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PERBANDINGAN METODE PEMBELAJARAN EDUTAINMENT DAN METODE PEMBELAJARAN KONVENSIONAL TERHADAP PRESTASI SISWA PADA MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI (TIK) DI SMA NEGERI 1 KALIDAWIR Mega Ayu Sasmita; Nurna Listya Purnamasari
JoEICT (Jurnal of Education And ICT) Vol 2, No 1 (2018)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v2i1.700

Abstract

Penelitian ini bertujuan untuk mengetahui Perbandingan penggunaan metode pembelajaran edutainment dan metode pembelajaran konvensional terhadap prestasi siswa. Metode pembelajaran Edutainment adalah salah satu dari metode pembelajaran yang sesuai dibandinedutagankan dengan metode pembelajaran konvensional yang masih menggunakan metode ceramah. Metode pembelajaran ini memberikan kesempatan siswa untuk dapat aktif dan berpikir kritis karena pembelaja-ran tidak hanya berpusat pada guru. Hal itulah yang mendasari penelitian tentang perbandingan kedua metode pembela-jaran ini.Metode yang digunakan dalam penelitian ini adalah posttest-only control design. Variabel yang diukur dalam penelitian ini adalah prestasi siswa kelas XI IPA  pada mata pelajaran Teknologi Informasi dan Komunikasi (TIK) sebagai variabel terikat, sedangkan variabel bebasnya adalah metode pembelajaran Edutainment dan metode pembelajaran kon-vensional. Teknik pengumpulan data meliputi observasi dan tes. Instrumen penelitian yang digunakan adalah lembar ob-servasi dan tes prestasi siswa. Teknik analisis data dengan uji normalitas, uji homogenitas dan hipotesis.Hasil tes pada kelas eksperimen diperoleh rata-rata sebesar 86,5. Sedangkan kelas kontrol memperoleh rata-rata sebe-sar 71,9. Hal ini menunjukkan pembelajaran dengan metode pembelajaran edutainment lebih baik dalam prestasi siswa.Setelah kedua kelas diberi perlakuan yang berbeda, hasil uji hipotesis yang didapatkan dengan SPSS Statistic 20 ada-lah nilai signifikasi sebesar 0,000. Dari hasil analisis tersebut  dapat disimpukan bahwa terdapat perbedaan prestasi siswa pada mata pelajaran Teknologi Informasi dan Komunikasi (TIK) antara siswa yang diajar menggunakan metode pembelajaran edutainment dan metode pembelajaran konvensional.                                                                                                                                                       Kata Kunci: Edutainment, Konvensional, Prestasi Siswa
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN VIDEO TUTORIAL TERHADAP MINAT DAN HASIL BELAJAR SISWA DI SMK PERWARI TULUNGAGUNG siska fitri ayuningtias; Nurna Listya Purnamasari
JoEICT (Jurnal of Education And ICT) Vol 3, No 1 (2019)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v3i1.731

