Articles
Pengaruh Aplikasi Quizwhizzer Terhadap Hasil Belajar Siswa Kelas VII pada Mata Pelajaran Informatika
Rahma, Zea Fauzia;
Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i3.1478
This research aims to find out whether the Quizwhizzer application has an influence on the learning outcomes of class VII students in the Informatics subject. This research is quantitative with experimental methods. The research design is Pre-Experiment One Group Pretest-Posttest Control Group Design. The population used was class VII C students, totaling 17 boys and 16 girls. Data collection uses observation, questionnaires, and test questions. Data were analyzed using normality test, t test, validity test and reliability test. There are differences in student learning outcomes, this can be seen from hypothesis testing using the t-test. The results obtained by calculating the hypothesis test (t-test) mean the increase in posttest results was 72.12, while the increase in pretest results was 62.42, resulting in an increase in the result scores. posttest learning was 9.7 greater than pretest learning results. The value of Tcount > Ttabel (7.649 > 2.042) and the significance value is more than 0.05 (p=0.0000 < 0.05), it can be stated that there is a difference in increasing the value of learning outcomes in class VII C. Thus, it can be concluded that H0 is rejected, and Ha accepted
Penerapan Model Pembelajaran Project Based Learning (PjBL) dengan Aplikasi Capcut untuk Meningkatkan Motivasi Belajar Siswa dalam Pembelajaran Videografi di SMK PGRI Ciawigebang
Meidi, Meidi;
Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i4.1705
This study aims to examine the application of the Project Based Learning (PjBL) learning model combined with the CapCut application in increasing student learning motivation in Videography learning at SMK PGRI Ciawigebang. The research method used is a quantitative approach. The research sample is grading XI students majoring in Visual Communication Design. With a total of 32 students. The results showed that the application of the PjBL model with the CapCut application significantly increased students' learning motivation. The use of CapCut not only makes it easier for students to edit videos, but it also provides them with practical skills that are relevant to the industry. The PjBL learning model with the CapCut application has a positive influence on student learning motivation. The results of the questionnaire showed that student motivation in using CapCut learning media was in the very high category, with a percentage of 87%. This shows that students feel more motivated and enthusiastic in the learning process when using relevant and interesting applications. There was a significant difference in students' learning motivation before and after the implementation of the PjBL model with the CapCut application. The average learning motivation of students in the pretest was 50.00, while after the application of this learning method, it increased to 69.06
Penerapan Media Pembelajaran Audio Visual Berbasis Canva untuk Meningkatkan Motivasi dan Hasil Belajar Siswa dalam Mata Pelajaran TIK
Virizki, Asep Piar;
Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i5.1799
Mathematics learning activities at SMP Negeri 4 Ciawigebang in general still use textbooks or package books as one of the references used. The school where the research was conducted still uses package books as a learning medium and the method used uses the lecture method, so that in this case Mathematics learning becomes monotonous and less interesting and less motivating to students. This research aims to improve mathematical skills by using Scratch media. The research method used is quantitative with a quasi-experimental type using a research design, namely pretest posttest control design which was carried out at SMP Negeri 4 Ciawigebang. The population used in this study is students in grades 8b and 8e with a total of 54 students. Data collection techniques through observation, tests and questionnaires. The analysis of research data uses a t-test. The results of the analysis showed that there was a change in the improvement of student learning outcomes after the application of scratch learning media to the material of the two-variable linear equation system in mathematics in grade VII of SMP Negeri 4 Ciawigebang
Penerapan Model Pembelajaran Drill and Practice Menggunakan Media Focusky untuk Mengetahui Hasil Belajar TIK pada Siswa Kelas VIII SMPN Karangkancana Kabupaten Kuningan
Sukardi, Dadi;
Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i5.1811
