J. Taku Neno, Katrin
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PENGARUH GAMIFIKASI QUIZ ZEP TERHADAP MOTIVASI BELAJAR SISWA PADA MATERI MEDIA DIGITAL KELAS X KULINER SMK NEGERI 3 KUPANG Ledoh, Pingky Kimberli; J. Taku Neno, Katrin; Y. A Fallo, Diana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53781

Abstract

This study aimed to determine the effect of Quiz Zep gamification on students’ learning motivation in Digital Media subjects for Grade X Culinary students at SMK Negeri 3 Kupang. The study was motivated by the low level of student learning motivation, characterized by passive participation, low enthusiasm, and limited engagement in classroom activities. This research employed a quantitative approach using a quasi-experimental method with a One-Group Pretest–Posttest Design. The sample consisted of 24 students from Grade X Culinary 2 selected through purposive sampling. Data were collected using learning motivation questionnaires, observations, and documentation. The collected data were analyzed using descriptive statistics and a Paired Sample t-Test. The results showed that Quiz Zep gamification had a significant effect on students’ learning motivation. The hypothesis test yielded a significance value (Sig. 2-tailed) of 0.000, which was lower than 0.05, indicating that the null hypothesis was rejected and the alternative hypothesis was accepted. The implementation of Quiz Zep increased students’ attention, engagement, confidence, and satisfaction during the learning process. The gamification elements such as points, leaderboards, challenges, and instant feedback created a more interactive, enjoyable, and motivating learning environment. Therefore, Quiz Zep gamification can be used as an innovative learning medium to enhance students’ learning motivation in Digital Media subjects.
PENGARUH GAME-BASED LEARNING 'BLOOKET' TERHADAP PENINGKATAN KETERAMPILAN PROBLEM SOLVING SISWA KELAS XI INFORMATIKA MATERI TOPOLOGI DAN KEAMANAN JARINGAN DI SMAK TUNAS GLORIA T. Derosari, Katarina; J. Taku Neno, Katrin; Enstein, Jhon
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57634

Abstract

This study addresses the cognitive challenges and passive learning conditions faced by eleventh-grade students at SMAK Tunas Gloria Kupang in understanding abstract Informatics concepts, specifically Network Topology and Security. The research aims to analyze the significant impact of integrating the game-based learning platform Blooket, assisted by the Cisco Packet Tracer simulator, on improving students' problem-solving skills based on George Polya's four-stage framework. Utilizing a quantitative method with a pre-experimental one-group pretest-posttest design, the study involved a purposive sample of 14 students from class XI-A. Data collection methods included essay tests evaluated via a graded rubric, classroom observations, and documentation, which were statistically processed using IBM SPSS Statistics 31. The results of the Shapiro-Wilk normality test (p > 0.05) and Levene's homogeneity test (p = 0.310) met the requirements for parametric analysis. The Paired Samples T-Test revealed a highly significant difference between the pretest and posttest scores with a significance value of p < 0.001 and a t-statistic of -6.124. This statistical outcome conclusively rejects the null hypothesis (H0). Empirically, the students' mean score increased substantially from 57.29 in the pretest to 84.82 in the posttest. Furthermore, the Normalized Gain (N-Gain) analysis yielded an average score of 0.6442 (64.42%), placing the overall effectiveness of this digital learning intervention in the "Medium" category. Observation data corroborated these findings, indicating elevated cognitive focus and intrinsic motivation. In conclusion, the strategic combination of Blooket and Cisco Packet Tracer is highly effective in transforming conventional instruction into an interactive, student-centered ecosystem that successfully fosters robust digital troubleshooting capabilities.
PENGARUH PENERAPAN THINK-TALK-WRITE BERBASIS WEB LIVEWORKSHEET PADA MATERI STRUKTUR DATA DAN ALGORITMA TERHADAP KETERAMPILAN BERPIKIR KRITIS SISWA KELAS X AKL SMKN 1 KUPANG Angul, Angelina; J. Taku Neno, Katrin; Enstein, Jhon
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Verified
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58384

Abstract

This study was conducted to examine the effect of the Think-Talk-Write (TTW) learning model assisted by the Liveworksheet web platform on the critical thinking skills of Grade X Accounting and Finance (AKL) students at SMK Negeri 1 Kupang in the topic of Data Structures and Algorithms. The study employed a quantitative approach using a pre-experimental method with a One-Group Pretest-Posttest Design. The research sample consisted of 34 students selected from Grade X AKL 2. Data were collected through pretest and posttest instruments measuring students' critical thinking skills and analyzed using descriptive statistics, normality testing, and the Paired Samples t-Test. The results showed a substantial improvement in students' critical thinking skills after the implementation of the TTW model assisted by Liveworksheet. The mean pretest score increased from 42.00 to 86.21 on the posttest. The normality test indicated that both datasets were normally distributed (Sig. > 0.05). Furthermore, the Paired Samples t-Test produced a t-value of -13.167 with a significance value of p < 0.001, indicating a statistically significant difference between students' pretest and posttest scores. Therefore, the null hypothesis was rejected and the alternative hypothesis was accepted. It can be concluded that the implementation of the Think-Talk-Write learning model assisted by the Liveworksheet web platform has a significant positive effect on improving students' critical thinking skills in Informatics learning, particularly in the topic of Data Structures and Algorithms.
HUBUNGAN ANTARA TINGKAT KECEMASAN DIGITAL DENGAN PENDEKATAN PEMBELAJARAN MENDALAM (DEEP LEARNING) PADA MATERI PROSES KOMPUTASI SISWA KELAS X TKL DI SMK NEGERI 5 KUPANG Mamida Yosefa Boko, Heddy; J. Taku Neno, Katrin; Enstein, Jhon
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Verified
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58536

Abstract

This study aims to determine the relationship between digital anxiety and the deep learning approach to computational process material among 10th-grade TKL students at SMK Negeri 5 Kupang. This research utilizes a quantitative correlational method. The study was conducted at SMK Negeri 5 Kupang from February to July 2026. The research population consisted of all 67 students from class X TKL, while the sample was selected using total sampling from class X TKL 2, comprising 33 students. Data collection was carried out through the simultaneous distribution of digital anxiety scale questionnaires (adapted from DASS), interview guidelines, and documentation sheet verification. Data analysis was performed using Pearson Product-Moment correlation statistical analysis via SPSS 31 after fulfilling the prerequisite normality tests (Shapiro-Wilk) and linearity tests. The results demonstrated a significant negative or inverse correlation between digital anxiety (Variable X) and the deep learning approach (Variable Y) with a correlation coefficient (rxy) of -0.347 and a significance value of 0.048 (Sig. < 0.05). This indicates that higher digital anxiety in students when operating computers corresponds to lower deep learning levels. Qualitative field findings revealed that students' digital anxiety is triggered by fear of clicking wrong buttons, error messages, and English-heavy interfaces, causing them to choose shortcuts like copying tasks. Therefore, creating a calm, quiet laboratory environment and implementing step-by-step humanistic teaching methods are essential strategies to reduce digital anxiety and foster an optimal deep learning culture in computing subjects.