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PENINGKATAN KEMAMPUAN GURU DALAM MENGANALISATES BUTIR SOAL SECARA KOMPUTERASI DI SMA MUHAMMADIYAH BANGKINANG Defrizal Hamka; Berry Kurnia Vilmala; Gustia Angraiani
Jurnal Pengabdian UntukMu NegeRI Vol 2 No 2 (2018): Pengabdian Untuk Mu negeRI
Publisher : LPPM UMRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3335.449 KB) | DOI: 10.37859/jpumri.v2i2.1103

Abstract

Assessment of the learning process and assessment of learning outcomes are two very important things in education. Assessment of processes and results is a part that blends with the learning process activities. Assessment of learning processes and results is used as a reference to improve the overall learning process. One part of the assessment of learning outcomes is a test. Schools still use multiple choice tests as a measure to determine the success of students. However, schools in this case the teachers have not been able to determine the quality and feasibility of the questions that are used well. Moreover, not many teachers understand how to analyze items in a computerized manner. Supposedly, before a double question is used as a measure of a learning process, the thing to do is analyze the problem. So that it can be determined questions that have good quality, questions that must be corrected, and which questions should be discarded. The training activity analyzed the items with computerization for the teachers at Muhammadiyah Bangkinang Senior High School to run well and smoothly. This training provides knowledge and understanding of the importance of conducting item analysis at this time. Thus this activity is important, because the school in this case the teacher gets the knowledge and skills in analyzing question items through computarization, namely using the software Quest. So that in the future teachers will easily make improvements to the problems at school.
Optimalisasi Leadership dan Sarana Belajar Sebagai Pilar Pendidikan Sekolah Alam Melalui Inisiasi Outbound di Sekolah Alam Rumbai Pekanbaru Berry Kurnia Vilmala; Afdhil Hafid; Defrizal Hamka
Jurnal Pengabdian UntukMu NegeRI Vol 4 No 1 (2020): Pengabdian Untuk Mu negeRI
Publisher : LPPM UMRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (992.326 KB) | DOI: 10.37859/jpumri.v4i1.1647

Abstract

One of the shortcomings in the implementation of education in schools is the lack of a forum that can facilitate student leadership which is integrated with learning in the Classroom. In general, Leadership is carried out in extracurricular activities in schools. The implementation of Leadership training has limited time in its implementation and is felt to be less than optimal. Leadership is separate from student learning activities. UMRI has experts in the field of Science (IPA) and Education under the auspices of the Faculty of Teacher Training and Education and the field of Technology Design under the auspices of the Faculty of Computer Science who can contribute their knowledge to the Leadership optimization program and the means of learning together with nature through outbound initiation at the Rumbai Nature School. The main activity that would be carried out in this program is to design and create an integrated outbound facility with the Natural Joint Learning facilities in the Sekolah Alam Rumbai environment. The output that is expected to be generated from this activity is the availability of integrated outbound facilities to support Leadership through outbound and scientific logic through Student Learning Together Nature can be optimized.
FAKTOR-FAKTOR PENENTU PERILAKU GURU SMP MENGGUNAKAN TEKNOLOGI DALAM PEMBELAJARAN ONLINE: STUDI KASUS DI PROVINSI RIAU Defrizal Hamka; Neng Sholihat
Jurnal Pendidikan Vol. 22 No. 2 (2021)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jp.v22i2.1934.2021

Abstract

The purpose of this research is to investigate factors that influence the intent of behavior using technology in online learning. The study uses structural equation modeling using a partial least square approach to test the hypotheses. Respondents selected using purposive sampling, and the questionnaires were distributed through online surveys and received a response of 96 respondents. Results show that latent variables, performance expectations, business expectations, and facility conditions have a positive and significant relationship with the intent of individual behaviour in the use of technology in online learning. The latent variable "condition facility" is the most influential factor. This research provides an important overview and understanding for policymakers in designing frameworks to pay attention to facility conditions. Further research is suggested in the future covering samples from various provinces in Indonesia. This study adds to the literature primarily on factors affecting behavioral intent to use technology in online learning. Tujuan dari penelitian ini adalah untuk menganalisis faktor-faktor yang mempengaruhi niat perilaku guru menggunakan teknologi dalam pembelajaran online. Penelitian ini menggunakan pemodelan persamaan struktural dengan menggunakan pendekatan partial least square untuk menguji hipotesis. Berdasarkan purposive sampling, kuesioner disebarkan melalui survei online dan mendapat tanggapan dari 96 responden. Hasil penelitian menunjukkan bahwa variabel laten, ekspektasi kinerja, ekspektasi usaha, dan kondisi fasilitas memiliki hubungan positif dan signifikan dengan niat perilaku individu dalam penggunaan teknologi dalam pembelajaran online. Variabel laten “fasilitas kondisi” merupakan faktor yang paling berpengaruh. Penelitian ini memberikan gambaran dan pemahaman penting bagi pembuat kebijakan dalam merancang kerangka kerja untuk memperhatikan kondisi fasilitas. Penelitian lebih lanjut disarankan di masa depan mencakup sampel dari berbagai provinsi di Indonesia. Studi ini menambah literatur terutama pada faktor-faktor yang mempengaruhi niat perilaku untuk menggunakan teknologi dalam pembelajaran online.
STRATEGI EVERYONE IS A TEACHER HERE (ETH) UNTUK MENINGKATKAN HASIL BELAJAR PEMAHAMAN KONSEP SAINS FISIKA Defrizal Hamka; Hadi Purwanto
EduTeach : Jurnal Edukasi dan Teknologi Pembelajaran Vol 2 No 2 (2021): Edisi Juni 2021
Publisher : Unit Pelaksana Praktik Kependidikan Terpadu Fakultas Keguruan dan Ilmu Pendidikan Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/eduteach.v2i2.2824

