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Pengembangan Media E-Komik Edukatif pada Mata Pelajaran IPAS Kelas V Sekolah Dasar Sandika, Citra Rahma; Hendri, Nofri; v, Novrianti; Amilia, Winanda
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i3.1488

Abstract

This research aims to develop educational e-comic media as a learning medium for science and science subjects in class V SDN 07 Pulau Air using the ADDIE model which includes five stages, namely Analysis, Design, Development, Implementation and Evaluation. Data collection was carried out by observation, interviews, questionnaires, and documentation. Data analysis in the research carried out validity tests, practicality tests and effectiveness tests. The validity test was carried out by 3 validators consisting of 1 material validator and 2 media validators. Product trials were carried out by 25 class V.A students at SDN 07 Pulau Air with the aim of finding out the practicality of the product being developed, and effectiveness testing was carried out by distributing pretest and posttest questions. The results of research on the development of educational e-comic media obtained an average score for material of 4.92 with very suitable criteria, and 4.95 for media with very suitable categories. The students' practicality test results obtained a total average of 4.5 in the very practical category. The results of the effectiveness test obtained t_count of 11.52 and t_table= 2.064. Thus we get t_count > t_table. Based on the results of validity, practicality, and effectiveness tests, it can be concluded that the use of digital e-comic media in science and science learning is very suitable for use and has a significant effect on the learning process
Pengembangan Multimedia Pembelajaran Interaktif pada Mata Pelajaran Geografi Kelas XI SMA Ningsih, Fitria; Novrianti, Novrianti; Eldarni, Eldarni; Hendri, Nofri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1500

Abstract

The development of this interactive learning Multimedia was made as an effort to utilize the use of Microsoft Office Power Point media, and can develop every year, and has an impact on students. This research aims to produce a learning multimedia product in Geography class XI of high school that is valid and practical. This type of research is R&D using the Four-D (4D) model consisting of define, design, develop, and disseminate. Product validation consists of media validation and material validation. The practicality test was carried out for students in grade XI of SMAN2 Sutera. Based on the research of the material validator, 4.81 is classified as "very valid", 4.82 media validation results are classified as "very valid". This interactive multimedia is classified as "very practical" with a score of 4.76.
Pengembangan E-Modul Student Centered Learning pada Mata Pelajaran Pendidikan Pancasila kelas VII SMP Putri, Viona Aulia; Eldarni, Eldarni; Hendri, Nofri; Anugrah, Septriyan
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1509

Abstract

This research aims to develop e-module products that can be used in learning. This research uses the Research and Development (R&D) development method with the ADDIE development model which consists of 5 main stages, namely Analysis, Design, Development, Implementation, and Evaluation. The validity test was carried out by 3 validators, namely 1 material expert validator and 2 media expert validators. The data collection instrument used material validation assessment questionnaires, media validation, student response questionnaires, and pre-test post-test questions to test effectiveness. Based on the results of the feasibility test, the results were obtained from material validators with a percentage of 94.14% with a very valid category. The results of the joint validation of media expert I and media expert II validators were obtained with a percentage of 98.33% with a very valid category. The results of the feasibility test of the e-module developed were declared very practical, with a percentage of 93.58%. The results of the effectiveness test showed that the tcal>table so there was a significant difference between the pre-test and the post-test. The results of the effectiveness test show that this e-module product is effective and can be used. Based on the results of its validity, practicality, and effectiveness, it can be concluded that the Student Centered Learning (SCL) e-module developed is valid, practical, and effective to be used in learning Pancasila Education in grade VII of junior high school.
Pengaruh Model Problem Based Learning (PBL) Berbantuan Media Wordwall Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di SMAN 1 Gunung Talang Malna, Annisya Ammelda; Zen, Zelhendri; Syafril, Syafril; Hendri, Nofri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1533

Abstract

This research is motivated by the low learning outcomes of students in Informatics subjects caused using a learning model that is still centered on teachers and the limited use of learning media. The purpose of this study is to find out whether there is an effect of the use of the Problem Based Learning (PBL) model assisted by wordwall media on student learning outcomes in informatics subjects at SMAN 1 Gunung Talang. The research was conducted using a quantitative method using Quasy Experimental Research. The population of this study is 305 students of class X with a sample of 50 students selected using the purposive sampling technique. Data analysis using t-test. The results of data analysis showed that the average post-test score of students in the experimental class was 78.40, while in the control class it was 64.68. Statistical testing shows that the tcount value of 10.78 exceeds the ttable value of 2.01 at a significant level α 0.05. Thus, it can be concluded that the problem-based learning model assisted by wordwalls has a significant impact on the learning outcomes of students in Informatics subjects at SMAN 1 Gunung Talang
Pengembangan Game Edukasi Pengetahuan Sampah Organik dan Non Organik pada Kegiatan P5 Kelas IV Sekolah Dasar Putri, Sherly Dwi; Anugrah, Septriyan; Hendri, Nofri; Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1735

