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All Journal SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS) E-Tech : Jurnal Ilmiah Teknologi Pendidikan Penelitian Pendidikan Pedagogi: Jurnal Ilmu Pendidikan Jurnal Konseling dan Pendidikan Mimbar Sekolah Dasar Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Jurnal Penelitian Pendidikan IPA (JPPIPA) JPM (Jurnal Pemberdayaan Masyarakat) Pendas : Jurnah Ilmiah Pendidikan Dasar IRJE (Indonesian Research Journal in Education) Journal of Dedicators Community JURNAL PENDIDIKAN TAMBUSAI International Journal of Educational Dynamics (IJEDS) JURNAL INOVASI PENDIDIKAN DAN PEMBELAJARAN SEKOLAH DASAR Global Conference Index Jurnal Ilmiah Mandala Education (JIME) JUPE : Jurnal Pendidikan Mandala Indonesian Journal of Instructional Media and Model Jurnal Manajemen Pendidikan dan Ilmu Sosial (JMPIS) Jurnal Penelitian, Pendidikan dan Pengajaran: JPPP Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Majalah Ilmiah UPI YPTK Jurnal Pengabdian Masyarakat (ABDIRA) Indo-MathEdu Intellectuals Journal Jurnal Family Education Indonesian Journal Of Educational Research and Review Tsaqofah: Jurnal Penelitian Guru Indonesia Prima Magistra: Jurnal Ilmiah Kependidikan Indonesian Research Journal on Education Innovative: Journal Of Social Science Research Journal of Mandalika Literature Cendikia Pendidikan Jurnal Penelitian Pendidikan Indonesia Contemporary Education and Community Engagement
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Integrated Thematic Teaching Materials With Microsoft Sway Based on Problem-Based Learning Model in Elementary School Bima Prakarsa Arzfi; Desyandri Desyandri; Yeni Erita; Zelhendri Zen
Jurnal Inovasi Pendidikan dan Pembelajaran Sekolah Dasar Vol 7, No 1 (2023): JIPPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jippsd.v7i1.122015

Abstract

Microsoft Sway is one of several software developed by Microsoft to present information in a way that is easy to understand. This research aims to create integrated thematic teaching materials with Microsoft Sway-based Problem-Based Learning models in grade V SD that are valid and instant The procedure used in this research is an R&D procedure that uses the ADDIE development model. The results obtained from this product development research are from the module expert validator getting a score of 92.8%, the media/graphic expert validator getting a score of 90%, and the language expert validator getting a score of 95%, each of which is categorized as very valid. For the practicality questionnaire, the reaction of educators and student participants received a score of 93.33% and 92.85%, both of which were categorized as very instant. This research concludes that it can create integrated thematic teaching materials with the Problem-Based Learning model based on Microsoft Sway in grade V SD which is very valid and very practical.
Web-Based E-LKPD for the Indonesian History Subject for Grade XI Senior High School Amalini Lutfia Ozila; Zelhendri Zen
Indonesian Journal Of Educational Research and Review Vol. 6 No. 1: April 2023
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijerr.v6i1.59342

Abstract

Education is currently inseparable from technological developments. The integration of technology into the education field provides renewal in various aspects. One of them is the use of technology in the learning process. The problems found in the Indonesian History subject were the low interest and low learning outcomes of the students. This is due to the great influence of smartphone development. One way to increase the students' understanding and interest in learning history is through an electronic form of LKPD (E-LKPD) displayed via the web. This research aims to analyze the process, validity, practicality and effectiveness of the web-based E-LKPD development for Indonesian History subject for Grade XI Senior High School. This study used the development and research (R&D) method with the ADDIE model. The data analysis technique in this research used a Likert scale 4 questionnaire to determine the validity and practicality of web-based E-LKPD product. For the product effectiveness, a pre-test and post-test were carried out to see the achievement of student learning outcomes. The validity test of the E-LKPD involved material, media and language experts. The practicality test involved two educators of Indonesian history and 71 students from class XI at Senior High School. The results of the validity test from material experts were 3.9, from media experts were 3.8 and from linguists were 3.8 in the very valid category. The results of the practicality test by educators were 3.8 and from students were 3.7 in the very practical category. The gain score results of the effectiveness test through the pre-test and post-test of XI MIPA 7 were 0.9 and XI MIPA 8 were 0.8 in the very high category.
Pengembangan Multimedia Interaktif Menggunakan Adobe Flash Cs 6 Pada Mata Pelajaran Bahasa Indonesia KelaS X SMA Hanifatul Jannah; Zelhendri Zen
Jurnal Family Education Vol. 3 No. 2 (2023): Jurnal Family Education
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jfe.v3i2.94