Abstract

Guru dalam penyampaian materi masih sering menggunakan slide pada Powerpoint dan buku. Di SMK Perwari Tulungagung pada mata pelajaran Simulasi Komunikasi Digital masih menerapkan media pembelajaran berupa PowerPoint. Dimana para siswa terkadang belum terlalu memahami karena mereka tidak memiliki buku bahan ajar atau modul dan hanya mengandalkan slide Power Point yang diterangkan oleh guru. Dari latar belakang diatas maka diperoleh rumusan masalah yaitu Adakah pengaruh penggunaan media pembelajaran video tutorial terhadap minat dan hasil belajar siswa SMK.Tujuan penelitian ini adalah untuk mengetahui pengaruh media pembelajaran menggunakan video tutorial terhadap minat dan hasil belajar siswa di SMK pada mata pelajaran simulasi komunikasi digital.Jenis Penelitian ini adalah penelitian Kuantitatif Quasi Eksperimental Desain. Metode pengumpulan data menggunakan angket kuisioner dan tes. Metode angket digunakan untuk memperoleh data  minat belajar siswa (Variabel Y1) dan metode tes digunakan untuk memperoleh data hasil belajar siswa (Variabel Y2) Populasi dan sampelnya adalah kelas XII AK dan XII APK di SMK Perwari Tulungagung yang berjumlah kelas XII AK 20 siswa dan XII APK 21 siswa dengan jumlah total 41 siswa.Kesimpulan berdasarkan hasil data yang diperoleh H1 dari kelas eksperimen  dengan nilai diketahui bahwa thitung sebesar -0,263 Sig sebesar 0,000 atau 0,05, berarti bahwa H0 ditolak Ha diterima. Maka dapat disimpulkan bahwa penggunan video tutorial (X) terdapat pengaruh yang signifikan terhadap minat belajar (Y1). Sedangkan pada pengujian H2 pada kelas eksperimen berdasarkan hasil perhitungan diketahui bahwa thitung sebesar 10,660 Sig sebesar 283 atau 0,05, berarti bahwa H0 diterima Ha ditolak. Maka dapat disimpulkan bahwa penggunan video tutorial (X) tidak terdapat pengaruh signifikan terhadap hasil belajar (Y2). Guru dalam penyampaian materi masih sering menggunakan slide pada Powerpoint dan buku. Di SMK Perwari Tulungagung pada mata pelajaran Simulasi Komunikasi Digital masih menerapkan media pembelajaran berupa PowerPoint. Dimana para siswa terkadang belum terlalu memahami karena mereka tidak memiliki buku bahan ajar atau modul dan hanya mengandalkan slide Power Point yang diterangkan oleh guru. Dari latar belakang diatas maka diperoleh rumusan masalah yaitu Adakah pengaruh penggunaan media pembelajaran video tutorial terhadap minat dan hasil belajar siswa SMK.Tujuan penelitian ini adalah untuk mengetahui pengaruh media pembelajaran menggunakan video tutorial terhadap minat dan hasil belajar siswa di SMK pada mata pelajaran simulasi komunikasi digital.Jenis Penelitian ini adalah penelitian Kuantitatif Quasi Eksperimental Desain. Metode pengumpulan data menggunakan angket kuisioner dan tes. Metode angket digunakan untuk memperoleh data  minat belajar siswa (Variabel Y1) dan metode tes digunakan untuk memperoleh data hasil belajar siswa (Variabel Y2) Populasi dan sampelnya adalah kelas XII AK dan XII APK di SMK Perwari Tulungagung yang berjumlah kelas XII AK 20 siswa dan XII APK 21 siswa dengan jumlah total 41 siswa.Kesimpulan berdasarkan hasil data yang diperoleh H1 dari kelas eksperimen  dengan nilai diketahui bahwa thitung sebesar -0,263 Sig sebesar 0,000 atau 0,05, berarti bahwa H0 ditolak Ha diterima. Maka dapat disimpulkan bahwa penggunan video tutorial (X) terdapat pengaruh yang signifikan terhadap minat belajar (Y1). Sedangkan pada pengujian H2 pada kelas eksperimen berdasarkan hasil perhitungan diketahui bahwa thitung sebesar 10,660 Sig sebesar 283 atau 0,05, berarti bahwa H0 diterima Ha ditolak. Maka dapat disimpulkan bahwa penggunan video tutorial (X) tidak terdapat pengaruh signifikan terhadap hasil belajar (Y2).
PENGEMBANGAN BAHAN AJAR E-MODUL PADA PELAJARAN TIK KELAS VII SMPN 1 KAUMAN purnamasari, Nurna listya
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 1 No. 2 (2020): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v1i2.404

Abstract

Teaching material is something that has a significant role in teaching and learning activities. Not only relying on teachers as a source, teaching materials can influence the course of teaching and learning activities. Teaching materials can be grouped into four categories, namely printed teaching materials, listening teaching materials, listening view teaching materials, interactive multimedia teaching materials. In this study, teaching materials in the form of a Lectora-based e-module were carried out on class VII students of SMPN 1 Kauman Tulungagung, with the following test results: the media expert's assessment resulted in a feasibility percentage of 82.8%, while the results of the assessment from material experts were obtained. the result of the percentage of feasibility is 92.5%.
MODEL R2D2 PADA PENGEMBANGAN BAHAN AJAR EMODUL PADA PELAJARAN TIK KELAS VII DI SMPN 1 KAUMAN Nurna Listya Purnamasari
Center of Education Journal (CEJou) Vol. 1 No. 02 (2020): Terbitan September 2020
Publisher : Universitas Nahdlatul Ulama Pasuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55757/cejou.v1i02.7

