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Identifikasi Tingkat Self-Efficacy dalam Literasi Digital pada Generasi Z pada Mahasiswa Perguruan Tinggi Rayendra, Rayendra; Anugrah, Septriyan; Hendri, Nofri; Austin, Diah Anggraini; Hardika, Jodi
Pedagogi: Jurnal Ilmu Pendidikan Vol 25 No 1 (2025): 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.v25i1.2401

Abstract

Current students need to be aware that self-efficacy in digital literacy is essential to ensure openness to technology and to possess the competence to manage available information. Digital literacy is related to the skills required to live, learn, and work in a digital society. Students who have self-efficacy in digital literacy skills will be able to strategically use technology to find and evaluate information, connect and collaborate with others, produce and share content, and use the internet and technology to achieve various personal, academic, and professional goals. This research is conducted in the form of a quantitative approach using Two-way ANOVA data analysis. The aim of this research is to describe self-efficacy in digital literacy skills among Generation Z students and the use of information and communication technology in learning.
Development of Interactive Learning Media Mobile Learning In Science for Class VIII Junior High School Hardika, Jodi; Ridwan, Ridwan; Bentri, Alwen; Hakim, Ramalis; Rayendra, Rayendra; Yeni J, Fetri
Jurnal Penelitian Pendidikan IPA Vol 10 No 11 (2024): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i11.8630

Abstract

This research focuses on the development of interactive mobile learning media for science subjects in eighth-grade junior high school. The identified problems are the lack of student engagement and the limitations of easily damaged learning media. Additionally, educators face difficulties in using technology in the teaching and learning process. This study uses the research and development (R&D) method with a 4-D model. The product's validity was assessed by six experts—two media experts, two language experts, and two subject matter experts—who rated it as "Highly Valid" with an average percentage of 92%, 89%, and 97%, respectively. The practicality test showed that the media is very practical, with an average percentage of 87% from teachers and 96.7% from students. The effectiveness of the media was measured by the gain score, which showed a value of 0.62, categorized as "Moderate," and the average student learning outcome after using the media was 81.4, categorized as "Very Good." Based on these results, the interactive mobile learning media for science subjects in eighth-grade junior high school has been proven to be valid, practical, and effective in improving student learning outcomes
Development of Virtual Laboratory in Physics Subject for Senior High School Phase-F Pratiwi, Maharini Rizky; Hakim, Ramalis; Zen, Zelhendri; Rayendra; Yeni J, Fetri; Hardika, Jodi
Jurnal Penelitian Pendidikan IPA Vol 10 No 12 (2024): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i12.9406

Abstract

This study aims to develop a valid, practical, and effective virtual laboratory as a solution to overcome limitations in physics education, with the expectation of improving both teaching quality and students' understanding of physics concepts. The research follows a Research and Development (R&D) approach using the 4-D model, which includes four stages: define, design, develop, and disseminate. The subjects of this study were 28 Phase-F students at SMA Negeri 11 Padang. The results include a virtual laboratory for Phase-F high school physics, validated with high scores: 89% for content validity, 97% for media validity, and 92% for language validity, all categorized as highly feasible. The trial for practicality among students scored 80.39%, categorized as practical, while the teacher trial scored 97%, categorized as highly practical. The effectiveness test showed significant improvement in student performance, with the average score increasing from 38.39 to 79.64. The N-gain score was 0.67, indicating moderate improvement. Based on the development and trials, it can be concluded that the virtual laboratory product for Phase-F high school physics is valid, practical, and effective for use in learning activities.