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Journal : Edutechnium Journal of Educational Technology

The Influence of the Snowball Throwing Learning Model on Pythagorean Theorem Material on Learning Outcomes Sefira, Rani; Setiawan, Agus; Hidayatullah, Rizky; Choirudin; Darmayanti, Rani
Edutechnium Journal of Educational Technology Vol. 2 No. 1 (2024): Edutechnium Journal of Educational Technology
Publisher : CV. Edutechnium Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71365/edujet.v2i1.37

Abstract

Lack of understanding by students during teaching and learning activities is a problem experienced in learning. One of the causes is that the learning process is less effective in delivering learning, so student learning outcomes tend to be low. This study aimed to determine the effect of the snowball throwing learning model on Pythagorean theorem material on the mathematics learning outcomes of class VIII students at MTs Darul A'mal. The samples used in this research were classes VIII C and VIII D, each numbering 30 students. This type of research is a quasi-experimental quantitative research method (Quasi-Experimental Design) with one class as the experimental class and one as the control class. Data collection techniques include interviews, documentation and tests (pre-test and post-test). Tests were conducted to determine student learning outcomes before and after using the snowball-throwing learning model. This study concluded that the snowball-throwing learning model affected student learning outcomes for class VIII MTs Darul A'mal Darul A'mal Metro. This is evident from the results of data analysis from the t-test formula with a value of t-count = 2.072 > t-table = 2.069, then Ho is rejected, and Ha is accepted.
The Effectiveness of Gamification in English Subject on Communicative Competence Safitri, Sari; Zuniati, Mai; Hidayatullah, Rizky
Edutechnium Journal of Educational Technology Vol. 3 No. 2 (2025): Edutechnium Journal of Educational Technology
Publisher : CV. Edutechnium Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71365/edujet.v3i2.97

Abstract

This study aims to determine the effectiveness of gamification in English learning among grade X students at SMA Negeri 01 Padang Ratu. Gamification, which involves the use of game elements in an educational context, is expected to increase student motivation and engagement. Through a quantitative approach, data were collected from 66 students using a pretest and posttest. The results showed that there was a significant influence between gamification in English subjects on the communication skills of grade X students of SMAN 01 Padang Ratu in the 2024/2025 Academic Year. Gamification not only increases students' confidence in speaking English, but also helps them understand the material better. This study concludes that gamification is an innovative method that is effective in improving the quality of English learning at the high school level.