Abstract

Tujuan dari penelitian ini untuk memecahkan masalah yang terjadi dalam proses pembelajaran kelas VII SMPN 1 KAUMAN, yaitu kurangnya media pembelajaran yang membuat peserta didik kesulitan mempelajari kembali apa yang telah dipelajari sebelumnya. Penelitian ini merupakan penelitian Research and Development (R&D) Secara garis besar tahap tahap ini dilalui dalam mengembangkan E-Modul menggunakan Reflektive, Recursive Design and Development Model (R2D2) yaitu (1) fokus penetapan (define focus), (2) fokus penentuan desain dan pengembangan (design and develop-ment focus), dan (3) fokus penyebarluasan (dissemination focus). Penelitian ini merupakan penelitian Research and Development (R&D) Secara garis besar tahap tahap ini dilalui dalam mengembangkan E-Modul menggunakan Reflektive, Recursive Design and Development Model (R2D2) yaitu (1) fokus penetapan (define focus), (2) fokus penentuan desain dan pengembangan (design and development focus), dan (3) fokus penyebarluasan (dissemination focus). Hasil penelitian kelayakan E-Modul menurut ahli materi mencapai nilai besar rata-rata 92% dapat disimpulkan bahwa tingkat kelayakan produk adalah sangat layak, menurut ahli media mecapai rata-rata 82% dapat disimpulkan bahwa tingkat kelayakan produk adalah sangat layak, berdasarkan aspek questioner respon siswa (uji kelompok kecil) memperoleh nilai rata-rata 80% dapat disimpulkan bahwa kualitas produk yang dikembangkan adalah layak, dan dari quisioner respon siswa (uji kelompok besar) memperoleh nilai 85%, dapat disimpulkan bahwa kualitas produk yang dikembangkan sangat layak digunakan. Maka dari ke-empat penilaian tersebut rata-rata kelayakan produk adalah 84.75%. Dapat disimpulkan produk yang dikembangkan sangat layak digunakan pada mata pelajaran TIK
Development of Google Classroom-Based Learning Media for Strengthening Premarital Education from a Pancasila Education Perspective among Grade XI Social Humanities Students at MA Al-Fattahiyyah Ri’ayatus Solihah; Nurna Listya Purnamasari
Journal of Multidisciplinary Science: MIKAILALSYS Vol 4 No 2 (2026): Journal of Multidisciplinary Science: MIKAILALSYS
Publisher : Darul Yasin Al Sys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/mikailalsys.v4i2.10540

Abstract

Pancasila Education learning at MA Al-Fattahiyyah remains largely dependent on conventional instructional approaches, resulting in the limited integration of digital media into premarital education materials. This condition reduces learning interactivity and restricts student engagement in the instructional process. This study aimed to develop Google Classroom-based learning media to strengthen premarital education from the perspective of Pancasila Education and to evaluate its validity and feasibility. The study employed a Research and Development approach using the ADDIE model, comprising the Analysis, Design, Development, Implementation, and Evaluation stages. The participants included a media expert, a subject-matter expert, and Grade XI Social Humanities students at MA Al-Fattahiyyah. Data were collected through observation, interviews, questionnaires, and documentation and were analyzed using descriptive quantitative and qualitative techniques. The findings showed that the media expert validation score reached 93.75%, the subject-matter expert validation score reached 93.75%, the small-group trial achieved 94.5%, and the large-group trial obtained 93.8%, resulting in an overall average score of 93.95%, which was categorized as highly valid. The study concludes that the developed Google Classroom-based learning media is feasible for instructional implementation in Pancasila Education. These findings contribute to the development of digital learning media for premarital education and imply that Google Classroom can enhance instructional quality, learning motivation, and students’ understanding of premarital education materials.
Development of Canva-Based Learning Media for Pancasila Education in Grade XI Social Sciences at MA Al Fattahiyyah Rohma Nugraheni; Nurna Listya Purnamasari
Journal of Multidisciplinary Science: MIKAILALSYS Vol 4 No 2 (2026): Journal of Multidisciplinary Science: MIKAILALSYS
Publisher : Darul Yasin Al Sys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/mikailalsys.v4i2.10796