This study aims to determine the application of the drill and practice learning model using Focusky media to determine the ICT learning outcomes in grade VIII students of SMPN 1 Karangkancana, Kuningan Regency. The research method applied in this study is quantitative by applying a drill and practice learning model in grade VIII students of Karangkancana Junior High School. The results of the study show that the application of scientific research methods that use numbers to measure and analyze data. The hypothesis test was carried out by system experts, namely using the SPSS V26 application and produced a 100% result which was included in the "Very Feasible" category. The results of student responses to the results of the application of the drill and practice learning model using Focusky media obtained from hypothesis tests were also strengthened by the results of starting the pretest mean. 53.66, while the mean postest is 81.33 so that the difference between the pretest and the posttest is 27.67 The hypothesis results can be said to be significant and feasible, there is a significant increase after applying the drill and practice learning model
Pengaruh Penggunaan Media Pembelajaran E-Book (Flif Book Maker) Terhadap Minat Belajar Siswa pada Mata Pelajaran Ilmu Pengetahuan Alam di SMP Negeri 1 Cilebak
Masluhin, Uhin;
Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i5.1816
Learning media is one of the means that can increase the effectiveness and efficiency of teaching and learning activities. The purpose of this study is to determine the effect of the use of e-book learning media (flif book maker) on students' interest in learning in Natural Sciences subjects at SMP Negeri 1 Cilebak. This study uses a quantitative research method with an experimental quasy type. The sample in this study is class VIII-A as many as 21 students as a control class or a class that is not given treatment with a preetest and class VIII-B as an experimental class as many as 21 students or a class that is given treatment and given a posttest. The data collection techniques used are prettest, posttest, and questionnaire questions. The results of hypothesis testing using the N-gain test were obtained with an average value of 71.9048 increase in the experimental group while the increase in the control class was 54.7619 so that it was known that the increase in the learning outcomes of the experimental class was 17.14286 compared to the control class. This study concludes that there is a significant influence between the learning process using conventional methods and learning using E-book media (Flipbook Maker) on students' learning interest
Pengaruh Aplikasi Quizwhizzer Terhadap Hasil Belajar Siswa Kelas VII pada Mata Pelajaran Informatika
Rahma, Zea Fauzia;
Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
Show Abstract
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Download Original
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Original Source
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Check in Google Scholar
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DOI: 10.54373/imeij.v5i3.1478
This research aims to find out whether the Quizwhizzer application has an influence on the learning outcomes of class VII students in the Informatics subject. This research is quantitative with experimental methods. The research design is Pre-Experiment One Group Pretest-Posttest Control Group Design. The population used was class VII C students, totaling 17 boys and 16 girls. Data collection uses observation, questionnaires, and test questions. Data were analyzed using normality test, t test, validity test and reliability test. There are differences in student learning outcomes, this can be seen from hypothesis testing using the t-test. The results obtained by calculating the hypothesis test (t-test) mean the increase in posttest results was 72.12, while the increase in pretest results was 62.42, resulting in an increase in the result scores. posttest learning was 9.7 greater than pretest learning results. The value of Tcount > Ttabel (7.649 > 2.042) and the significance value is more than 0.05 (p=0.0000 < 0.05), it can be stated that there is a difference in increasing the value of learning outcomes in class VII C. Thus, it can be concluded that H0 is rejected, and Ha accepted
Penerapan Media Pembelajaran Audio Visual Berbasis Canva untuk Meningkatkan Motivasi dan Hasil Belajar Siswa dalam Mata Pelajaran TIK
Virizki, Asep Piar;
Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
Show Abstract
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DOI: 10.54373/imeij.v5i5.1799
Mathematics learning activities at SMP Negeri 4 Ciawigebang in general still use textbooks or package books as one of the references used. The school where the research was conducted still uses package books as a learning medium and the method used uses the lecture method, so that in this case Mathematics learning becomes monotonous and less interesting and less motivating to students. This research aims to improve mathematical skills by using Scratch media. The research method used is quantitative with a quasi-experimental type using a research design, namely pretest posttest control design which was carried out at SMP Negeri 4 Ciawigebang. The population used in this study is students in grades 8b and 8e with a total of 54 students. Data collection techniques through observation, tests and questionnaires. The analysis of research data uses a t-test. The results of the analysis showed that there was a change in the improvement of student learning outcomes after the application of scratch learning media to the material of the two-variable linear equation system in mathematics in grade VII of SMP Negeri 4 Ciawigebang