Abstract

Penelitian ini bertujuan untuk mendeskripsikan hasil belajar keterampilan kognitif siswa melalui penerapa strategi everyone is a teacher here (ETH) pada pembelajaran fisika. Subjek penelitian ini adalah siswa kelas VIII MTs 1 Bangkinang Barat yang berjumlah 28 orang. Instrumen pengumpulan data penelitian ini adalah soal tes hasil belajar keterampilan kognitif. Pengumpulan data pada penelitian ini dilakukan pada akhir proses pembelajaran dengan mengadakan tes keterampilan kognitif. Data dianalisis menggunakan teknik analisa deskriptif yang meliputi daya serap, efektifitas pembelajaran, ketuntasan belajar siswa dan ketuntasan tujuan pembelajaran. Hasil analisa data menunjukkan: daya serap rata-rata siswa adalah 76.01% dengan kategori baik, ketuntasan belajar siswa secara klasikal adalah 77.78% dengan kategori tidak tuntas, ketuntasan tujuan pembelajaran secara klasikal adalah 66.7% dengan kategori tidak tuntas, dan efektifitas pembelajaran 76.01% dengan kategori cukup efektif. Dengan demikian, penerapan strategi everyone is a teacher here (ETH) cukup efektif digunakan untuk pembelajaran fisika.
Persepsi dan Pengetahuan Siswa terhadap Modul Ajar Ilmu Pengetahuan Alam (IPA) Berbasis Augmented Reality (AR) Eflitha Nurhaqiqi Asri; Defrizal Hamka
Jurnal Pendidik Indonesia Vol. 2 No. 2 (2021): Jurnal Pendidik Indonesia
Publisher : Karoteh Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61291/jpi.v2i2.24

Abstract

This study aims to observe students' knowledge of using Augmented Reality (AR)-based teaching modules in science education through their perceptions. The research employs a quantitative descriptive approach, utilizing questionnaires and interviews as research instruments. Data analysis is conducted using the Interactive Model of Miles and Huberman. This research was conducted in one of the junior high schools in Pekanbaru, with 24 research subjects. This study's findings indicate that most students know about Augmented Reality (AR)-based teaching modules. Most students agree that using AR-based teaching modules as a learning medium assists them in understanding science materials. These findings indicate the positive potential of using AR technology in the context of science education. In the future, this technology integration can be further developed to enrich student's learning experiences and enhance their understanding of scientific concepts. These findings are expected to provide valuable insights for developing technology-based learning strategies in education.
Penggunaan Game Edukasi Digital pada Pembelajaran Ilmu Pengetahuan Alam: Persepsi dan Pengetahuan Siswa Anggita Aditia; Defrizal Hamka
Jurnal Pendidik Indonesia Vol. 2 No. 1 (2021): Jurnal Pendidik Indonesia
Publisher : Karoteh Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61291/jpi.v2i1.27

Abstract

This research aims to assess students' level of knowledge through their perception of using digital educational games in Science (IPA) learning. The type of research conducted is descriptive quantitative, and for this study, questionnaires and interviews were used as instruments to collect data. The data analysis technique applied is the Miles and Huberman Interactive Model. This research was conducted at one of the junior high schools in Pekanbaru, with 30 student subjects. The results of the study show that the majority of students know educational games. Most students agree that using educational games as a learning medium helps them understand the concept of the solar system in the Science subject. This finding provides a positive outlook on the potential of digital educational games as effective learning aids. This research offers new insights into students' perception of using educational games in Science learning
Penggunaan Peralatan dan Bahan Audio-Visual dalam Pengajaran di Kelas: Tinjauan Keefektifan Aini Citra Rahman; Defrizal Hamka
Jurnal Pendidik Indonesia Vol. 1 No. 2 (2020): Jurnal Pendidik Indonesia
Publisher : Karoteh Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61291/jpi.v1i2.30

Abstract

This research aims to assess the availability of audiovisual equipment and materials in schools and their practical usage in classroom teaching. The research design used is quantitative descriptive, and the instrument utilized for this research is a questionnaire. The data analysis technique employed is the Miles and Huberman Interactive analysis model. This study was conducted in 5 middle schools, with seven teachers as research subjects. The findings of this research indicate that the status of audiovisual equipment needs to be improved. Computers, televisions, tape recorders, and public address systems are only owned by 64.62% of the schools. Variables such as school management type, school age, school resources, and school strength do not significantly influence the possession of adequate or inadequate equipment in the schools. A total of 87.4% of the schools have effectively used audiovisual equipment. The school administration has yet to make any efforts to properly procure and utilize audiovisual equipment and materials, primarily due to the financial challenges associated with equipment maintenance.