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Journal : Indonesian Research Journal on Education

Perancangan Media Pembelajaran Interaktif pada Mata Pelajaran Ilmu Pengetahuan Alam Berbasis Android Kelas VIII di SMP Negeri 9 Pariaman Nike Furnike Sari; Supriadi Supriadi
Indonesian Research Journal On Education Vol. 2 No. 2 (2022): Pages 441 - 933
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (463.056 KB) | DOI: 10.31004/irje.v2i2.18

Abstract

This research was motivated by several problems such as the implementation of teacher learning more delivering material with the lecture method, science learning media in class VIII SMP Negeri 9Pariaman not yet using Android-based interactive learning media which contains science material. The learning media used by the teacher is less varied, the media used previously was Power Point. The purpose of this research is to design interactive learning media for natural science subjects based on Android class VIII at SMP Negeri 9 Pariaman that are valid, practical and effective. The research method used in this study is the Research And Development (R&D) method using the 4D version approach, namely Define, Design, Develop and Disseminate. Luther Sutopo's version of the multimedia development model which consists of six stages, namely concept, design, material collecting, assembly,testing and distribution, the product test used in this study is a validity test, namely content, construct and language using the Aiken's V formula. Practicality test by the teacher science subjects using the Moment Kappa formula and the effectiveness test by students using the N-Gain formula. The results of the study of science learning media used by teachers and students in science subjects. The form of this learning media is in the form of an Android-based apk that can be used on students' Android smartphones. Meanwhile, for the product validity test of 0.87 which was declared valid, the results of the practicality test of 0.83 which were stated to be very practical and the results of the effectivenesstest of 0.84 which were declared effective. So it can be concluded that the Android-based sciencelearning media as a learning medium is valid, practical and effective.
Perancangan Video Pembelajaran Berbasis Filmora pada Mata Pelajaran IPS Kelas VIII di SMPIT Cahaya Hati Febrianto‎ Febrianto‎; Supriadi Supriadi
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (561.023 KB) | DOI: 10.31004/irje.v3i1.71

Abstract

The current generation, including millennials, the dominant way of learning is kinesthetic-based, in the new normal learning, video media is one of the audio-visual media, where this media combines several human senses, students not only listen to what the teacher explains. only but also see what facts the teacher presents in the media‎ . The results of the interview with Ustazah Dila on April 19, 2021, he said that in the learning process he still uses the lecture, discussion, and group method. The learning media used during learning still use printed books and modules. The methods and media used are still not effective, the lecture, discussion and discussion methods tend to be monotonous and so the group has aneffect on the enthusiasm of students to learn. Based on this, the solution that was given was by designing a learning video. The research method uses the Research and Development (R&D) method. The system development model uses Luther Sutopo's Multimedia Development Life Cycle development model, which consists of 6 stages: Concept, Design, Material Collection, Assembly, Testing, and Distribution. The product tests used in this research are the validity test, practicality test, and effectiveness test. The resultsof the product test that the author did obtained a validity test from 4 experts got a score of 0.86 with very valid category, practicality test from 5 people practicums got a value of 0.97 with a very high category, and a teacher effectiveness test with a value 0.88 and from 5 students with a value of 0.95 with a very effective category.
Pengaruh Model Pembelajaran Kooperatif TipeBamboo DancingTerhadap Hasil Belajar pada Mata Pelajaran Komputer dan Jaringan Dasar Jurusan TKJ di SMKN 1 Kinali Mita Purnama Sari; Supriadi Supriadi
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (487.524 KB) | DOI: 10.31004/irje.v3i1.72

Abstract

This research is motivated by the current basic computer and network learning outcomes where learning outcomes are below the Completeness Criteria. Problems that are found require a problem-based learning strategy that can help teachers in the delivery of learning materials, namely by asking students to solve a problem related to the subjectmatter so that students can be active in the learning process. This study aims to determine whether there is an "influence of cooperative learning type "bamboo dancing on learning outcomes" in computer subjects and basic networks at SMK N 1 Kinali.The type of research used is Quasi Experiment. The population in this study were students of class X of SMK N 1 Kinali for the academic year 2020/2021. Sampling was carried out using a purposive sampling technique, namely sampling with certain considerations. Thepopulation of class X is 61 students. Based on the results of the daily test (initial) the average class X TKJ 1 was used as the Experiment class, while some students from class X TKJ 3 were used as the control class.Based on the results of the analysisof the final test calculated using the t-test at a significance level of 0.05 obtained tcount = 2.259107766 and ttable = 2.020 and dk = 41. Because the value of tcount > ttable, it means that H0 is rejected and H1 received. Based on the above calculations,it can be concluded that tcount > ttable (2 .259107766 > 1.682) where H0 (No Effect of bamboo dancing cooperative learning on the results of Learning on computer and basic network subjects) is rejected, then Ha (There is Effect of cooperative learning bamboo dancing type on the results of Learning on basic computer and network subjects) accepted.
Pengaruh Pemanfaatan Edmodo Terhadap Hasil Belajar pada Mata Pelajaran Biologi di SMAN 1 Lareh Sago Halaban Tila Oktomaini; Supriadi Supriadi; Supratman Zakir; Liza Efriyanti
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (344.284 KB) | DOI: 10.31004/irje.v3i1.131

