Claim Missing Document
Check
Articles

Efektivitas metode pembelajaran quiz team pada matakuliah logika komputer ditinjau dari motivasi belajar mahasiswa Nurbani Nurbani; Herminarto Sofyan
Jurnal Pendidikan Vokasi Vol. 5 No. 2 (2015)
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (754.871 KB) | DOI: 10.21831/jpv.v5i2.6424

Abstract

Penelitian bertujuan untuk mengetahui: 1) perbedaan hasil belajar mahasiswa pada matakuliah Logika Komputer antara kelas yang menggunakan metode pembelajaran quiz team dengan kelas yang menggunakan metode konvensional, (2) perbedaan hasil belajar mahasiswa pada matakuliah Logika Komputer antara kelas yang menggunakan metode pembelajaran quiz team dengan kelas yang menggunakan metode konvensional ditinjau dari motivasi belajar, (3) interaksi antara metode pembelajaran dan motivasi belajar dalam pengaruhnya terhadap hasil belajar. Jenis penelitian adalah eksperimen semu (quasi-experimental research). Desain penelitian yang digunakan Nonequivalent Comparison-group Desig. Sampel dalam penelitian ini berjumlah 2 kelas yang dipilih dari 6 kelas secara acak untuk dijadikan kelas kontrol dan kelas eksperimen. Pengumpulan data menggunakan angket motivasi dan tes hasil belajar. Teknik analisis data yang digunakan dalam penelitian ini menggunakan analisis Anava Dua Jalur. Hasil penelitian menunjukkan: (1) terdapat perbedaan hasil belajar mahasiswa pada matakuliah Logika Komputer dengan kelas yang menggunakan metode pembelajaran quiz team antara kelas yang menggunakan metode konvensional (F ratio (14,788) > F tabel (3,99)), (2) terdapat perbedaan hasil belajar mahasiswa terhadap matakuliah Logika Komputer antara kelas yang menggunakan metode pembelajaran quiz team dengan kelas yang menggunakan metode konvensional ditinjau dari motivasi belajar (kelompok motivasi tinggi harga p value = (0,042 < 0,05) kelompok motivasi rendah harga p value = 0,032 < 0,05)) , dan (3) tidak terdapat interaksi antara metode pembelajaran dan motivasi belajar dalam pengaruhnya terhadap hasil belajar (F ratio (0,450) < F tabel (3,99)). EFFECTIVENESS QUIZ TEAM LEARNING METHODE AGAINTS COMPUTER LOGIC COURSE JUDGING FROM THE STUDENT LEARNING MOTIVATIONAbstractThe study aimed to find out: (1) differences in student learning outcomes at the course Logic Computer between the classroom teaching methods and classroom quiz team using conventional methods, (2) differences in student learning outcomes at the course between the Computer Logic class that uses learning methods quiz team as well as the class that uses the conventional method in terms of motivation to learn, (3) the interaction between learning method and motivation in their influence on learning outcomes. This study was a quasi-experimental study (quasi-experimental research). Experimental design used in this study using Nonequivalent Comparison-group Design. The sample in this study amounted to 2 randomly selected classes from 6 classes to serve as the control and the experimental class. Data analysis technique used in this study using Anava two ways analysis The results indicate that: (1) there is a difference in student learning outcomes at the course Logic Computers in classroom teaching methods and classroom quiz team using the conventional method (F ratio (14,788) > F tabel (3,99)) , (2) there are differences in student learning outcomes in the course of Computer Logic class that uses learning methods quiz team and a class that uses the conventional method in terms of motivation to learn (high motivation team p value = (0,042 < 0,05) low motivation team p value = 0,032 < 0,05)), and (3) there is no interaction between method of learning and motivation to learn in their influence on learning outcomes (F ratio (0,450) < F tabel (3,99))
Analisis Peran Teknologi Informasi Pada Pembelajaran Sekolah Madrasah Aliyah Swasta Henny Puspitasari; Nurbani
Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Amin Vol. 5 No. 1 (2026): April
Publisher : STAI AL-AMIN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54723/ejpgmi.v5i1.692