Abstract

This research aims to develop educational game products for use in learning. This research uses the Research and Development (R&D) development method with a 4D development model which consists of 4 stages, namely define, design, development and disseminate. The validity test was carried out by 3 experts, namely 1 material expert validator and 2 media expert validators. Based on validity tests by material experts, results were obtained with a percentage of 85.4% in the valid category. The results of the validity test with media expert I and media expert II obtained a percentage of 96% with a very valid category. The practicality test results obtained a percentage of 95% in the very practical category. Based on the results of validity and practicality, it can be concluded that the educational games in Activity P5 are valid and practical to use in learning
Pengembangan Media Pembelajaran Game Edukasi pada Mata Pelajaran Bahasa Arab Kelas VIII di SMP Akbar, Kihsan Ramdana; Hendri, Nofri; Eldarni, Eldarni; Pratiwi, Rahmi
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1760

Abstract

This research aims to develop educational game learning media in grade VIII Arabic subjects in junior high school. The research was conducted using the type of research and development (R&D) with the Hannafin and Peck development model. The data collection instruments in this study used validation sheets, student response questionnaires, and post-test pre-test questions. The validity of the product was tested by two media experts and one material expert. The practicality test was aimed at grade VIII students of SMP Muhammadiyah 6 Padang. Pre-test and post-test scores are used to assess the effectiveness of using educational games. Based on the results of the assessment from the media and material validators, the results of material validation 4.5 were categorized as valid. For the media aspect, a score of 4.93 was obtained from media expert 1, which is in the valid category, while media expert 2 with a score of 4.67 in the valid category. After the media was declared valid and feasible, it was then tested on 26 students in grade VIII of junior high school with a practicality score of 0.72 in the practical category. The effectiveness test was carried out with a G-Score of 0.73 in the high effectiveness category, so that the use of educational game learning media was declared effective because there was a significant difference between learning values before and after using educational games. It can be concluded that the educational game learning media that has been developed is valid, practical, and effective to be used in learning Arabic
Development of Multimedia-Based Mobile Learning in Class X SMKN Informatics Subjects Hariadi, Syarif Novalin; Hendri, Nofri; Hidayati, Abna; -, Zuliarni -
Jurnal Ilmiah Mandala Education (JIME) Vol 10, No 1 (2024): Jurnal Ilmiah Mandala Education (Januari)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v10i1.6652

Abstract

This research discusses the development of multimedia-based mobile learning in class X informatics subjects of SMKN. The purpose of the research is to develop a mobile learning product based on multimedia in class X informatics subjects at SMKN. This research method is development research (R&D) with a 4D development model. The population in this study was all grade X students at SMKN 1 West Pasaman. The sample of this study amounted to 25 respondents taken from one class X at SMKN. The data collection tool used a questionnaire with a total of 19 question items. The data analysis technique used is descriptive quacitivative, using Likert scale. The results of research on learning media development by media validators 1 and 2 were obtained " 4.95" with the category "Very Valid". For material validators on the feasibility aspects of content, presentation, and evaluation, "4.10" was obtained with the category "Valid". The results of the practicality test to students on multimedia, it was concluded that the assessment carried out by students obtained results of “4.53” with the category "Very Practical"
Augmented Reality Media Development Using Assemblr Studio Web in Class VIII Social Science Subjects at MTsN Irmy, Ahmad Syarif; Hendri, Nofri; Anugrah, Septriyan; Zuwirna, Zuwirna
Jurnal Ilmiah Mandala Education (JIME) Vol 9, No 4 (2023): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v9i4.6008

Abstract

Penelitian ini bertujuan untuk mengembangkan media Augmented Reality (AR) menggunakan Assemblr Studio Web pada mata pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) untuk siswa kelas VIII di Madrasah Tsanawiyah Negeri (MTsN). Penelitian ini menerapkan metode pengembangan media dengan tahap pendefenisian, perancangan, pengembangan, dan penyebaran. Media AR dikembangkan dengan memanfaatkan teknologi Assemblr Studio Web sebagai alat untuk menciptakan konten AR yang relevan dengan kurikulum IPAS. Hasil penelitian menunjukkan bahwa pengembangan media AR menggunakan Assemblr Studio Web dapat meningkatkan keterlibatan siswa dalam proses pembelajaran IPAS di MTsN. Siswa merasa lebih tertarik dan termotivasi dalam memahami konsep-konsep IPAS melalui penggunaan media AR yang interaktif. Selain itu, penelitian ini juga mendapatkan umpan balik positif dari guru dan siswa terkait efektivitas media AR dalam mendukung pembelajaran. Penelitian ini memberikan kontribusi penting dalam pengembangan media pembelajaran yang inovatif dan relevan dengan perkembangan teknologi. Diharapkan bahwa penggunaan media AR ini dapat meningkatkan pemahaman siswa terhadap materi pelajaran IPAS serta memberikan alternatif pembelajaran yang lebih menarik dan efektif di MTsN.
Implementation of Eighth Class Informatics Learning in the Merdeka Curriculum at SMP Negeri 39 Padang Meriyani, Annisa; Eldarni, Eldarni; Hendri, Nofri; Amilia, Winanda
Jurnal Ilmiah Mandala Education (JIME) Vol 9, No 4 (2023): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v9i4.5871