Abstract

This research was motivated by the development of the Covid-19 virus (Corona Virus) or better known as the Corona virus in 2020. Therefore, educators try to use Edmodo as an alternative to the learning media used and to see if the use of Edmodo is working properly, it can be seen from the learning outcomes of students. The useof Edmodo can help students carry out learning well, where the application of Edmodo is easy to use, and helps students understand the teaching materials provided by educators, where the use of Edmodo will be integrated with 21st century abilities (critical thinking skills, creative thinking, communication and collaboration). The type of research used is quantitative with a correlation approach. The population of this study were all students of class X in the science department at SMAN 1 Lareh Sago Halaban. The sample was taken using a 25% proportional stratified random sampling, so the sample in this study was 33 students with the sample selected using the lottery technique, with data collection using a Likert scale questionnaire, for the analysis of thequestionnaire instrument using the Validity and Reliability Test, while the analysis prerequisite test used the normality test. data and linearity test, while for hypothesis testing using simple linear regression analysis test, and Product Moment which requires the hypothesis to be accepted if r count is greater than r table. The results of this study indicate that the results of the calculation of r = 0.865 are in a strong scale. Then the results ofhypothesis testing show that there is an effect of using Edmodo on learning outcomes with a value of r count > r table or r count 0.865 > of 0.344 then H1 is accepted.
Rancang Aplikasi Monitoring Ibadah Siswa Berbasis Web di SMA Negeri 1 V Koto Kampuang Dalam Dita Amelia; Supriadi Supriadi; Hari Antoni Musril; Liza Efriyanti
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (732.075 KB) | DOI: 10.31004/irje.v3i1.147

Abstract

This research is based on several problems, namely in the process of monitoring worship in schools, teachers monitor students once a week which is inefficient. Another problem is the worship and student monitoring reports can be lost because they are only summarized on paper. Not infrequently students are less honest when filling out their worship records because worship reports are not made routinely by the teacher. This is what motivates the author to design a web-based daily worship monitoring application.For students this application is designed with the hope of helping and making it easier for teachers and students to monitor the daily worship that has taken place. The research method used by the author is a research and development method. This method is a research method used to develop or validate products for use in education and learning. The research model used is the ADDIE model which is the Waterfall version of the development model, namely design, develop, implement, evaluate and SDLC. Monitoring of student worship, which is one of the activities in schools designed to monitor the performance of students' daily worship. This application is designed by the author using the PHP MySQLprogramming language. In this study, the authors conducted a trial for the product, namely using the effectiveness test, practicality test and effectiveness test. The research conducted by the author resulted in a web-based student worship monitoring application at SMA Negeri 1 V Koto Kampung Dalam. This app is available for students and teachers. From the product validity test the results are proven valid, the validity test is carried out by 3 experts who have expertise in the fields of computing and education. In addition, the teacher's practicality test resulted in a very practical score. Students are then tested foreffectiveness only to get Effective results.
this Perancangan Media Pembelajaran Berbasis Android Menggunakan Microsoft Powerpoint Berbantukan Fitur Ispring Suite pada Mata Pelajaran IPA di SMP Negeri 1 Banuhampu Nurleni; Supriadi Supriadi; Riri Okra; Sarwo Derta
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (703.052 KB) | DOI: 10.31004/irje.v3i1.151

