets valid, practical, and effective qualifications. This study was a Research and Development (R&D) project using the 4D development model (Define, Design, Develop, and Disseminate). Data collection instruments included expert validation sheets (material and media), practicality questionnaires (student responses), and effectiveness scales (user engagement questionnaires). Data were analyzed using both quantitative and qualitative methods. The results showed that: (1) The material validity test by educational practitioners achieved a score of 92% ("Very Valid"). Media validity by Media Expert I scored 98.94% ("Very Valid") and Media Expert II scored 95.8% ("Very Valid"). (2) The practicality test based on grade VIII student response questionnaires reached an average percentage of 88.8% ("Very Practical"), driven by the flexibility of cross-platform accessibility without requiring application installation. (3) The effectiveness test based on the user engagement scale achieved an average percentage of 87.1% ("Very Effective"). The integration of real-time feedback and time-challenge elements successfully stimulated students' cognitive focus, intrinsic motivation, and critical thinking skills. Based on these findings, it is concluded that this crossword puzzle gamification media is feasible, practical, and highly effective for utilization as an innovative learning tool in junior high school Informatics
AI-assisted adaptive problem-based learning in a programming course: its effects on students' problem-solving and debugging skills Septriyan Anugrah; Nadya Faranda; Nofri Hendri; Meldi Ade Kurnia Yusri
Journal of Educational and Learning Studies Vol 9, No 1 (2026): Journal of Educational and Learning Studies
Publisher : Global Econedu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32698/03302

Abstract

This study examined differences in problem-solving and debugging skills between students who participated in AI-assisted adaptive Problem-Based Learning (PBL) and those who participated in the Case Method in a programming course. A quasi-experimental nonequivalent pretest-posttest control-group design involved 69 students from the Department of Curriculum and Educational Technology, Universitas Negeri Padang. The experimental group (n = 35) followed Arends' PBL with data-informed adaptive grouping and structured use of ChatGPT, Gemini, and Claude during the investigation phase, while the control group (n = 34) followed the Case Method without generative AI. Multivariate analysis of covariance (MANCOVA) tested the two posttest scores while controlling for both pretest scores. The results showed a significant multivariate difference between the instructional conditions, Pillai's Trace = 0.456, F(2, 64) = 26.780, p < 0.001, partial η² = .456. Follow-up tests also showed significant differences in problem solving (partial η² = 0.335) and debugging (partial η² = 0.435). Adjusted means were higher for the experimental group on both skills. The findings suggest that an instructional package integrating PBL, adaptive grouping, and structured AI assistance has the potential to support problem-solving and debugging skills. However, because the three components were implemented simultaneously, their individual effects cannot be separated.