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IMPROVING STUDENTS’ MATHEMATICAL REASONING IN GEOMETRY USING ADOBE FLASH LEARNING MEDIA Nurjanah, Nurjanah; Lutfi, Ahmad Fajri; Yuliardi, Ricki
Jurnal Pengajaran MIPA Vol 23, No 2 (2018): JPMIPA: Volume 23, Issue 2, 2018
Publisher : Faculty of Mathematics and Science Education, Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18269/jpmipa.v23i2.13568

Abstract

The technology era provides new opportunities to improve mathematics teaching and learning. In this paper, we reported the implementation of Adobe Flash as learning media for improving students' reasoning ability. Results suggested a significantly improved reasoning ability in experimental class compared to control class, which indicated the effectiveness of Adobe Flash as media for learning geometry. The use of animation, video, and worked example, foster students’ reasoning ability by making geometrical concepts transparent and reducing possible misleading spatial perception.
Penerapan Pembelajaran Menggunakan Media Animaker untuk Meningkatan Minat Belajar Siswa pada Mata Pelajaran Informatika di SMP Negeri 1 Kramatmulya Agustin, Aulia Magfiro; Lutfi, Ahmad Fajri
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.v5i4.1680

Abstract

Teaching is more varied and not easy to make students feel bored by using learning media can increase the desired students' interest in learning. This research aims to increase interest in learning using Animaker learning media in Informatics subjects. This type of research is quantitative research using a pre-expression research design of one group pretest-posttest design. The subjects in this study are 26 students in grade VII C SMP Negeri 1 Kramatmulya. In data collection, the author used multiple-choice posttest preetes and questionnaire questions. The data was analyzed using the data normality test, validity test and Reality test, and t-test. The results of the analysis that have been carried out show that there is a significant difference in the increase in students' interest in learning, and it is evidenced by the average pretest questionnaire score of 60.23 while the average score of the posttest is 63.61. So that the difference between the pretest and the posttest is 3.38. The data obtained shows that the students' response to the results of the application of animaker learning media is very good or there is an improvement compared to before using animaker media.
Implementasi EDAPP Sebagai LMS Untuk Meningkatkan Hasil Belajar Dalam Mata Pelajaran Bahasa Indonesia Di SMK Muhammadiyah 1 Kuningan sindy, Sindy Febriyanti; Lutfi, Ahmad Fajri
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 10 No. 2 (2024): Volume 10 No 2 September 2024
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v10i2.1473

Abstract

Abstrak Pembelajaran Bahasa Indonesia di sekolah seringkali monoton dan kurang menarik, dengan penggunaan buku paket sebagai satu-satunya acuan. Hal ini dapat menurunkan motivasi siswa dan berakibat pada hasil belajar yang kurang optimal. Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa melalui penggunaan EdApp sebagai LMS. Penelitian ini menggunakan metode kuantitatif dengan jenis Quasi Eksperimen dan desain penelitiaan Pretest-postesst control design. Penelitian ini dilakukan di SMK Muhammadiyah 1 Kuningan dengan melibatkan dua kelas, kelas kontrol dan kelas eksperimen. Populasi yang digunakan dalam penelitian ini adalah siswa kelas X TB dan X AP dengan jumlah sebanyak 38 siswa. Teknik pengumpulan data yang digunakan yaitu soal/tes (pretest-posttest) dan angket (pretest-posttest). Terdapat perbedaan hasil belajar siswa antara metode konvensional dan yang menggunakan media pembelajaran  EdApp, hal ini dapat dilihat dari hasil pengujian hipotesis diketahui bahwa rata kelas kontrol sebesar 66.11 dan rata-rata kelas eksperimen sebesar 83.33 sehingga diketahui selisih dari kedua kelas tersebut sebesar 17.22. Nilai t_hitung > t_tabel yaitu 4.366 > 2.120 , sehingga dapat dinyatakan terdapat perbedaan yang signifikan dalam peningkatan nilai hasil belajar pada kelas eksperimen, dengan demikian dapat disimpulkan bahwa H_a diterima dan H_0 ditolak. Kata Kunci : Learning Management System (LMS), EdApp, Hasil Belajar, Bahasa Indonesia   Abstract Learning Indonesian at school is often monotonous and less interesting, with textbooks used as the only reference. This can reduce student motivation and result in less than optimal learning outcomes. This research aims to improve student learning outcomes through the use of EdApp as an LMS. This research uses a quantitative method with a Quasi Experiment type and a pretest-posttest control design research design. This research was conducted at SMK Muhammadiyah 1 Kuningan involving two classes, the control class and the experimental class. The population used in this research were students in class X TB and X AP with a total of 38 students. The data collection techniques used were questions/tests (pretest-posttest) and questionnaires (pretest-posttest). There is a difference in student learning outcomes between conventional methods and those using the EdApp learning media. This can be seen from the results of hypothesis testing, it is known that the control class average is 66.11 and the experimental class average is 83.33, so it is known that the difference between the two classes is 17.22. The value of t_count > t_table is 4,366 > 2,120, so it can be stated that there is a significant difference in the increase in learning outcome scores in the experimental class, thus it can be concluded that H_a is accepted and H_0 is rejected. Keyword: Learning Management System (LMS), EdApp, Student Learning Outcomes, Indonesian language
Penerapan Media Pembelajaran Berbasis Video Tutorial Untuk Meningkatkan Hasil Belajar Siswa di SMK Auto Matsuda siti, Siti Komariah; Lutfi, Ahmad Fajri
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 10 No. 2 (2024): Volume 10 No 2 September 2024
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v10i2.1663

