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BIMBINGAN BELAJAR (BIMBEL) MATEMATIKA DI DESA SINAR GADING Ananda Tri Astuti Riatma; Muhammad Jainuri; Ade Susanti
AbdiMasya | Hira Institute Vol. 1 No. 2 (2023): Desember 2023
Publisher : Hira Institute

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Community Empowerment Learning Activities (PPM) in 2023 aims to create an innovative and dignified village. In this activity the author chose the Mathematics Tutoring Activity Program (BIMBEL) in Sinar Gading Village. This tutoring aims to overcome learning problems at home, to increase interest, talent and motivation of elementary and MI students in Sinar Gading Village. The target audience for this tutoring is students at SD N 242 Sinar Gading and MI Darussalam. This tutoring will be held at Post 7 PPM Sinar Gading Village in 2023 for 3 weeks. The learning model used is a direct or face-to-face learning model, using lecture and discussion methods. The results obtained during this tutoring activity are that there are still many students who have a high interest in learning
ANALISIS STATISTIKA FREKUENSI SURAT MASUK DAN KELUAR KANTOR KECAMATAN TABIR LINTAS MERANGIN Dini Sukma Lestari; Sugeng Riyadi; Awatif; Hasmawati; Muhammad Jainuri
AbdiMasya | Hira Institute Vol. 4 No. 1 (2026): Juli 2026
Publisher : Hira Institute

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This study sims to statistically analyze the frequency of incoming and outgoing mail at the Office of Tabir Lintas Merangin Sub-district from June to August 2025. Using a quantitative descriptive method, primary data were collected from the official mail logbook and analyzed using descriptive statistics. The results show a consistent declining trend in both incoming (16,14,12) and outgoing (35,32,25) mail frequencies over the three-month period. The study finds that volume of outgoing mail is consistenly higher than incoming, indicating a high level of administrative productivity. Based on these findings, this study recomemends the implementation of a digital mail management system to improve efficiency and facilitate future data-driven decision-making.
PENGEMBANGAN E-MODUL BERBASIS PBL BERBANTUAN HEYZINE FLIPBOOKS SISWA KELAS VIII SMPN 14 MERANGIN Prastia Wati; Muhammad Jainuri; Yohanes
Hiradika | Hira Institute Vol. 2 No. 2 (2025): Oktober 2025
Publisher : Hira Institute

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The dearth of technology-based instructional materials that instructors employ to facilitate learning is the driving force for this study. The creation of reliable, useful, and efficient goods is the goal of this study. This type of research uses research and development (R&D) methods. PBL is the learning model that is employed. Analysis, design (planning), development, implementation, and evaluation are the five phases of the ADDIE development paradigm that are applied. The validation results for the very valid category showed that linguists received an average of 5.00, media experts received an average of 4.96, material experts received an average of 4.57, and practitioners received an average of 4.76. really legitimate category. The overall validation findings of the E-Module for Problem Based Learning (PBL) yielded a mean of 4.81 with a very valid category utilizing the Heyzine flipbook. In the practical area, 79.07% of the completed practicality questionnaire was collected. In the effective category, the percentage of student learning activities gained was 77.04, and the percentage of effectiveness of learning outcomes obtained was 84.61%. The E-Module based on Problem Based Learning (PBL) with the assistance of Heyzine flipbooks is valid, practical, and effective, and it may be employed in the mathematics learning process, according to the research and development findings
HUBUNGAN PERHATIAN ORANG TUA PADA PEKERJAAN RUMAH (PR) TERHADAP HASIL BELAJAR MATEMATIKA Warseno; Muhammad Jainuri; Awatif
Hiradika | Hira Institute Vol. 3 No. 1 (2026): April 2026
Publisher : Hira Institute

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This research is motivated by the low mathematical understanding of grade X students of SMA Negeri 3 Merangin in the 2024/2025 academic year, the lack of parental guidance when doing homework, and low student compliance. The aim is to assess the relationship between parental attention to homework and mathematics learning outcomes. The study used a quantitative approach with a correlational method. From a population of 192 students, a sample of 66 students was taken using the Slovin formula and simple random sampling using a randomizer application. Data were obtained through a questionnaire for parental attention and daily test scores for learning outcomes. Normality and linearity tests showed normal and linear data. Analysis used Pearson product moment correlation, t-test, and coefficient of determination. The results showed a significant relationship between parental attention and mathematics achievement (r count 0.2351 > r table 0.2042; t count 1.9350 > t table 1.6690). Parental attention contributed 5.53% to student achievement, while 94.47% was influenced by other factors. These findings emphasize the importance of family support for learning success, and can be a consideration for parents, teachers, and schools to improve the quality of learning and student achievement.
PENGEMBANGAN GAME PEMBELAJARAN MATEMATIKA BERBASIS ANDROID MENGGUNAKAN APLIKASI QUIZIZZ UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS VIII SMPN 13 MERANGIN Ana Mulisoh; Muhammad Jainuri; Hidayati Rais
Hiradika | Hira Institute Vol. 3 No. 1 (2026): April 2026
Publisher : Hira Institute

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Less active learning activities, low learning motivation, and the learning outcomes in mathematics of the students at SMP N 13 Merangin are the driving forces behind this study. The goal of this project is to use the Quizizz app to create an Android-based learning game with useful, practical, and efficient features. This study employs the ADDIE development model in conjunction with the Research and Development (R&D) method. Five validators—material experts, linguists, media experts, and practitioners—performed the validity test. The Android-based math learning game's validation results show a very valid category with an average overall validation score of 4.69. Practicality is assessed by a practicality questionnaire, an average score of 4.38% with a practical category, the results of the interview also show the practical category. Product effectiveness is obtained from learning activities with a percentage of 75.44% with an effective category, learning outcomes are obtained on average with a percentage of 83.00% with an effective category, and learning motivation is obtained with a percentage of 81.25% indicating an effective category. This demonstrates that this media is engaging, easy to use, and helps students learn more actively, improving learning outcomes and increasing motivation. Based on the research above, it can be concluded that the Android-based learning game developed using the Quizizz application is highly valid, practical, and effective. Furthermore, this learning game can be an alternative digital-based teaching material for educators in mathematics learning.