Abstract

This research is based on the students' low understanding of the mastery of bold science learning materials due to the absence of interesting learning media that will increase students' learning motivation. This study aims tocreate learning media in the form of a Mobile Application in *.apk format that can be run on Android Smartphones related to science subjects for class VIII semester 2 at SMPN 1 Banuhampu that are valid, practical, and effective. The method used in this study is the ADDIE version of the Research and Development (R&D) research method which consists of analysis, design, development, implement, evaluation, and theLuther-Sutopo multimedia development model which consists of six stages, namely the concept, design, material stages. collection, assembly, testing, and distribution. The product test of this research is in the form of a validity test conducted by 4 experts calculated using the Aiken's V Statistics formula, a practicality test by 1 material expert calculated using the Kappa Moment formula, and an effectiveness test by 15 class VIIIstudents at SMP N 1 Banuhampu who calculated using the statistical formula of Richard R. Hake (G-Score). The assessment instrument is in the form of a 5-scale questionnaire. Based on the test of the product that has been carried out by the author, the results of the analysis of the product validity test with an average value of 0.84 with very valid criteria, practicality with an average value of 0.88 with very high criteria, and an effective test with an average value of 0 .91 with Very Effective Criteria. After receiving the award, it is hoped that from the results of the learning media test, this learning media can help teachers and students in carrying out the teaching and learning process.
Perancangan Media Pembelajaran Simulasi dan Komunikasi Digital Menggunakan Mit App Inventor di SMKS Kesehatan Paluta Husada Afrina Marito Harahap; Hari Antoni Musril; Supriadi Supriadi; Riri Okra
Indonesian Research Journal On Education Vol. 3 No. 1 (2023): Page: 1 - 862
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (569.92 KB) | DOI: 10.31004/irje.v3i1.158

Abstract

This research is motivated by Simulation and Digital Communication learning that the learning system still uses books and projectors as media. Where at this time learning processes have begun to be collaborated with electronic learning or called android-based. The purpose of this research is to produce an Android-based learning media design for class XI simulation and digital communication subjects at the Paluta Husada Health Vocational School that is valid, practical, and effective using the MIT APP Inventor and several supporting software. Research on the design of digital communication and simulation learning media using Mit App Inventor uses the Research and Development (R&D) methodusing the Luther-Sutopo multimedia development model, which consists of Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The product test used in this study consisted of a validity test, practicality test and effectiveness test. The results of this android-based digital communication and simulation learning media research get a validity test value with an average value of 0.81 with a very valid category, a practicality test with an average value of 0.84 with a very practical category and aneffectiveness test with an average value of 0.84. the average is 0.93 with a very valid category, based on the test results of android-based digital communication and simulation learning media products using the MIT APP Inventor have been valid, practical and effective. So, teachers can use this learning media to attract students' attention to be more diligent in studying because with this media students only open Android and students learn anytime and anywhere.
Pengaruh Pembelajaran Berbasis Proyek Terhadap Hasil Belajar Logika Algoritma di IAIN Bukittinggi Lina Mathulhusna; Liza Efriyanti; Supriadi Supriadi; Riri Okra
Indonesian Research Journal On Education Vol. 2 No. 3 (2022): Page 934 - 1343
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (285.551 KB) | DOI: 10.31004/irje.v2i3.163

Abstract

This research is based on the results of the researchers' initial research in the Logic and Algorithm course in Informatics and Computer Engineering Education Study Program where the researchers found the following problems using conventional learning models such as Jigsaw Learning, Small Discussion and Student ActiveLearning which caused not all students to be able to understand Learning Logic and Algorithm. In addition, there were also problems from the lecturers who support Logic and Algorithm courses which stated that there was a lack of facilities in teaching and learning activities, especially in online learning situations, while inthis course they were required to form students' mindsets related to learning Logic and Algorithms. The type of research used by the author is quantitative research with the Quasi Experiment method. The research design used was the Pretest-Posttest Control Group Design. The sample of this research is PTIK students insemester 1 of class A class of 2021. The data collection technique is by using tests in the form of Pretest and Posttest. The data analysis technique used is the analysis prerequisite test which consists of normality test and homogeneity test as well as hypothesis testing. Based on the results of the research that has been carriedout, it is found that there is an effect of project-based learning models on student learning outcomes in the Logic and Algorithm course at the Informatics and Computer Engineering Education Study Program (PTIK) IAIN Bukittinggi, it can be seen from the results of the posttest of both classes. From the test results, it can be seen that the average difference in student learning outcomes in the experimental class and the control class is illustrated. By applying the project-based learning model, the students in the experimental class got a higher average score than the students who did not use the project-based learning model in the control class.
Perancangan Manajemen User Hotspot Server Menggunakan Mikrotik Router di SMAN 1 Lareh Sago Halaban Kurnia Rahmi; Hari Antoni Musril; Supriadi Supriadi; Riri Okra
Indonesian Research Journal On Education Vol. 2 No. 3 (2022): Page 934 - 1343
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (503.816 KB) | DOI: 10.31004/irje.v2i3.173