Abstract

ABSTRAK Penelitian ini dilakukan untuk menghasilkan produk multimedia interaktif menggunakan Adobe Flash CS 6 pada mata pelajaran Bahasa Indonesia kelas X SMA yang valid dan praktis. Jenis penelitian ini adalah penelitian pengembangan yang dikenal dengan istilah Research and Development (R&D), menggunakan model pengembangan Borg and Gall yang telah disederhanakan oleh Tim Puslitjaknov. Adapun prosedur pengembangan pada penelitian ini terdiri dari 5 tahap yaitu: (1) Analisis Produk yang akan dikembangkan, (2) pengembangan produk awal, (3) validasi ahli dan revisi, (4) Uji coba lapangan skala kecil dan revisi Produk, (5) Uji coba lapangan skala besar dan Produk akhir. Uji validitas produk dilakukan oleh 3 validator yaitu 1 orang validator ahli materi di SMA N 2 Rambatan dan 2 orang validator ahli media dosen departemen KTP FIP UNP. Uji coba produk dilakukan kepada 20 orang siswa kelas X di SMA N 2 Rambatan dengan tujuan untuk mengetahui kepraktisan produk yang dikembangkan. Pengembangan multimedia interaktif yang hasil penilaiannya dari 1 orang validator materi dan 2 orang validator media, masing-masing sudah dikategorikan “Valid”, yang mana mendapatkan nilai 4,85 untuk materi, dan 4,86 untuk media, namun terdapat beberapa revisi pada materi serta media. Hasil analisis uji coba kepraktisan memperoleh nilai rata-rata 4,65 sehingga produk media pembelajaran berada pada kategori “Praktis”.Berdasarkan hasil uji validitas, dan praktikalitas, dapat disimpulkan bahwa multimedia Interaktif yang di hasilkan ini layak sehingga dapat digunakan pada mata pelajaran Bahasa Indonesia Kelas X SMA.
Perbandingan Efektivitas Model STAD, TGT, DAN TTW Terhadap Hasil Belajar IPA Siswa Zelhendri Zen; Reflianto Reflianto; Syamsuar Syamsuar; Farida Ariani
Pedagogi: Jurnal Ilmu Pendidikan Vol 23 No 1 (2023): Pedagogi: Jurnal Ilmu Pendidikan
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pedagogi.v23i1.1543

Abstract

In recent years, interest in exploring the effectiveness of different cooperative learning models in promoting science learning outcomes for high school students has been increasing. The three most studied models are STAD (Student Teams Achievement Divisions), TGT (Teams-Games-Tournaments), and TTW (Think-Talk-Write). The purpose of this study was to compare the effectiveness of the STAD, TGT, and TTW models on science learning outcomes of class VII students in junior high school. The research method was an experimental study with a comparative design. The results showed a significant difference in science learning outcomes among students taught using the three cooperative learning models. The TGT and TTW models did not show a significant difference in learning outcomes, although the TGT model showed better learning outcomes than the STAD and TTW models. This study also highlights the importance of considering specific learning objectives and student characteristics when selecting and adapting cooperative learning models. While the TTW and TGT models can be effective alternatives to the STAD model in improving science learning outcomes for junior high school students, further research is needed to explore the long-term effectiveness and generalizability of these models in different contexts
Keefektifan Penggunaan Multimedia Interaktif untuk Meningkatkan Hasil Belajar di Sekolah Dasar Salwa Annisa Hasri; Yanti Fitria; Zelhendri Zen; Yeni Erita
Innovative: Journal Of Social Science Research Vol. 3 No. 2 (2023): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v3i2.823