Abstract

Kurikulum Merdeka merupakan kurikulum yang digunakan oleh program Sekolah Penggerak yang memasukkan Ilmu Informatika sebagai mata pelajaran inti, yang sebelumnya disebut Teknik Informasi dan Komunikasi. Penelitian ini bertujuan untuk mengetahui bagaimana pelaksanaan pembelajaran Informatika kelas VIII Kurikulum Merdeka SMP Negeri 39 Padang dilihat dari perencanaan pembelajaran, pelaksanaan proses pembelajaran, dan evaluasi pembelajaran. Jenis penelitian ini adalah deskriptif kualitatif dengan menggunakan teknik observasi, wawancara, dan dokumentasi. Analisis data dilakukan dengan cara reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa pertama, pada tahap perencanaan pembelajaran Informatika pada kurikulum mandiri guru membuat rencana pembelajaran yang disebut modul pengajaran. Kedua, pelaksanaan pembelajaran Informatika pada Kurikulum Merdeka juga dinilai lebih relevan dan interaktif. Pembelajaran berbasis proyek memberikan kesempatan yang lebih luas kepada siswa untuk secara aktif mengeksplorasi permasalahan di sekitar mereka. ketiga, evaluasi pembelajaran Informatika pada kurikulum ini cukup baik, guru dapat menyampaikan materi pembelajaran Informatika yang tergolong sulit untuk tingkat SMP dengan bahasa yang lebih sederhana sehingga siswa dapat memahami pembelajaran Informatika dan mencapai tujuan pembelajaran.
Pengembangan Lembar Kerja Peserta Didik (LKPD) Interaktif Menggunakan Aplikasi LIVEWORKSHEET pada Mata Pelajaran IPAS Kelas V Sekolah Dasar Fitri, Miftahul; Zuwirna, Zuwirna; Hendri, Nofri; Amilia, Winanda
Jurnal Pendidikan Tambusai Vol. 8 No. 2 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Lembar Kerja Peserta Didik (LKPD) merupakan salah satu media yang dapat digunakan guru untuk meningkatkan keterlibatan dan aktivitas peserta didik dalam proses belajar mengajar. LKPD dapat mengarahkan peserta didik untuk menemukan konsep-konsep melalui aktivitasnya sendiri atau dalam kelompok kerja. Adapun kelebihan dari LKPD yaitu memiliki beberapa manfaat dan tujuan bagi peserta didik dalam pembelajaran diantaranya menjadikan peserta didik aktif dalam proses pembelajaran, membantu peserta didik dalam mengembangkan konsep dan melatih peserta didik untuk menemukan dan mengembangkan proses belajar mengajar. Jenis penelitian ini adalah research and development (R&D), dengan model pengembangan ADDIE. Teknik yang digunakan yaitu wawancara, angket, dan dokumentasi. Adapun analisis data yang dilakukan analisis kurikulum, analisis bahan ajar, analisis peserta didik, dan analisis kebutuhan. Penelitian ini dilakukan pada April sampai Mei 2024. Dengan lokasi penelitian di SD Negeri 22 Galapung. Hasil penelitian dan pengembangan ini berupa LKPD Interaktif yang dikembangkan sesuai dengan prosedur pengembangan ADDIE. Hasil analisis menunjukkan bahwa peserta didik membutuhkan bahan ajar yang sesuai dengan karakteristik peserta didik dan kurikulum yang digunakan sekolah sehingga produk dirancang dan dikembangkan sesuai hasil analisis LKPD Interaktif yang dikembangkan kemudian divalidasi oleh ahli media dan ahli materi. Setelah dinyatakan layak, produk diimplementasikan sehingga diketahui respon pendidik dan peserta didik terkait kepraktisan produk. Hasil validasi media memperoleh nilai dengan persentase 92,5% dengan kategori “sangat valid” hasil validasi materi memperoleh nilai dengan persentase 95% dengan kategori “sangat valid”. Hasil angket respon pendidik memperoleh nilai dengan persentase 97% dengan kategori “sangat praktis” dan hasil angket respon peserta didik memperoleh nilai dengan persentase 96% dengan kategori “sangat praktis”. Hasil uji efektivitas hasil belajar peserta didik memperoleh nilai rata-rata pre-test 70,31 dan memperoleh nilai rata-rata post-test 93,12 setelah penggunaan LKPD Interaktif. Pengembangan LKPD Interaktif telah sesuai dengan prosedur pengembangan model ADDIE dan LKPD Interaktif dinyatakan sangat valid, sangat praktis dan efektif digunakan dalam pembelajaran IPAS kelas V SD.