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Pengembangan Objek 3D Holobox Berbasis Smartphone pada Mata Pelajaran Geografi Kelas X SMA Alora, Jean Vicky; Rahmi, Ulfia; Zen, Zelhendri; Amilia, Winanda
TSAQOFAH Vol 3 No 2 (2023): MARET
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v3i2.931

Abstract

The problem with teaching material development study is that of geography learning, suggesting that the materials and media used are not optimal for learning. The teaching materials used use only texts and use oral methods, but the media used her PPT, but the PPT media does not achieve the learning objectives. The use of PPT media has drawbacks in the form of lack of study assignments, students are easily bored and do not study seriously. A lack of learning assignments leads to a lack of enthusiasm in these students, resulting in better student learning outcomes. adversely affected. Study aims to (1) describe the process of developing 3D holograms, (2) generate effective 3D holograms, (3) generate practical 3D holograms, and (4) generate effective learning outcomes. is intended for The type of research (R&D) used in the 4D (Four-D) model. Survey tools in the form of questionnaires and questions. used were in the form of validation media sheets, material validation sheets, and student response questionnaires, using pretests and posttests by subjects in Class X SMA Adabiah 2 Padang. The results of this study show a media validation result of 4.9 (98%) on a very valid basis. The material validation result was 4.6 (94% on very valid criteria). The student's assessment score was 4.41 (88%). Validity results showed a t-count of 7.66 with a t-table of 2.060, so the t-count result > t-table. This means that there is a significant difference in learning outcomes before and after using 3D holographic media. The suitability of 3D holograms as a learning medium for geography .
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
Persepsi Peserta Didik Terhadap Pemanfaatan Aplikasi Instagram Sebagai Sumber Belajar pada Mata Pelajaran Fisika Kelas XI di SMA Negeri 1 Painan Agma, Asty Raisha; Hidayati, Abna; Zuliarni, Zuliarni; 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.v5i3.1492

Abstract

Social media can be used as a modern learning resource, one of which is the Instagram application. Because users can access learning content from experts or users with certain areas of knowledge and skills. Instagram is a source of learning because the content presented entertains and educates students. This study aims to describe the availability of Instagram content, the relevance of Instagram content, and the improvement of individual learning in students. This type of research is quantitative descriptive research, the sample of this research is 40 students in grade XI. Data collection using a closed questionnaire with 30 questions. The results of the study concluded that the perception of grade XI students of SMA Negeri 1 Painan towards the use of the Instagram application as a learning resource in Physics subjects was reviewed from the availability of Instagram content of 78%, which was in the strong category, while in terms of the relevance of Instagram Content 78.55% was also in the strong category, and in terms of increasing individual learning, 77.3% was also categorized as strong. Based on the above findings, it can be concluded that Instagram has become a significant learning resource in Physics Learning. Varied and creative Instagram content can help students learn and can motivate students
Pengembangan Media Video Animasi pada Mata Pelajaran IPAS Kelas IV Sekolah Dasar Huda, Ihsanul; Amilia, Winanda; Anugrah, Septriyan; 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.v5i4.1501

Abstract

Students have difficulty understanding one of the materials in the science and science subject, namely the material on changes in the form of substances. The problem with this material is that students have difficulty understanding changes in substance form and examples of substance form changes. This research aims to produce animation video media for science science subjects in grade IV elementary school that is valid, practical, and effective. The type of research used is research and development (R&D), using the 4-D development model. The validity test was carried out by 3 validators, namely 1 material validator and 2 media validators. The practicality test was carried out on 27 fourth grade students of SD Negeri 05 Air Tawar Barat with the aim of finding out the practicality and effectiveness of the product. The validation results from the material expert validators obtained an average of 4.83 with the category of "very valid". The results of the assessment of 2 media validators obtained an average of 4.81 with the category of "very valid". The results of the media practicality test obtained an average score of 4.48 with the category of "very valid". The results of the effectiveness test using classical completeness showed that of the 27 students who completed it, there were 23 students with a percentage of 85% exceeding the classical completeness requirement, namely ≥ 75% of students who completed their learning outcomes. Based on the results of the validity, practicality, and effectiveness tests, it can be concluded that the resulting animation video media is feasible and effective so that it can be used in elementary school grade IV science subjects
Pengaruh Pembelajaran Sistem Blok dengan Pendekatan Project Based Learning Terhadap Kesiapan Kerja Peserta Didik Program Keahlian Kuliner SMKN 9 Padang Bunda, Nissi Andesta Permata; Hidayati, Abna; Bentri, Alwen; Amilia, Winanda
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.v5i4.1537

Abstract

The purpose of this study is to determine the influence of block system learning with a project-based learning approach on the work readiness of students of the culinary skills program of SMKN 9 Padang. The population in this study is class XII students in 2024. The sample of this study is 55 respondents. Data collection in this study uses observation, interview and questionnaire techniques using a Likert scale. This study uses descriptive analysis, classical assumption test, multiple regression analysis and hypothesis test. The results of the study showed that block system learning (X1) did not have a significant effect with a calculation result of -5.324 on the work readiness of students (Y). Project-based learning (X2) had a positive and significant effect with a calculation result of 10,377 on students' work readiness (Y). Block system learning (X1) with significant project-based learning (X2) together (Silmutan) had a positive effect with an Fcal result of 55.140 with a sig of 0.00 on students' work readiness (Y)
Pengaruh Penggunaan Media Pembelajaran Interaktif Electronic Dictionary Card terhadap Hasil Belajar Bahasa Inggris pada Kelas VII di SMP Saparida, Rina Aprillia; Amilia, Winanda; Yeni J, Fetri; Kurnia, Reni
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.v5i4.1562