Abstract

Penelitian ini dilatarbelakangi rendahnya hasil belajar peserta didik dalam proses pembelajaran. Hal ini dikarenakan guru belum memanfaatkan media yang sesuai dengan kebutuhan peserta didik, terutama media pembelajaran berbasis IT, sedangkan di SDN 10 Sasak Ranah Pasisie tersedia listrik yang memadai, laptop dan LCD yang bisa digunakan oleh guru sebagai media dalam proses pembelajaran. Penelitian ini bertujuan untuk mengembangkan multimedia pembelajaran interaktif berbasis yang efektif untuk meningkatkan hasil belajar peserta didik. Jenis penelitian yang digunakan adalah Research and Development (penelitian dan pengembangan). Penelitian ini menggunakan model pengembangan Model pengembangan yang digunakan adalah 4D (define, design, develop, dan disseminate. Data yang diperoleh dianalisis dengan deskriptif persentase dan data kualitatif. Pengumpulan data dalam penelitian menggunakan soal pretest posttest untuk mengetahui pencapaian hasil belajar peserta didik. Berdasarkan uji coba diketahui bahwa multimedia pembelajaran dapat memberikan kemudahan bagi peserta didik. Hal itu dapat dilihat dari perbandingan pre test dan post test peserta didik dimana pretest dengan rata-rata 77 dan setelah post test 93 . Dengan demikian, dapat disimpulkan bahwa multimedia pembelajaran interaktif di sekolah dasar dinyatakan efektif
Development of E-Module Based on Problem Based Learning Assisted with Scratch Applications to Improve Students Computational Thinking Skills Fitri Handayani; Yanti Fitria; Syafri Ahmad; Zelhendri Zen
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 9, No 2 (2023): June
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v9i2.7790

Abstract

This study aims to develop a valid, practical, and effective problem-based learning e-module to improve the computational thinking skills of fifth-grade elementary school students. The research method used was Research and Development, using the ADDIE development model. The research instruments used were validation questionnaires, practicality questionnaires for students and teachers, and pretest and posttest question sheets to measure students' abilities. While the data analysis technique to test the validity and practicality using a Likert scale, while the product effectiveness test was carried out using the Pretest-Posttest Control Group Design and analyzed using SPSS. The results of the research showed that the validity results based on lesson plans obtained a value of 94.44% (very valid), material expert validators 90.48% (very valid), linguists 92.86% (very valid), and media experts 89.6% (very valid). The practical results can be seen from the student response of 90.42% or very practical, and the teacher's response of 93,52 % or very practical. At the same time, the effectiveness test from the results of the pretest and posttest obtained that count> table, namely 15,499 > 1,711 and Sig (2-tailed) 0,000 <0.05, so it can be concluded that there is an average difference in students' computational thinking abilities from the results of the pretest to the results of the posttest in the experimental class. Furthermore, the effectiveness test based on N-gain was obtained at 60.6203 or 60.6%, including the quite effective category. So, the development of PBL-based e-modules assisted by scratch applications to improve the computational thinking skills of Grade V elementary school students is declared valid, practical, and effective.
Academic and Social Engagement: The Effect of Flipped Classroom on Physical Fitness by Using Teaching Game for Understanding Strategy Syamsuar Syamsuar; Zelhendri Zen; Reflianto Reflianto
Indonesian Journal of Instructional Media and Model Vol 5, No 1 (2023)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v5i1.4110

