Refnywidialistuti
Universitas Ekasakti

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Pemanfaatan Wayground Paper Mode Sebagai Solusi Pembelajaran Interaktif Pada SMKN 6 Padang Refnywidialistuti; Vivi Sri Mulia; Nela Sari Yolanda
Ekasakti Jurnal Penelitian dan Pengabdian Vol. 6 No. 2 (2026): Ekasakti Jurnal Penelitian dan Pengabdian
Publisher : LPPM Universitas Ekasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31933/ejpp.v6i2.1445

Abstract

Keterbatasan akses internet, sarana teknologi informasi, serta dominannya penggunaan metode pembelajaran konvensional masih menjadi tantangan dalam pelaksanaan pembelajaran di sekolah menengah kejuruan. Kondisi tersebut juga ditemukan di SMKN 6 Padang sehingga diperlukan alternatif media pembelajaran yang interaktif, mudah diterapkan, dan tidak bergantung sepenuhnya pada teknologi daring. Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan kualitas pembelajaran melalui pemanfaatan Wayground Paper Mode sebagai media pembelajaran interaktif. Metode pelaksanaan meliputi tahap sosialisasi, pelatihan, pendampingan, praktik implementasi, dan evaluasi kegiatan. Peserta kegiatan terdiri atas 30 siswa kelas X Busana 1 SMKN 6 Padang. Hasil kegiatan menunjukkan bahwa Wayground Paper Mode dapat diterapkan dengan baik dalam proses pembelajaran serta memperoleh respon positif dari peserta. Sebagian besar siswa menyatakan pembelajaran menjadi lebih menarik, interaktif, dan membantu memahami materi pembelajaran. Selain itu, media ini dapat digunakan tanpa ketergantungan terhadap akses internet sehingga sesuai dengan kondisi sekolah yang memiliki keterbatasan sarana teknologi. Kegiatan ini memberikan alternatif solusi pembelajaran yang praktis, ekonomis, dan berkelanjutan bagi sekolah kejuruan.
Pengaruh Model Pembelajaran Kooperatif Tipe Teams Games Tournament Berbantuan Kahoot terhadap Hasil Belajar Matematika Siswa SMAN 1 Koto XI Tarusan Arini Isti Ardillah; Dina Novarina Perdana; Refnywidialistuti
JURNAL ARMADA PENDIDIKAN Vol 4 No 3 (2026): JURNAL ARMADA PENDIDIKAN
Publisher : Kilau Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60041/jap.v4i3.507

Abstract

This study was motivated by students' low mathematics learning outcomes and the suboptimal use of learning models that actively engage students in class. This study aimed to examine the effect of the cooperative learning model of the Teams Games Tournament (TGT) type assisted by Kahoot on the mathematics learning outcomes of Phase-E students at SMAN 1 Koto XI Tarusan. This study used a quantitative approach with a quasi-experimental research type and a randomized control-group-only posttest design. The population consisted of all Phase-E students at SMAN 1 Koto XI Tarusan, while the sample comprised one experimental class and one control class selected at random. The experimental class received treatment using the TGT model assisted by Kahoot, while the control class received conventional learning. The research instrument was a mathematics achievement test in essay form administered after the learning process ended. Data were analyzed using normality tests, homogeneity tests, and hypothesis tests (t-test). The results showed no significant difference in mathematics learning outcomes between students who learned using the TGT model assisted by Kahoot and those who learned using conventional learning, with the average learning outcomes of the experimental class comparable to those of the control class. It can therefore be concluded that the TGT cooperative learning model assisted by Kahoot did not significantly affect students' mathematics learning outcomes, although it can still be considered an alternative model for active and enjoyable learning.