Syafii, Mhd.
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Development of Jeungki Media as An Educational Tool For Aud Student Games Based on Aceh Culture to Increase Student APT Raihan, Alifa; Sari, Siti Mayang; Syarfuni, Syarfuni; Syafii, Mhd.; Shima, Nurzatul
Jurnal Pendidikan Humaniora Vol 13, No 1: MARCH 2025
Publisher : Pascasarjana UM

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This research aims to develop jeungki media as a game educational tool for AUD students to increase student APT at SPS TGK DIKUTA. The development method used is Research and Development (R&D), namely using the ADDIE model to produce certain products and test the effectiveness of these products. This research involved 15 SPS TGK DIKUTA students. The research instruments used were validation questionnaires and observation sheets. Analysis techniques are used to determine the suitability of the jeungki media being assessed. The results of the research show that the jeungki media as a game educational tool for AUD students developed has a level of validity, namely. Based on the overall assessment of the design experts, they got a score of 94.75%, material experts 93% and language experts 86.3%, then the jeungki media is very suitable for use. in the early childhood learning process. Next there is the implementation stage, where the jeungki game media gets a score calculated from the teacher's response of 100%, and can be categorized as jeungki media as a practical and easy to use medium in the learning process.
Development of HOTS-Based Independent Curriculum Science Module in Class VI SDN 17 Banda Aceh Lindayani, Lindayani; Kasmini, Lili; Syarfuni, Syarfuni; Putra, Mulia; Syafii, Mhd.; Zubairi, Muhammad Zulhairi Bin
Jurnal Pendidikan Humaniora Vol 13, No 1: MARCH 2025
Publisher : Pascasarjana UM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um011v13i012025p01-08

Abstract

This research aims to develop a HOTS-based Merdeka Curriculum science module for class VI SDN 17 Banda Aceh in accordance with the Merdeka Curriculum. The development method used is Research and Development (R&D), namely using the ADDIE model to produce certain products and testing the effectiveness of these products. This research involved 25 class VI students at SDN 17 Banda Aceh and one teacher as respondents. The research instruments used were validation questionnaires and observation sheets. Analysis techniques are used to determine the feasibility of the science module that has been assessed. The results of the research show that the HOTS-based science module developed has a level of validity, namely the first validator for the language aspect is 82%, the design aspect is 82%, and the material aspect is 80%, while the second validator is the language aspect 86%, the design aspect is 89%, and the material aspect is 89%. The evaluation question test validated its effectiveness with scores of 94% and 86%. The implication of this research is that the module developed can be used as an effective learning resource to improve students' high-level thinking abilities in science learning at SDN 17 Banda Aceh. Apart from that, this research also contributes to the development of a curriculum that is relevant to the needs of the times and current global challenges.
Development of Video-Based Teaching Modules to Improve Science Learning Outcomes of Class V Students of SD Negeri 2 Peudawa East Aceh Safhunna, Mutia; Sari, Siti Mayang; Rahmattullah, Rahmattullah; Syafii, Mhd.
Jurnal Pendidikan Humaniora Vol 12, No 4: DECEMBER 2024
Publisher : Pascasarjana UM

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This research aims to develop a video-based teaching module to improve science and science learning outcomes for class V students. The development method used is Research and Development (R&D), namely using the ADDIE model to produce certain products and test the effectiveness of these products. This research involved 30 fifth grade students at SDN 2 Peudawa, East Aceh Regency and one teacher as respondents. The research instruments used were validation questionnaires and observation sheets. Analysis techniques are used to determine the feasibility of the video-based teaching modules that have been assessed. The results of the research show that the video-based teaching module developed has a level of validity, namely that it can be seen that the N-Gain Score means a mean value of 0.8685, this value is greater than 0.3 (0.89>0.3), so the category obtained is high / high effectiveness. N-Grain Percent mean value is 89.8035, this value is greater than 86% (89%>86%), so it is interpreted as effective. So it can be concluded that the teaching module developed is effective in improving students' science learning outcomes. The implication of this research is that the module developed can be used as an effective learning resource to improve student learning outcomes in science and science learning at SDN 2 Peudawa, East Aceh Regency. Apart from that, this research also contributes to the development of video-based teaching modules that meet the needs of today's times and global challenges.
Development of Teaching Materials for the Concept of Pancasila and Citizenship Education Based on Higher Order Thinking Skills Herawati, Herawati; Akmaluddin, Akmaluddin; Syarfuni, Syarfuni; Syafii, Mhd.; Sari, Siti Mayang; Norhazaruddin, Nurul Fatehah Binti
Jurnal Pendidikan Humaniora Vol 13, No 1: MARCH 2025
Publisher : Pascasarjana UM

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This study aims to develop teaching materials for the concept of Pancasila and Citizenship Education based on Higher Order Thinking Skills to improve the learning outcomes of fifth grade students. This study is a development research with a descriptive quantitative research method through the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). Based on the results of the analysis, data was obtained that the average student score before the action with a total percentage of completion scores of 70% with a minimum completion score of 75 was categorized as not having increased with the average percentage of the value obtained. Through the development of HOTS-based PPKN textbooks with an average validity value of 98%, it was declared very feasible to implement. Based on the results of the teacher's response, the score was 90% with a very feasible category, and the student's response was 93% stated as very feasible. After carrying out HOTS-based research activities, student learning outcomes increased from the posttest results, obtaining an average score of 91% with very good criteria with details of 24 students completing.
Development of Animated Science Learning Videos Based on Deep Learning to Improve Student Learning Outcomes Maulida, Putri Lara; Sari, Siti Mayang; Syafii, Mhd.
Dinasti International Journal of Education Management And Social Science Vol. 6 No. 6 (2025): Dinasti International Journal of Education Management and Social Science (Augus
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v6i6.5904

Abstract

This study aims to improve student learning outcomes through animation-based learning videos with a deep learning approach. Conventional teaching methods are less effective for science lessons, resulting in less engagement and achievement of student learning outcomes. The integration of deep learning implemented through animated videos has an impact on teacher success in learning through visualization, adaptive, automatic narration, and intelligent synchronization, making lessons interactive. This study uses the ADDIE model development method. Data collection is based on expert validation, teacher and student responses, and pretest posttest tests. The results show that the level of student learning success through animated videos meets very good feasibility standards, with an average score of 92% for media experts and 89% for material experts. Student responses increased by an average of 91%. Animated videos in the implementation process are very effective with a score from the pretest results of 68.3 to the posttest increasing to 86.7 with an N-Gain score of 0.58 in the moderate category. Based on learning outcomes during the implementation process, animated videos for science lessons are feasible and interesting, but also effective in improving student learning outcomes, offering innovative digital resources to support meaningful science education