Abstract

The research aimed to analyze the implementation of flipped classrooms with the Teaching Game of Understanding Strategy in Sports Teaching to strengthen students’ Academic and social engagement in improving Physical Fitness in playing volleyball. This study used experimental-quantitative research with survey methods. The sample of this study is fifth-grade students of Fifth-grade of Elementary School of Sungai Sariak 11 Padang Pariaman as many as 40 people. Students’ academic and social engagement data were collected by using questionnaires with a 5-point Likert scale and physical fitness data were collected by using Indonesian Physical Fitness Test. The data analysis used multiple linear regression tests. Research findings reported that the implementation of the Teaching Game of Understanding to strengthen students’ Academic and social engagement in improving students’ Physical Fitness in playing volleyball in the line of socialization; personality and self-control have significant relation with students’ physical fitness and Academic engagement also showed significant relation with students’ physical fitness covered to PUC, TIR, EVN and LMR group. Sports teachers can utilize the Teaching Game of Understanding model to volleyball learners improve their physical fitness.
Development of STEM-Oriented E-Modules to Improve Science Literacy Ability of Elementary School Students Rizka Oktarina; Yanti Fitria; Syafri Ahmad; Zelhendri Zen
Jurnal Penelitian Pendidikan IPA Vol 9 No 7 (2023): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i7.4503

Abstract

The goal of this project is to create an electronic module, or E-Module, for third grade elementary school kids that is designed using the Book Creator application and integrated with a STEM learning strategy. Development research, also referred to as Research and Development (R&D) employing the ADDIE paradigm, is this kind of study. The subjects of this study are instrument validators, expert validators (material experts, linguists and media experts) and students in class III SDN 07 Kampung Jawa II, students in class III SDN 04 Rawang and students in class III SDN 17 Kampung Baru. The research instrument consisted of validation sheets, questionnaires and test instruments. The data analysis technique used is validity analysis and practicality analysis. The results of the validity by media experts are 91, 68% with very valid qualifications. The results of the validity of the linguists are equal to 88.95% with valid qualifications. The results of the validity of the media experts are equal to 90.41% with very valid qualifications. The percentage of the teacher's score for product feasibility is 92.06%, which is included in the very practical category. The practicality test percentage of students is 90.31%, which is included in the very practical category. Thus, this research succeeded in producing a STEM-based E-module to improve the scientific literacy skills of elementary school students.
The effect of flipped digital classroom method using moodle and student engagement on reading comprehension Zelhendri Zen; Reflianto Reflianto; Farida Ariani; Abna Hidayati
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol 9, No 1 (2023): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020232668

Abstract

English is a very urgent subject in academic life. In order to improve reading comprehension skills, teachers need to use online learning during the COVID-19 pandemic. This method is to provide space for students to study independently online. This study aimed to analyze the effect of the flipped digital classroom method using Moodle e-learning material and students’ engagement on students’ reading comprehension skills. This research used a quantitative approach with a quasi-experimental design. The instruments used in this research were observation sheets, questionnaires, and reading comprehension tests. The data analysis used Two Way ANOVA.  The results showed that the flipped digital classroom method using Moodle and student engagement affect reading comprehension skills. English lecturers should apply this method by building a pleasant online learning atmosphere so that student engagement and reading comprehension skills increase.
Teaching game for understanding model: increasing motivation and students’ physical fitness Syamsuar Syamsuar; Zelhendri Zen
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol 7, No 1 (2021): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/02021951

