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Studi Komparatif Penggunaan Aplikasi Scratch dan Aplikasi Blockly pada Mata Pelajaran Informatika Siswa SD Islam Al-Azhar 32 Padang Sukri, Indah Hasanah; Amilia, Winanda; Yeni, Fetri; Rahmayanti , Elsa
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.v5i4.1569

Abstract

This research is motivated by the implementation of Informatics learning at SD Islam Al-Azhar 32 Padang. The theory and practice of programming languages ​​is included in the Informatics material but is not implemented so that the ability to recognize and understand programming languages ​​in children has not yet emerged. Apart from that, the Informatics learning outcomes of students who have not yet reached the KKM are 70. This research aims to determine the effect of the scratch programming language in improving the Informatics learning outcomes of class IV students at Al-Azhar 32 Islamic Elementary School in Padang. This type of research is quantitative research. This quantitative research uses experimental methods. As for several types of experimental methods, researchers used Quasi Experiments. Then, the research design pattern used in this research uses the non-equivalent group design. The non-equivalent group design is a design that requires the existence of an experimental and control group. This is because the determination of the hypothesis is based on the results of the observations of the two groups. Determination of experimental and control groups is not random. These two groups will later be tested using the same instruments and analyzing which treatment is more optimal
Development of Adaptive Learning E-Modules in basic mathematics for slow learners at vocational high schools Arina, Novra; Bentri, Alwen; Ananda, Azwar; Yeni, Fetri
International Journal of Research in Counseling and Education Vol 7, No 2 (2023): International Journal of Research in Counseling and Education
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/00653za0002

Abstract

This study focuses on the development of an E-Module to measure its impact on slow learners at vocational school in Padang, West Sumatra. The research involved 6 slow learner students, utilizing a quantitative approach with a 5-point Likert rating questionnaire. The ASSURE model was employed to analyze the characteristics of each slow learner. The research findings indicate that the practicality level of the E-Module reached 95.87% according to student responses and 96% according to teacher responses, demonstrating the ease of use of the E-Module. Based on the ANOVA test results using Excel, a P-Value of 0.001954 was obtained (p < 0.05), indicating a significant difference in the basic mathematics abilities of the students. This study confirms the validity and reliability of the measurement instrument, indicating that the adaptive learning E-Module has a positive impact on supporting the learning of slow learners.
Pengembangan Video Pembelajaran Berbasis Animaker pada Mata Pelajaran Ilmu Pengetahuan Alam Kelas VIII SMP Adinda, Adinda; Bentri, Alwen; Yeni, Fetri; Amsal, Mutiara Felicita
Jurnal Pendidikan Tambusai Vol. 8 No. 1 (2024): April 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v8i1.13878

Abstract

Pengembangan media pembelajaran ini dilakukan sebagai upaya dalam memecahkan masalah belajar siswa, Media Pembelajaran ini dapat dijadikan alternatif untuk mengurangi permasalahan dalam pembelajaran. Penelitian ini bertujuan untuk menghasilkan produk pada mata pelajaran IPA kelas VIII serta mengetahui kualitas kevalidan dan kepraktisan dari produk yang dikembangkan sehingga layak digunakan. Penelitian ini merupakan jenis penelitian pengembangan atau Research and Development (R&D) dengan menggunakan model pengembangan 4-D (four-D model) yang dikembangkan oleh S. Thiagarajan. Model ini terdiri dari 4 tahapan pengembangan meliputi Define (pendefinisian), Design (perancangan), Develop (pengembangan), Disseminate (penyebaran). Uji validitas produk dilakukan oleh 3 validator yaitu dua validator media dan 1 validator materi. Uji praktikalitas dilakukan padan 30 siswa kelas VIII SMP Negeri 2 Padang. Hasil dari penelitian ini menjelaskan bahwa penilaian dari validator media I diperoleh nilai rata-rata persentase 98,82% dengan kategori “Sangat Valid” dan validator media II memperoleh nilai rata-rata persentase 95,29% dengan kategori “Sangat Valid”. Dari penilaian ahli materi diperoleh nilai rata-rata persentase 100% dengan kategori “Sangat Valid”. Sedangkan penilaian praktikalitas dari siswa diperoleh persentase 95,46% dengan kategori produk “Sangat Praktis” Berdasarkan perhitungan tersebut, maka dapat disimpulkan media video pembelajaran berbasis Animaker pada mata pelajaran Ilmu Pengetahuan Alam yang dikembangkan “Sangat Praktis” digunakan dalam pembelajaran.
Development of Tutorial Learning Videos on Physical Education Subjects, Football Material in Class VIII SMP Putra, Donal Andika; Zuliarni, Zuliarni; Yeni, Fetri; Rahmi, Ulfia
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.v8i4.6134