Abstract

Kegiatan belajar mengajar dalam mata pelajaran simulasi dan komunikasi digital (simkomdig) di SMK Auto Matsuda masih menggunakan kurikulum 2013 dan masih terpaku pada penggunaan Microsoft office, pembelajaran di SMK Auto Matsuda masih menggunakan metode ceramah yaitu hanya guru yang memberikan penjelasan sehingga pembelajaran dirasa kurang menarik. Tujuan dari penelitian ini yaitu meningkatkan hasil belajar siswa dengan menerapkan media visme berbasis video tutorial. Metode penelitian yang digunakan dalam penelitian ini yaitu metode kuantitatif dengan jenis Quasi Eksperimen dengan desain penelitian yaitu pretest-posttest control group design. sampel yang digunakan dalam penelitian ini yaitu X TBSM sebagai kelas kontrol yang berjumlah 288 siswa dan X PSY sebagai kelas eksperimen yang berjumlah 28 siswa. Teknik pengumpulan data dalam penelitian ini yaitu dengan observasi, tes/soal dan kuesioner. Terdapat perbedaan hasil belajar siswa yang diajarkan menggunakan metode pembelajaran konvensional dengan hasil belajar siswa yang diajarkan menggunakan media pembelajaran visme pada materi teknik presentasi yang efektif kelas X di SMK Auto Matsuda, hal ini dapat dilihat dari hasil pengujian hipotesis menggunakan uji-t diperoleh hasil peritungan uji hipotesis (t-test) diketahui rata-rata kenaikan kelompok eksperimen sebesar 79,29 sedangkan kenaikan kelas kontrol 67,85 sehingga diketahui kenaikan skor hasil belajar kelas eksperimen lebih besar 11,44 dibandingkan kelas kontrol. Nilai Thitung > Ttabel (4,563 > 2,052) dan nilai signifikansinya lebih dari 0,05 (p = 0,000 < 0,05, sehingga dapat dinyatakan terdapat perbedaan yang signifikan dalam peningkatan nilai hasil belajar secara signifikan pada kelompok eksperimen dan kelompok kontrol dengan demikian dapat disimpulkan bahwa H0 ditolak dan Ha diterima. Kata Kunci: Media pembelajaran ,Media Visme, Hasil belajar Siswa SMK Auto Matsuda
Penerapan Media Pembelajaran Interaktif Menggunakan Articulate Storyline untuk Meningkatkan Hasil Belajar Siswa dalam Mata Pelajaran Matematika Kelas X di Madrasah Aliyah Plus Ar Ruhama Hermansyah, Maman; Lutfi, Ahmad Fajri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1868

Abstract

The purpose of this study is to determine the influence of the application of articulate storyline interactive learning media on student learning outcomes in class X mathematics subjects at Madrasah Aliyah Plus Ar Ruhama. The method in this study is a quantitative method with a type of experimental research in the form of Pre-Experimental Design. The research design is One Group Pretest-Posttest Design. Sampling of this study uses a saturated sampling method, namely all members of the population are used as samples. This research was conducted on 12 students in class X. The data collection technique is carried out through the initial test and the final test. The data analysis technique was carried out through a t-test. The results of the research the average pretest score was 53.33, after the pretest was carried out then it was treated by using articulate storyline interactive learning media in mathematics subjects, after carrying out learning using articulate storyline interactive learning media there was an increase in learning outcomes which was seen from the posttest results where the average score was 76.67. Based on the results of the Paired sample t-test, it was concluded that the application of articulate storyline interactive learning media was influential in improving student learning outcomes in mathematics class X
Efektivitas Project Based Learning (PjBL) Berbantuan Aplikiasi Educaplay untuk Meningkatkan Literasi Siswa pada Mata Pelajaran Bahasa Indonesia di Kelas X SMAN 1 Cigugur Septiana, Cantika; Lutfi, Ahmad Fajri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i3.3207

