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SMART: PENINGKATAN MINAT BELAJAR SISWA MELALUI MEDIA PEMBELAJARAN BERBASIS WEB GOOGLE SITES Hendri Saputra Iskandar; Nurmayanti; Syamsunir
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32829

Abstract

Permasalahan utama dalam proses pembelajaran khususnya pada mata pelajaran Bahasa Indonesia kelas VIII MTs Negeri 2 Sidrap adalah kurangnya media pembelajaran yang menarik sehingga menurunkan minat belajar siswa. Penelitian ini bertujuan untuk mengembangan media pembelajaran SMART berbasis google site menggunakan metode Research and Developmet (R&D) dengan model ADDIE yang meliputi lima tahap: (1) Analysis, yaitu analisis kebutuhan, kurikulum, dan peserta didik, (2) Design, yaitu perancangan flowchart storyboard, (3) Development, yaitu pembuatan produk, validasi, dan revisi, (4) Implementation, yaitu uji coba produk, (5) Evaluation, yaitu evaluasi formatif dan sumatif. Validitas produk diuji melalui angket yang diberikan kepada ahli media, ahli materi, guru, dan siswa. Hasil validasi media memperoleh skor 82% (sangat valid), validasi materi 97% (sangat valid), respon guru terhadap media sebesar 98% (sangat praktis), dan respon siswa sebesar 86,93% (sangat praktis). Selain itu, angket minat belajar siswa menunjukkan skor rata-rata 89,16% yang termasuk kategori sangat baik. Untuk mengetahui keefektifan media, dilakukan tes pada 33 siswa kelas VIII D MTs Negeri 2 Sidrap sebagai kelas uji coba dengan hasil rata-rata 96%, dan tingkat ketuntasan mencapai 100%, menunjukkan media pembelajaran SMART sangat efektif digunakan dalam pembelajaran. Dengan demikian, media SMART terbukti layak dan efektif dalam meningkatkan minat belajar siswa. Kata Kunci: Media pembelajaran, Google Sites, SMART, Model ADDIE.
EFEKTIVITAS EDU GAME BERBASIS GIMKIT UNTUK MENINGKATKAN HASIL BELAJAR IPA KELAS VIII SMP NEGERI 1 BARANTI Syafiqah; Syamsunir; Takdir, Muhammad
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46102

Abstract

Effectiveness of Gimkit-Based Edu Games to Improve Science Learning Outcomes for Class VIII SMP Negeri 1 Baranti". Supervised by Muhammad Takdir and Syamsunir. This research aims to determine the effectiveness of using Gimkit-based edu game learning media in improving science learning outcomes for class VIII students at SMP Negeri 1 Baranti. The research method used is quantitative with a deductive approach. This type of research is quasi experimental with a one group pretest posttest design. This research did not use a control group, but compared student learning outcomes before and after using Gimkit media. Data was collected through pretest and posttest. Data analysis uses descriptive statistics and significance tests. The research results showed that there was a significant increase in student learning scores using Gimkit, from an average pretest score of 41.83 increasing to 80.11 in the posttest, with a significance value of 0.000 < 0.05. Thus, it can be concluded that the use of Gimkit-based edu games is effective in improving students' science learning outcomes.
PENGEMBANGAN VIDEO ANIMASI BERBASIS WEB PADA MATA PELAJARAN BAHASA INDONESIA KELAS XI UPT SMA NEGERI 10 SIDENRENG RAPPANG Asikin Natasya, Nurul; Nurmayanti; Syamsunir
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.34112

Abstract

This study aims to develop web-based animated videos using the Animaker platform as a learning medium for the Indonesian Language subject for grade XI at the UPT of SMA Negeri 10 Sidenreng Rappang. The approach used is Research and Development (R&D) with the 4D development model (Define, Design, Develop, Disseminate). These stages include needs analysis, storyboard and flowchart design, video production, and validation by material and media experts. The trial was conducted in three stages, namely individual trials, small group trials, and field trials on students. The results of the study showed that the developed animated video media was declared valid by material and media experts, practical for use by teachers and students, and effective in improving student learning outcomes. This video is designed to be flexibly accessible through digital devices such as smartphones and laptops. By using Animaker-based animated video media, learning becomes more interesting, interactive, and able to increase students' motivation and understanding of Indonesian Language material.