Abstract

The development of this learning video media was 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 research aims to produce products for class VIII physical education subjects and determine the quality, validity and practicality of the products developed so that they are suitable for use. This type of research is development research, known as Research and Development (R&D), using the ADDIE development model. The development procedure in this research consists of 4 stages, namely: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The product validity test was carried out by 3 validators, namely 1 material expert validator and 2 media expert validators. The practicality test was carried out on 15 class VIII students at SMP Angkasa Lanud Sutan Sjahrir Padang. The development of learning video media using the Kinemaster application for Physical Education subjects for class VIII SMP has been carried out in accordance with development procedures which produce learning media in video form. This product has gone through the validation stage. Based on the results of the material validation assessment from the physical education teacher at Angkasa Lanud Padang Middle School and media validation, namely the Curriculum and Education Technology lecturer, the validation results from media expert I have been categorized as "very valid" with an average of 4.94 and the results from media expert II were categorized as "very valid" with an average of 4.64. Meanwhile, the final validation results from material experts were categorized as "very suitable" with an average of 4.75. The practicality test results for learning media products averaged 4.64 in the "Very Practical" category. Based on these results, it can be concluded that the learning video media using the Kinemaster application in Physical Education subjects is declared to be very valid and very practical.
The Use of Phet Interactive Simulation Software in Physics Learning Liswar, Feby; Hidayati, Abna; Rayendra, Rayendra; Yeni, Fetri
Jurnal Penelitian Pendidikan IPA Vol 9 No SpecialIssue (2023): UNRAM journals and research based on science education, science applic
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9iSpecialIssue.5982

Abstract

Physics learning is a discipline that requires in-depth understanding and a strong grasp of concepts. The use of technology in physics learning has become very essential, such as in the use of PhET interactive simulation software. This article aims to explore literature studies regarding the use of PhET software in the context of physics learning and its positive impact on students' abilities. The literature review method was carried out by searching for articles and journals related to the use of PhET in physics learning. The study results show that the use of PhET in physics learning can increase students' understanding of physics concepts and motivate them to study physics. Strategies for using PhET in physics learning include using it as a tool in explaining physics concepts, creating virtual experiments by students, and preparing virtual experiment reports. This article is an effective and efficient alternative for increasing students' understanding of PhET in physics learning
Studi Komparatif Penggunaan Aplikasi Scratch dan Aplikasi Blockly pada Mata Pelajaran Informatika Siswa SD Islam Al-Azhar 32 Padang Sukri, Indah Hasanah; Amilia, Winanda; Yeni, Fetri; Rahmayanti , Elsa
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.v5i4.1569

Abstract

This research is motivated by the implementation of Informatics learning at SD Islam Al-Azhar 32 Padang. The theory and practice of programming languages ​​is included in the Informatics material but is not implemented so that the ability to recognize and understand programming languages ​​in children has not yet emerged. Apart from that, the Informatics learning outcomes of students who have not yet reached the KKM are 70. This research aims to determine the effect of the scratch programming language in improving the Informatics learning outcomes of class IV students at Al-Azhar 32 Islamic Elementary School in Padang. This type of research is quantitative research. This quantitative research uses experimental methods. As for several types of experimental methods, researchers used Quasi Experiments. Then, the research design pattern used in this research uses the non-equivalent group design. The non-equivalent group design is a design that requires the existence of an experimental and control group. This is because the determination of the hypothesis is based on the results of the observations of the two groups. Determination of experimental and control groups is not random. These two groups will later be tested using the same instruments and analyzing which treatment is more optimal