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Pengaruh Media Pembelajaran Game Bamboozle Terhadap Motivasi Belajar Peserta Didik Pada Mata Pelajaran Informatika Di MA Al-Musyawwir Safitri, Undayani; Razaqi, Rahmat Shofan; Suparto, Arico Ayani
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 4 No. 3 (2026): Februari 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i3.539

Abstract

Pendidikan memiliki peran krusial dalam membentuk generasi yang kompeten dan siap menghadapi tantangan di masa depan Penelitian ini bertujuan mengetahui pengaruh pengunaan media pembelajaran game bamboozle terhadap motivasi belajar peserta didik di MA Al-Musyawwir.Metode penelitian yang digunakan adalah pendekatan kuantitatif. Tahap analisis dilakukan melalui uji normalitas, uji homogenitas, uji hipotesis untuk menentukan apakah ada pengaruh media pembelajaran game bamboozle terhadap motivasi belajar peserta didik pada mata pelajaran informatika, uji normalitas peneliti menggunakan teknik sapiro wilk karena sampel dibawah 50. Nilai signifikan dapat dilihat dari kelas eksperimen sebesar 0,140 dan dikelas kontrol sebesar 0,091. Uji normalitas apabila nilai sig > 0,060 maka data dikatakan normal, apabila sig < 0,60 maka data dikatakan tidak normal. maka data dikatakan homogen, jika data sudah homogen maka langkah selanjutnya yakni pengujian uji anova, uji anovah dapat dilihat dari nilai sig < 0,05 maka data dapat diterima. Hasil sig pada levene statistik 0,653> 0,05 dan sig pada anovah 0,033 < 0,05 maka data diterima. Penentuan keputusan dalam uji hipotesis didasarkan pada nilai signifikansi (Sig. 2-tailed) < 0,05 maka Ha diterima. Sig 2 tailed 0,033 < 0,05, Dengan demikian, dapat disimpulkan bahwa penggunaan media pembelajaran game Bamboozle berpengaruh terhadap motivasi belajar peserta didik dalam mata pelajaran Informatika di MA Al-Musyawwir..
Development of Android-Based Algebra Educational Games: Student Responses and Learning Outcomes of Vocational Students Setyoko, Aldo; Jaya, Firman; Razaqi, Rahmat Shofan
Jurnal Riset dan Inovasi Pembelajaran Vol. 6 No. 1 (2026): Januari-April 2026
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/jrip.v6i1.4521

Abstract

Low learning motivation and mathematics achievement, particularly in basic algebra, remain common challenges in vocational high schools. This study aimed to develop an Android-based algebra educational game with a drag-and-drop mechanism and to identify students’ responses and changes in learning outcomes after using the game. The product was developed using Kodular (block-based programming). The game contains 10 basic algebra questions (e.g., operations on like terms) with a scoring system of 10 points for correct answers and 0 points for incorrect answers, accompanied by immediate feedback (notifications and text-to-speech). Prior to the trial, the product was validated by a content expert and a media expert using a 1-4 validation sheet to ensure the appropriateness of content, interface, and functionality; the test and questionnaire instruments were also reviewed for content validity through expert judgment. A limited trial was conducted with five Grade X students at SMKN 2 Situbondo using a one-group pretest–posttest design. The results show that the average score increased from 70 (pretest) to 76 (posttest), although gains varied across students. Student responses tended to be positive, especially regarding learning interest, drag-and-drop interaction, and confidence in solving algebra problems. These findings indicate that the Android-based educational game has the potential to serve as an engaging algebra practice medium to support classroom learning; however, further testing with a larger number of participants is needed to strengthen the generalizability of the results.
Pemanfaatan Data Analytics Berbasis Teknologi Dalam Bisnis Ritel Es Teh Segar Makkiyah, Muh. Fawaidul; Razaqi, Rahmat Shofan; Azizah, Nur
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 5 No. 1 (2026): Juni 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v5i1.926

Abstract

The application of data analytics in technology-based retail business has become a key factor in improving the efficiency and effectiveness of business processes by analyzing data collected from various sources. This study aims to analyze how the utilization of data analytics technology is applied in the business processes of Es Teh Segar Mantap retail and to measure the extent to which the use of data analytics can improve the efficiency and effectiveness of business processes at Es Teh Segar Mantap retail. This research approach is quantitative. This approach is very strong because it prioritizes the collection of data in numerical form using statistical analysis. This study was conducted deliberately (Purposive Sampling) in Suren Hamlet, Tepos Village, Banyuglugur District, Situbondo Regency. In this study random sampling was used. The results of this study show that the integrated use of data analytics has a tangible impact on the business performance of Es Teh Segar Mantap. Based on the results of sales analysis in the Es Teh Segar Mantap business, the original flavor variant contributed the most to sales, reaching more than 83% of total sales