Abstract

The purpose of this study is to design a user hotspot server management using Mikrotik at SMA N 1 Lareh Sago Halaban. Based on the results of interviews with ICT BK teachers at SMA N 1 Lareh Sago Halaban that internet access in schools is not yet stable and good network management and hotspot logins have not been regulated. This study uses the Research and Development (R&D) research method with the PPDIOO development model (Prepare, Plan, Design, Implement, Operate, Optimize). The product test used in this research is the validity test, practicality test and effectiveness test. The results of the Quality of Service (QoS) test that the author conducted obtained a delay index of 4 with a very good category, packet loss index 4 with a very good category, throughput index 2 with a sufficient category and a total average of 3.3 with a good category. The results of the product test that the author conducted obtained a validity test from 3 experts, a score of 0.86 was obtained in the valid category, the practicality test from 6 practitioners obtained a value of 0.88 in the practical category and the effectiveness test from 9 appraisers obtained a value of 0.72 in the effective category.
Perancangan Aplikasi Evaluasi Pembelajaran Siswa Berbasis Web Menggunakan Framework Codeigniter pada Mata Pelajaran Bahasa Inggris Kelas X di SMKN 1 Gunung Talang Kab Solok Rahmat Luthfi; Supriadi Supriadi; Liza Efriyanti; Hari Antoni Musril
Indonesian Research Journal On Education Vol. 2 No. 3 (2022): Page 934 - 1343
Publisher : Fakultas Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (809.032 KB) | DOI: 10.31004/irje.v2i3.196

Abstract

This research is motivated by the implementation of the evaluation of learning in English subjects at SMK N 1 Gunung Talang Kab Solok conventionally using paper that is less efficient so that such an evaluation of learning takes a long time and has implications for being ineffective. The research method used is the Research and Development (R&D) research method, which is a method used to produce a system, the R&D model used is the 4D version, namely, define, design, develop, and disseminate, with the system development model using the System Development Life Cycle (SDLC) by applying the waterfall model consisting of Communication, Planning, Modeling, Construction, and Deployment. The product test used in this study is a validity test by experts, namely program experts, evaluation experts, linguists, practicality tests by English subject teachers and effectiveness tests by students. The results of the author's research are in the form of student learning evaluation applications that can be used by teachers in carrying out student learning evaluations. Based on the results of the research that the researchers did, the researchers succeeded in making a web-based student learning evaluation application product for class X English subjects at SMK N 1 Gunung Talang, SolokRegency. The results of the validity tests conducted by the validators of each field show that this product is valid with a value of 0.78. The results of the practicality test conducted by the English teacher at SMK N 1 Gunung Talang showed that this product was declared practical with a value of 0.66. And the results of the effectiveness test conducted with class X students showed this product was very effective with a value of 0.81.
Co-Authors Afrina Marito Harahap Agus Nur Khomarudin Aisyah Amini Ali Mustopa Yakub Simbolon Aliah Syahira. Z Alimir Alimir Alimir Alimir Alimir Alimir Alimir Alimir Amelia Sari Arifmiboy, Arifmiboy Aulia Rahman Bashori Bashori Charles Charles Charles Charles Daniah Alfani Darul Ilmi Darul Ilmi Darul Ilmi Darul Ilmi Desrida Desrida Deswalantri Deswalantri Dita Amelia Fajriyani Arsya Fauzan Fauzan Fauzan Fauzan Fauzan Fauzan Fauzan Febrianto‎ Febrianto‎ Feby Mutiara Asra Fira Sastina Hamdi Abdul Karim Hari Antoni Musril Harlisnawati Harlisnawati Ica Maika Hardi Ikhsan Indra Humala Indri Prasethia Iswantir M Januar Januar Jasmienti Jasmienti Jasmienti Jasmienti Jasmienti Jasmienti Jasmienti Jasmienti Jasmienti Jihan Fajrianti Keken Parmita Khalisa Dean Airiza Kiki Kirany Kurnia Rahmi Latifa Hanum Lina Mathulhusna Liza Efriyanti Liza Efriyanti Liza Efriyanti Liza Efriyanti Liza Efriyanti, liza M. Arif Mahyeldi Ansarulloh Mardeti Mardeti Mayati, Sri Megawati Megawati Mita Purnama Sari Muhammad Vikri Nabjema Iqnesdha Syahwir Papude Nike Furnike Sari Nola Sopia Nonalisa Nonalisa Nur Fazira Nuraslinda Nurhasnah Nurhasnah Nurleni Putri Nandini Radtria Alkaf Rafika Sani Rahmat Luthfi Redha Okta Safitri Resnawita Resnawita Revy Abdullah Syauki Rezti Deawinda Parinduri Riri Harmanida Riri Okra Riza Novira Riza Rizkiah Anwar Rizki Andini Salmiwati Salmiwati Sarwo Derta Sarwo Derta Sarwo Derta Septian Cahya Rizaldi Sesmiarni Sesmiarni Sestika Susanti Sherly Annisa Silfia Utari Sinta Maria Dewi Sri Wahyu Lillah Tila Oktomaini Tita Eka Putri Ummi Muti’ah Veni Roza Yelfi Dewi S Yelfiyani Yelfiyani Yuli Yulpida Sari Zakir, Supratman Zulfani Sesmiarni