Gunawan, Dicky
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PENGGUNAAN MEDIA ULAR TANGGA UNTUK KETERAMPILAN DASAR BERMAIN BOLA BASKET Sobarna, Akhmad; Prasetyo, Aditya; Gunawan, Dicky
Jurnal Olahraga Vol 5 No 1 (2019): Jurnal Olahraga
Publisher : STKIP Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37742/jo.v5i1.92

Abstract

The purpose of this study was to find out how much influence the use of snake ladder media in improving students' dribbling skills in basketball games at the IT Tourism Vocational School Nurul Imam. With a sample of XI class of 30 people consisting of 18 female students and 12 students, the research method used experiments with the design of The Randomize Pretest-Posttest Control Group Design. Treatment given is in the form of snake ladder playing media in the learning process. The research process lasted for 5 weeks with the results of the analyst showing the average value obtained by students at the IT Tourism Vocational School Nurul Imam when the pre-test was conducted at 22.33 and the post-test was 26.56. there is an increase even though it is not too large with an average increase of 4.2.
PENGARUH PENERAPAN METODE PEMBELAJARAN GAMIFICATION TERHADAP MOTIVASI DAN HASIL BELAJAR SISWA TEKNIK OTOMOTIF Gunawan, Dicky; Cahyasari Putra, Ricky; Deni Ramdani, Sulaeman
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45889

Abstract

ABSTRACT This study aims to analyze the effect of implementing gamification learning methods on the learning motivation and learning outcomes of Automotive Engineering students. The research was conducted on 11th-grade students of the Automotive Engineering major at SMKN 2 Kota Serang using a quantitative approach through a quasi-experimental design of the nonequivalent control group type. The research subjects consisted of two classes: the experimental class, which received gamification learning treatment, and the control class, which used conventional learning methods. The sampling technique was conducted using purposive sampling. Data on learning motivation were collected using questionnaires, while learning outcome data was obtained through cognitive domain learning outcome tests. The research instruments underwent validity and reliability tests, resulting in a Cronbach’s Alpha coefficient of 0.954, indicating very high reliability. Data analysis was conducted through descriptive and inferential analysis using prerequisite tests (normality and homogeneity tests) as well as t-tests to examine the research hypotheses. The results of the study show that the application of the gamification learning method has a significant effect on increasing motivation and learning outcomes of Automotive Engineering students. In addition, there is a significant difference in learning motivation and outcomes between students in the experimental class compared to the control class. These findings indicate that the gamification learning method is effective as an innovative learning strategy to enhance students’ motivation and learning outcomes in vocational education.