Abstract

Pancasila Education learning at MA Al Fattahiyyah has predominantly relied on worksheets and lecture-based instruction, resulting in limited student engagement, reduced learning motivation, and difficulties in understanding instructional content. This condition highlights the need for innovative digital learning media that align with the characteristics of contemporary learners. This study aimed to develop Canva-based learning media for the topic “Citizens’ Attitudes toward the Implementation of the Governmental System of the Republic of Indonesia” in Pancasila Education and to examine the validity of the developed product. A Research and Development (R&D) approach was employed using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The participants included media experts, content experts, and Grade XI Social Sciences students at MA Al Fattahiyyah. Data were collected through observation, interviews, questionnaires, and documentation and were analyzed using quantitative and qualitative descriptive techniques. The findings reveal that the developed Canva-based learning media obtained a media expert validation score of 94%, categorized as highly valid, and a material expert validation score of 93%, also categorized as highly valid. The small-group trial produced a score of 77%, categorized as valid, while the large-group trial achieved 83%, categorized as highly valid. Overall, the product obtained an average feasibility score of 86.75%, indicating a highly valid level of quality and suitability for instructional use. The study concludes that Canva-based learning media are feasible as an alternative instructional resource for Pancasila Education. These findings contribute to the development of digital learning media by demonstrating the relevance of interactive, visually supported instructional resources in improving learning quality, supporting the implementation of the Merdeka Curriculum, and creating more engaging and meaningful learning experiences for students.
PENGEMBANGAN MEDIA PEMBELAJARAN MENGGUNAKAN GOOGLE SITES DALAM PENGUATAN CIVIC KNOWLEDGE PADA MATA PELAJARAN PENDIDIKAN PANCASILA KELAS XI DI MA AL FATTAHIYYAH Washfaa Zakia, Roofida; Listya Purnamasari, Nurna
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.v11i02.56589

Abstract

Civic Education learning continues to face several challenges, particularly limited student engagement and the inadequate use of digital learning media to strengthen Civic Knowledge. These conditions often result in less interactive learning experiences and reduce students’ opportunities to develop a comprehensive understanding of citizenship-related concepts. This study aimed to develop a Google Sites-based learning medium for the Civic Education topic “Citizens’ Attitudes toward the Implementation of the Indonesian Government System” for eleventh-grade students at MA Al-Fattahiyyah and to evaluate the validity of the developed product. The research employed a Research and Development (R&D) approach using the ADDIE model, which consists of the Analyze, Design, Development, Implementation, and Evaluation stages. The participants included one media expert, one subject-matter expert, five students in a small-group trial, and twenty-two students in a large-group trial. Data were collected through observation, interviews, and questionnaires and were Analyzed using descriptive quantitative and qualitative techniques. The findings revealed that the developed Google Sites-based learning media achieved validity scores of 94% from the media expert, 90% from the subject-matter expert, 88% from the small-group trial, and 89.31% from the large-group trial, resulting in an overall average score of 90.32%, which falls within the highly valid category. Therefore, the developed media is considered appropriate for use in Civic Education learning. The study implies that Google Sites can serve as an innovative digital learning medium that supports the enhancement of Civic Knowledge and contributes to improving learning quality in the digital era.
STRATEGI GURU DALAM MEMBINA ETIKA PERGAULAN SISWA DI ERA DIGITAL BERBASIS NILAI-NILAI PANCASILA DI SDN 1 PUCUNGKIDUL Diva Kharisma Pangestuti; Abdul Roziq Asrori, Muhamad; Listya Purnamasari, Nurna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.56895

