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Digital Technology Development in the Form of YouTube Videos as Science Learning Media in Ecosystem Material on Learning Motivation Nuriyah, Zidah Chotamy; Anggraini, Atika; Yusal, Yulianti; Sa'id, Ibrahim Bin; Maiyanti, Aziza Anggi; Wulandari, Ratna Wahyu
Indonesian Journal of Multidisciplinary Educational Research Vol. 1 No. 1: April 2023
Publisher : LP2M Institut Agama Islam Negeri (IAIN) Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/ijomer.v1i1.900

Abstract

The development of digital technology is the result of engineering human reason, mind, and intelligence, which describes the progress of science and provides benefits in various aspects of human life. The research methods used were the ADDIE model. The ADDIE model is a methodically constructed learning design with certain stages in an effort to overcome learning problems and create reliable results. The results obtained were in the form of validity test results from several media, IT, material, and individual experts. The validity test results stated that animation-based YouTube video media was worth using. This YouTube video media could be used as a learning medium for grade VII students, creating a conducive learning atmosphere and motivate student learning.
The Effectiveness of Multimedia Learning of Science Adventure Game “The Adventure of Flora” as Practice Question for Junior High School Students Laili, Ummiy Fauziyah; Nuriyah, Zidah Chotamy; Syamsudin, Ahmad
Unnes Science Education Journal Vol. 13 No. 3 (2024): December 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v13i3.7528

Abstract

Learning media is a benchmark for teachers' success in delivering material and managing the class. This research aims to develop a valid, practical and effective learning media “The Adventure of Flora”. This media is a practice question in the form of a website-based learning game  with plant classification material. The type of research used is R&D with a 4D model consisting of definition, design, development, and dissemination. The subjects of this study are 28 students of class VII-A MTsN 1 Kediri City. The research data was analyzed using a likert scale to measure the level of validity and an independent sample t-test to measure the level of effectiveness of a media. The average percentage obtained from the validity test was 91.5% with the category of suitable for use, from the practicality test it got 96% with the category of very practical and from the independent sample t-test it got a score of sig.(2-tailed) 0.000 which means H0 is rejected and Ha is accepted. It can be concluded that a website-based educational game has been produced  that is valid, practical, and has a significant impact when used. Thus, this product can be disseminated to all junior high school students.
TRANSFORMASI PEMBELAJARAN SAINS MELALUI GAME EDUKATIF “MAGNETIC CHALLENGE” DENGAN CONSTRUCT 2 Putri, Nabila Amelia Kurnia; Nuriyah, Zidah Chotamy; Moryati, Yulisna; Nadzifah Salsabila; Aura Maharani Cahya Krisanti; Laili, Ummiy Fauziyah; Dewi, Ardiana Fatma
JEAS (Journal of Educational and Applied Science) Vol. 3 No. 1 (2025): September 2025
Publisher : Tadris IPA Universitas KH. Mukhtar Syafaat Blokagung Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30739/jeas.v3i1.4205

Abstract

This research develops the educational game Magnetic Challenge based on Construct 2 as a medium for learning magnetism. Using a qualitative descriptive method, the research focuses on needs analysis, media usage, and user feedback. The results show that this game is effective in helping visualize abstract concepts, increasing learning motivation, and deepening student understanding, although there are constraints regarding accessibility, audio, and flexibility of learning styles. Overall, this media is worth using as an innovative and enjoyable alternative for science learning for junior high school students.
JETSU (Explore The Solar System): Student Education Application for Science Science Material for Junior High School Grade 7 Nuriyah, Zidah Chotamy; Ramadhan, Ahmad Havi; Sholihah, Mufidatus
Proceeding International Conference on Education Volume 01, Agustus Tahun 2023: International Conference on Education
Publisher : Faculty of Tarbiyah, Institut Agama Islam Negeri (IAIN) Kediri, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Interactive learning media that integrate aspects can make visual learning clearer. The result of this study is a set of learning programs that can be used as teaching tools. This research uses a type of R&D (Research and Development) research using the ADDIE model. In the development stage, researchers prepare sheets for validation to experts and tested to grade VII students. This research produced the following findings: (1) Development of android-based physics learning media on solar system materials; (2) With an average percentage of 88.33%, material experts, media experts, and material experts can evaluate the feasibility of learning media based on the results of argumentation and testing questionnaires, and can conclude that the media is in accordance with the criteria for use of "Eligible". And tests were conducted on seventh-graders who were in areas near the researcher's home, and were assessed by an average percentage.
Digital Technology Development in the Form of YouTube Videos as Science Learning Media in Ecosystem Material on Learning Motivation Nuriyah, Zidah Chotamy; Anggraini, Atika; Yusal, Yulianti; Sa'id, Ibrahim Bin; Maiyanti, Aziza Anggi; Wulandari, Ratna Wahyu
Indonesian Journal of Multidisciplinary Educational Research Vol. 1 No. 1: April 2023
Publisher : LP2M Institut Agama Islam Negeri (IAIN) Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/ijomer.v1i1.900

Abstract

The development of digital technology is the result of engineering human reason, mind, and intelligence, which describes the progress of science and provides benefits in various aspects of human life. The research methods used were the ADDIE model. The ADDIE model is a methodically constructed learning design with certain stages in an effort to overcome learning problems and create reliable results. The results obtained were in the form of validity test results from several media, IT, material, and individual experts. The validity test results stated that animation-based YouTube video media was worth using. This YouTube video media could be used as a learning medium for grade VII students, creating a conducive learning atmosphere and motivate student learning.