Penerapan Model Pembelajaran Drill and Practice Menggunakan Media Focusky untuk Mengetahui Hasil Belajar TIK pada Siswa Kelas VIII SMPN Karangkancana Kabupaten Kuningan
Sukardi, Dadi;
Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
Show Abstract
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Download Original
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Original Source
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Check in Google Scholar
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DOI: 10.54373/imeij.v5i5.1811
This study aims to determine the application of the drill and practice learning model using Focusky media to determine the ICT learning outcomes in grade VIII students of SMPN 1 Karangkancana, Kuningan Regency. The research method applied in this study is quantitative by applying a drill and practice learning model in grade VIII students of Karangkancana Junior High School. The results of the study show that the application of scientific research methods that use numbers to measure and analyze data. The hypothesis test was carried out by system experts, namely using the SPSS V26 application and produced a 100% result which was included in the "Very Feasible" category. The results of student responses to the results of the application of the drill and practice learning model using Focusky media obtained from hypothesis tests were also strengthened by the results of starting the pretest mean. 53.66, while the mean postest is 81.33 so that the difference between the pretest and the posttest is 27.67 The hypothesis results can be said to be significant and feasible, there is a significant increase after applying the drill and practice learning model
Pengaruh Penggunaan Media Pembelajaran E-Book (Flif Book Maker) Terhadap Minat Belajar Siswa pada Mata Pelajaran Ilmu Pengetahuan Alam di SMP Negeri 1 Cilebak
Masluhin, Uhin;
Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i5.1816
Learning media is one of the means that can increase the effectiveness and efficiency of teaching and learning activities. The purpose of this study is to determine the effect of the use of e-book learning media (flif book maker) on students' interest in learning in Natural Sciences subjects at SMP Negeri 1 Cilebak. This study uses a quantitative research method with an experimental quasy type. The sample in this study is class VIII-A as many as 21 students as a control class or a class that is not given treatment with a preetest and class VIII-B as an experimental class as many as 21 students or a class that is given treatment and given a posttest. The data collection techniques used are prettest, posttest, and questionnaire questions. The results of hypothesis testing using the N-gain test were obtained with an average value of 71.9048 increase in the experimental group while the increase in the control class was 54.7619 so that it was known that the increase in the learning outcomes of the experimental class was 17.14286 compared to the control class. This study concludes that there is a significant influence between the learning process using conventional methods and learning using E-book media (Flipbook Maker) on students' learning interest
Penerapan Fingerprint dalam Meningkatkan Karakter Disiplin Siswa di SMA Negeri 1 Luragung
Merliyani, Siska;
Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i5.1882
The purpose of the study was to analyze how the effectiveness of the implementation of fingerprint attendance at SMAN 1 Luragung on improving the character of student discipline at SMAN 1 Luragung. The method used in this study is a qualitative method with a qualitative design of a descriptive type. The research participants were 10 students in grade XI. The data collection technique uses interviews, observations, and documentation while the instrument used is an interview sheet. Data analysis techniques by means of data reduction, data presentation and verification or conclusion drawing. The results of the study show that the use of fingerprint attendance at SMA Negeri 1 Luragung is generally quite effective. This technique helps create a more organized and comfortable learning environment by improving student discipline and attendance management in general. The level of student attendance discipline at SMA Negeri 1 Luragung has increased significantly. Students become more responsible, punctual, and understand that discipline is the key to success, both in school and in everyday life. The implementation of the fingerprint system at SMA Negeri 1 Luragung has a significant effect on improving the character of student discipline. This system makes students more aware of the importance of responsibility and punctuality, thereby reducing the rate of tardiness and absenteeism.