Abstract

This research aims to improve student literacy in the Indonesian language subject at SMAN 1 Cigugur by applying the PJBL model assisted by Educaplay. This study uses a quantitative method with a quasi-experimental type and a pretest-posttest control group design. The population in this study consists of 369 students. From that number, 64 students were taken as a sample using purposive sampling technique. The data collection techniques include tests/questions and questionnaires/surveys. This study uses a t-test to compare the results before and after the treatment was given. The results of the hypothesis test show a significant difference in students' literacy scores before and after using the PJBL model. The average pre-test score was 69.63, and the average post-test score was 78.28, resulting in a difference of 8.65 between the two classes. The calculated t-value > table t-value is 5.120 > 2.04, indicating a significant improvement in student literacy in the experimental class
Development of Learning Media Using Genially to Increase Student Learning Interest at Smk Muhammadiyah 2 Kuningan in Basic Graphic Design Subjects Irpan, Muhammad; Lutfi, Ahmad Fajri
Journal of Social Science Vol. 5 No. 4 (2024): Journal of Social Science
Publisher : Syntax Corporation Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/jss.v5i4.892

Abstract

Muhammad Irpan (201223025). Development of Learning Media Using Genially to Increase Student Interest in Learning at SMK Muhammadiyah 2 Kuningan in Basic Graphic Design Subjects. The background to this thesis is that students' interest in learning at SMK Muhammadiyah 2 Kuningan in the Basic Graphic Design subject is still relatively low. This is caused by learning methods that are less interesting and interactive. Genially is an online platform that allows the creation of interesting and interactive learning media. The aim of this thesis is to develop learning media using Genially to increase students' interest in learning in the Basic Graphic Design subject. The main problem in this research is "Can learning media developed using Genially increase students' interest in learning in Basic Graphic Design subjects?". This research uses the Research and Development (R&D) method. The development model used is the development of Borg & Gall's instructional learning media (Puslitjaknov, 2008; Utomo, 2015) which is simplified into 5 main steps, namely: analyzing the product to be developed, developing the initial product, expert validation and revision, conducting field trials small scale, large scale field trials. The learning media developed was tested on students in class X TKJ and X RPL at SMK Muhammadiyah 2 Kuningan. Based on the results of this research analysis using a paired samples test with a significance value (2-tailed) of 0.000 <0.05, it shows that there is a significant difference between the initial variable (pretest) and the final variable (posttest), so that this Genially learning media can be used as a learning media primarily by students.
Penerapan Metode Pembelajaran STAD (Student Teams Achivement Division) Berbantuan Aplikasi Filmora untuk Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran Sejarah Kelas XI di SMAN 1 Cigugur Putri, Keysha Adilla; Lutfi, Ahmad Fajri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4018

Abstract

This study aims to increase student learning motivation through the application of the STAD (Student Teams Achivement Division) method using the filmora application as a support. This study uses a quantitative method with a Quasi Experimental approach and a Pretest-Posttest Control Design design implemented in SMA Negeri 1 Cigugur with 308 students. The sample of this research was class XI-1 as the experimental class and class XI-3 as the control class. Data were collected using pretest and posttest questionnaires on learning motivation, observation and documentation. Data were analyzed descriptively quantitatively. The results of the study revealed a significant difference in learning motivation between the conventional method and the STAD method assisted by the filmora application, stated through hypothesis testing with a t-test. The average posttest value of the control class was 74,41, while the experimental class was 80,23 with a difference of 5,82. It is known that the calculated t value of 6,380 is greater than the t table of 1,996 (6,380 > 1,996), so H1 is accepted and H0 is rejected.
Penerapan Model Pembelajaran Snowball Throwing Berbantuan Media Ahaslides untuk Meningkatkan Hasil Belajar Siswa pada Materi Desain Grafis Kelas 10 di Smk Negeri 1 Japara Anugrah, Aldi; Lutfi, Ahmad Fajri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4246

Abstract

This study aims to improve student learning outcomes in Graphic Design subjects through the implementation of the Snowball Throwing learning model assisted by AhaSlides media in Grade X of SMK Negeri 1 Japara in the academic year 2024/2025. The research employed a quantitative approach using a pre-experimental design with the one group pretest-posttest design. The population of this study consisted of 70 students from Grade X of the Visual Communication Design program at SMK Negeri 1 Japara. The sample was determined through purposive sampling, selecting 35 students from class X DKV 1. Data collection techniques included observation and tests, which were administered as pretests and posttests. Data were analyzed using descriptive statistics and inferential tests with the assistance of SPSS version 26. The findings revealed a significant improvement in students’ learning outcomes after applying the Snowball Throwing model assisted by AhaSlides. The mean pretest score of 51.11 increased to 79.43 in the posttest. The paired sample t-test results confirmed a significant difference between the pretest and posttest scores at the 0.05 significance level. Thus, it can be concluded that the implementation of the Snowball Throwing model assisted by AhaSlides is effective in enhancing student learning outcomes in Graphic Design at SMK Negeri 1 Japara.