Abstract

This research is motivated by the low learning outcomes of students in the United Kingdom Subject, so the right learning media is needed to improve learning outcomes. This study aims to determine the effect of the use of Electronic Dictionary Card interactive learning media on United Kingdom learning outcomes in grade VII in junior high school. This study uses an experimental method with a pre-experiment design, especially a one group pretest-posttest design. The research sample is grading VII students of SMP Negeri 43 Mukomuko. Data collection techniques include tests, interviews, and observations, with instruments in the form of multiple-choice tests for pretest and posttest. The results of the study showed that there was a significant influence of the use of Electronic Dictionary Card interactive media on students' United Kingdom learning outcomes. This is evidenced by the increase in the average score from the pretest by 57.4 to 86 in the posttest. A simple linear regression analysis also showed the t-count value > the t-table (8.915 > 2.1009), which indicated a significant difference between the pretest and posttest results. Thus, the use of Electronic Dictionary Card interactive media has a significant effect on improving United Kingdom learning outcomes in grade VII of junior high school
Studi Komparatif Penggunaan Aplikasi Scratch dan Aplikasi Blockly pada Mata Pelajaran Informatika Siswa SD Islam Al-Azhar 32 Padang Sukri, Indah Hasanah; Amilia, Winanda; Yeni, Fetri; 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.v5i4.1569

Abstract

This research is motivated by the implementation of Informatics learning at SD Islam Al-Azhar 32 Padang. The theory and practice of programming languages ​​is included in the Informatics material but is not implemented so that the ability to recognize and understand programming languages ​​in children has not yet emerged. Apart from that, the Informatics learning outcomes of students who have not yet reached the KKM are 70. This research aims to determine the effect of the scratch programming language in improving the Informatics learning outcomes of class IV students at Al-Azhar 32 Islamic Elementary School in Padang. This type of research is quantitative research. This quantitative research uses experimental methods. As for several types of experimental methods, researchers used Quasi Experiments. Then, the research design pattern used in this research uses the non-equivalent group design. The non-equivalent group design is a design that requires the existence of an experimental and control group. This is because the determination of the hypothesis is based on the results of the observations of the two groups. Determination of experimental and control groups is not random. These two groups will later be tested using the same instruments and analyzing which treatment is more optimal
Pengembangan Game Edukasi Eng-Joy Menggunakan Construct2 pada Mata Pelajaran Bahasa Inggris Kelas X Rahmi, Latifa; Amilia, Winanda; Zen, Zelhendri; 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.v5i4.1648

Abstract

This research is motivated by the results found in the field that there are students who still have difficulty in understanding the sentences in the narrative text, especially when there are commands to connect or replace simple past and simple present tense verbs. Then during the teaching and learning process, the teacher still uses media that is not varied. So it takes media that can make students interested in participating in learning in class and one of them uses educational games. This study aims to produce educational games in English Class X subjects that are valid and practical using the type of Research and Development (R&D) research, the 4D development model consisting of define, design, development, and disseminate. At the validity test stage, it was carried out with 2 stages of validation, namely material validity, and media validity, while at the product trial stage it was carried out on 34 class X students at MAN 1 Padang City with the aim of knowing the practicality of the product developed. The results of the research conducted explained that the product developed was “Very Valid”, then the results of material validation were declared “Very Feasible”. While the results of practicality from students were declared “Very Practical”, thus this Eng-Joy educational game is practical and feasible to use in the learning process in Grade X English Subjects
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 Multimedia Interaktif Berbasis Android Menggunakan Smart Apps Creator pada Mata Pelajaran Informatika Kelas VIII SMP Aisyah, Deca; Bentri, Alwen; Amilia, Winanda; Rahmayanti, Elsa
Jurnal Pendidikan Tambusai Vol. 7 No. 3 (2023): Desember 2023
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v7i3.10431

Abstract

Hasil observasi menunjukkan penggunaan media pembelajaran Informatika masih kurang bervariasi, guru sudah menggunakan media namun hanya sebatas tampilan slide power point saja sehingga membuat siswa menjadi kurang tertarik dan merasa bosan dalam pembelajaran, selain itu keterbatasan kemampuan sebagian siswa dalam menggunakan komputer menjadi salah satu satu penghambat pembelajaran. Maka tujuan penelitian ini adalah, untuk mengembangkan multimedia interaktif berbasis android pada pembelajaran Informatika kelas VIII SMP. Penelitian ini menggunakan jenis penelitian dan pengembangan atau Research & Devolepment (R&D). Model penelitian yang digunakan adalah model yang dikemukakan oleh Borg & Gall dengan menggunakan 5 langkah utama. Subjek uji coba dalam penelitian ini terdiri dari pakar ahli, guru dan siswa. Instrumen pengumpulan data menggunakan wawancara, observasi, studi dokumen dan lembar penilaian.data yang diperoleh berdasarkan data kualitatif berupa saran dan masukan dan data kuantitatif deskriptif. Hasil validitas media mendapatkan nilai 94,75% dengan kriteria “Sangat Valid” dan hasil validitas materi memperoleh skor akhir dari penilaian 96 % masuk kedalam kriteria “Sangat Valid”. Tahap uji coba terbatas mendapatkan skor akhir 81,07% dengan kriteria “Sangat Praktis”, tahap uji coba skala besar memperoleh hasil 93,26% kategori “Sangat Praktis”.