Abstract

The rapid development of digital technology has significantly influenced the social interaction patterns of elementary school students, creating challenges in fostering ethical behavior both in direct and online interactions. This study aimed to describe the strategies employed by teachers in fostering students’ social ethics in the digital era based on Pancasila values and to identify the supporting and inhibiting factors affecting the implementation of these strategies at SDN 1 Pucungkidul. The research employed a descriptive qualitative approach. Data were collected through observations, interviews, and documentation, and were analyzed using the Miles and Huberman interactive model, including data reduction, data display, and conclusion drawing. The findings revealed that teachers foster students’ social ethics through positive habit formation, role modeling, discussions and case studies, reflective approaches, problem-based learning, and digital literacy education integrated with Pancasila values. Supporting factors included collaboration among teachers, parents, and the school, a conducive learning environment, and character-building programs. Meanwhile, inhibiting factors consisted of the uncontrolled use of gadgets and social media, limited parental supervision, and negative environmental influences and digital content. The study concludes that teacher strategies grounded in Pancasila values are effective in developing students who are polite, responsible, respectful, and capable of using digital technology wisely in their daily social interactions.
PENGEMBANGAN E-BOOK SEBAGAI SUMBER BELAJAR PENDIDIKAN PANCASILA SISWA KELAS IX SMPN 3 KEDUNGWARU Kurnia Sari, Yuliana; Eva Trisnantari, Hikmah; Listya Purnamasari, Nurna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57001

Abstract

The research on the development of e-books as learning resources is motivated by the Pancasila Education learning process for Grade IX tudents at SMPN 3 Kedungwaru, which is still dominated by conventional learning resources in the form of printed textbooks that have not utilized multimedia elements. On the other hand, although students are already familiar with technological devices, the use of such devices for learning purposes has not yet been optimized. This study aims to produce a design, describe the implementation, and test the feasibility of interactive e-books as an alternative digital learning resource for the topic Maintaining the Territorial Intergrity of the Unitary State of the Republic of Indonesia. This study employed Research and Development (R&D) method, applying the ADDIE development model which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. Data collection instruments included validation sheets for media experts, material experts, and student response questionnaires. The trail subjects in this study were 30 students of Grade IX-A at SMPN 3 Kedungwaru. The results of the study show that: (1) The e-book was designed systematically and converted innto an interactive flipbook format via the FlipHTML5 website, complete with a combination of text, visual elements, educational videos, and assessment links. (2) The implementation of the e-book ran smoothly using smartphones or laptops, during the development stage, the product was revised by converting conventional Student Worksheets into web-based quizzes on Quizizz. (3) The feasibility level of the e-book was declared highly feasible based on validation results: material experts gave a score of 81,3% (feasible criteria), and media experts gave a score of 96% (highly feasible criteria). Furthermore, student responses yielded a percentage of 87% in the limited trial and 87,4% in the field trial, both falling under the “highly feasible” criteria.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS KAHOOT PADA MATA PELAJARAN PENDIDIKAN PANCASILA KELAS IX SMP ISLAM AL FATTAHIYYYAH Hanifatur Rohmah; Nurna Listya Purnamasari
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.v11i03.57142

Abstract

This research is motivated by the low levels of students' learning motivation and literacy skills in Pancasila Education, a subject often perceived as monotonous due to the lack of innovative and digital-based learning media in the classroom. On the other hand, technological advancements demand the integration of interactive media that adapts to the characteristics of digital-generation students. Therefore, this study aims to examine the feasibility and practicality of learning media based on the educational game Kahoot, as well as to analyze its effectiveness in enhancing students' learning motivation and literacy achievement in Pancasila Education. The research method used is Research and Development (R&D). The development procedure was systematically executed through the stages of problem analysis, product design, expert validation, revision, and field testing to produce a valid, practical, and applicable learning media product. The preliminary results from the problem and needs analysis data indicate that students strongly require interactive and engaging learning media to stimulate their interest in learning. Meanwhile, teachers need practical digital supporting instruments to measure real-time comprehension of the material. Based on the validation test by media experts, which included aspects of efficiency, safety, and display, a total score of 46 out of a maximum of 48 was obtained, yielding a feasibility percentage of 95.83% (Very Feasible). The validation test results from material experts supported this with a percentage of 88% (Very Feasible). From the user perspective, the practicality level by teachers and students reached 89% (Very Practical). Furthermore, the effectiveness test proved that using Kahoot significantly increased students' learning motivation with a success rate of 85% and boosted students' literacy skills to 87% completeness. The conclusion of this study demonstrates that Kahoot-based learning media is proven to be highly feasible, practical, and effective as an innovative solution for teaching Pancasila Education in schools.