Abstract

This study aims to describe the effect of Teaching Game for Understanding (TGfU) in increasing the students’ motivation and physical fitness. TGfU is a training concept of sport based on game. It is not only have meaning as strengthening educational praxis in fields of sport-game separately, but rather to develop an educational approach to the problems solving in tactical strategy in a competition of the sport-game, and also about attitude, motivation, responsibility for the task, collaboration, etc. Method of this study uses a qualitative approach with classroom action research. The results of the study reported that method of TGfU can increase students’ motivation and physical fitness especially in the second cycle of teaching and learning in the field. For sport teacher is advised to use this model in order to improve students’ participation, motivation, tactical cognitive and strategy and sport achievement of their physical fitness, especially for the subject matter of sport required the game approach.
Co-Authors Abna Hidayati Afnita, Nora Afri Dewita Ahmad Johari Bin Sihes Aisy, Fira Rahadhatul Alkadri Masnur Alora, Jean Vicky Amalini Lutfia Ozila Amilia, Winanda Amini, Marina Anggraeni, Aisyah Anggreini Anugrah, Septriyan Ardipal Ardipal Armadhani, Dhea Askia, Fazhira Asshiddiq, Affan Azkia, Anami Azkal Benzito, Vico Bima Prakarsa Arzfi Daharnis Darmansya Darmansyah DARMANSYAH . Dedi Supendra Desky, Abdul Habib Arrasyidi Desyandri Desyandri Deviana, Betty Donny, Zet Ekanala, Roy Elbi Rosyid, Farhan Eldarni Elfia Sukma, Elfia Elia, Rena Ensuriati, Ensuriati Fadhilah Fadhli Fadhli Fahriza, Halfiz Farida Ariani Farida Ariani Fetri Yeni Fetri Yeni J Fitri Handayani Fitria, Yanti Fitria, Yanti Hamimah, Hamimah Hanifatul Jannah Hardika, Jodi Hashifah, Shafarina Helmi, Salma Arisa hendri, nofri Hendrizal Hendrizal Henita, Nofia Ibrahim, Sarah Imelda Adima Putri Indrati Kusumaningrum, Indrati Isnaini, Siti Nur Jasrial Jasrial, Jasrial Johari bin Sihes Karnilawati Kenedi, Ary Kiswanto Kurnia, Reni Kurniawan, Feby Mailanda, Aqsa Malna, Annisya Ammelda Mardiansyah Mardiansyah Mardin, Asna Marta, Armen Masniladevi, Masniladevi Meldi Ade Kurnia yusri Milda Ayu Mirshad, Emilham Mutiara Felicita Amsal Neviyarni Neviyarni S Neviyarni, Neviyarni Nofri Hendri Nofriza, Yulia Novita Sari Novrianti Novrianti Novrianti Novrianti Nuari, Harfajri Nurjasriati Oktariza, Nabilla Pertiwi, Ragil Elva Pitri, Mellia Laura Pratiwi, Maharini Rizky Putra, Pelka Andesa PUTRI WAHYUNI Putri, Lini Oxtoria Rahmayanti, Elsa Rahmi Pratiwi, Rahmi Rahmi, Latifa Rahmi, Ulfia Ramadhan, Haekal Ramalis Hakim Rayendra Rayendra, Rayendra Reflianto, Reflianto Ridhoni, Rahmi Ridwan Ridwan, Ridwan Riska Yulia Sari Rizka Oktarina RR. Ella Evrita Hestiandari Rusni, Irza Safitri, Novia Irna Salwa Annisa Hasri Sari, Nora Maita Shafarina Hashifah Sherlyane Hendri Solfema Sonia Putri, Dwi Sri Mulyani Suci Rahmawati, Suci Syafri Ahmad Syafri Ahmad, Syafri Syafril Syafril Syafril Syafrudin Syamsuar Abbas Syamsuar Syamsuar, Syamsuar tanjung, Yudi aksan Tiarani, Siti Dhinda Trinindi Eriswan Fitri Ulfa Valensi, Bunga Wahyuni, Sisri Wandi, Joni Indra Wilda Hariani Putri Yalvema Miaz Yanti Fitria Yeni Erita Yeni Erita Yeni, Fetri yohanda, niki putri Yosalia Noveda Zaimar . Zainil, Melva Zuliarni Zuliarni Zuwirna Zuwirna, Zuwirna