Abstract

Information Technology is the result of human engineering on the process of delivering information from the sender to the recipient so that the delivery of the information will be faster, more widely distributed, and longer stored. That there are problems regarding the use of Information technology in learning, there are teachers who have not mastered and utilized technology in learning optimally. Then for facilities such as computers there are some that can no longer be used because they are damaged. The purpose of this study is to find out: 1. The role of information technology in learning at SMAS Hidayatul Muhsinin; 2. The use of information technology at SMAS Hidayatul Muhsinin. The research method used is a descriptive qualitative method. Data collection techniques are carried out through observation, interviews, and documentation. The research subjects are teachers. The results of the study show that the use of Information Technology at SMAS Hidayatul Muhsinin has utilized information technology in learning quite well, this is because the information technology used such as laptops, infocus, cellphones and speakers can facilitate teachers in the learning process. Meanwhile, the conclusion of this study is that the role of information technology at SMAS Hidayatul Muhsinin is very important because it can help teachers to facilitate the learning process, for example, teachers use laptops, projectors, and cellphones in the learning process to help the learning process become better. However, facilities related to information technology at this school are still lacking and the use of information technology at SMAS Hidayatul Muhsinin is quite good because teachers use information technology tools in learning.
Design thinking model integrating Naik Dango local wisdom to foster junior high students’ 4C skills Handi Darmawan; Pitalis Mawardi; Basuki Wibowo; Eka Trisianawati; Nurbani Nurbani
JPBI (Jurnal Pendidikan Biologi Indonesia) Vol. 12 No. 2 (2026): JULY
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jpbi.v12i2.44642

Abstract

Background: In biology learning, integrating the local wisdom with design thinking offers a contextual and innovative approach to empowering students’ 4C skills. However, previous studies have rarely integrated local wisdom as a pedagogical mechanism within the design thinking framework. Methods: This study employed a Research and Development approach based on the Plomp model, consisting of three stages: preliminary research, prototyping, and assessment. Participants were 85 junior high school students in Ngabang City, West Kalimantan, divided into an experimental group and a control group. Data were collected through validation, observation, and questionnaires, and analyzed using ANCOVA to assess the model’s validity, practicality, and effectiveness. Results: The results of the validity test showed that all learning materials were valid, with reliability ranging from substantial to perfect. The practicality evaluation indicated that the Naik Dango learning model integrated with design thinking was very well received by students, with an average positive response rate of 87.20%. The effectiveness test revealed a significant improvement in students’ 4C skills, as indicated by p-values of less than 0.05 for each skill dimension. Conclusion: The Naik Dango learning model integrated with design thinking was valid, practical, and effective in enhancing students’ 4C skills.  
Pengembangan media pembelajaran berbasis video interaktif pada materi aplikasi perkantoran di kelas VII SMP Negeri 28 Pontianak Nurbani Nurbani; Dewi Sulistiyarini; Kiki Rianti; Merry Trianjani; Eko Zulkarnain; Nengsi Nengsi; Nurul Janah; Jumadi Jumadi; Diyas Amelya; Ardhan Ardhan
Jurnal Pendidikan Informatika dan Sains Vol. 12 No. 2 (2023): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v12i2.10353

Abstract

Penelitian ini bertujuan untuk mengembangkan, menguji kelayakan, dan mengetahui respon siswa terhadap media pembelajaran berbasis video interaktif pada materi aplikasi perkantoran di kelas VII SMP Negeri 28 Pontianak Media pembelajaran berbasis video interaktif ini dikembangkan menggunakan aplikasi edpuzzle. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE (analysis, design, development, implementation, dan evaluation). Instrument yang digunakan dalam penelitian ini adalah wawancara terbuka, angket tertutup dengan skala lima, dan lembar observasi. Subjek penelitian terdiri dari 2 orang dosen ahli media, 2 orang guru ahli materi dan 30 orang siswa SMP Negeri 28 Pontianak. Teknik analisis data yang digunakan adalah analisis data deskriptif kualitatif dan kuantitatif. Hasil dari uji kelayakan memperoleh kategori layak digunakan oleh ahli media dan ahli materi, sedangkan respon dari pengguna Video Interaktif berada pada kategori Sangat Baik.
Pengembangan media pembelajaran role-playing game (RPG) pada elemen routing statis kelas XI SMK Negeri 1 Sanggau Nurbani Nurbani; Sri Koriaty; Fachry Wahyu Hidayat; Evita Rizeki; Ardilla Al Fath Ain Ramadhanty; Ferry Andriyanto; Warni Apriani Oda; Dina Oktavyani; Fauzan Dwi Hartanto; Ririn Celvina
Jurnal Pendidikan Informatika dan Sains Vol. 12 No. 2 (2023): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v12i2.10446

Abstract

Routing Statis sering dianggap sulit dipahami oleh siswa karena terbatasnya alat bantu dan media pembelajaran yang menarik. Penelitian ini bertujuan untuk: (1) Mengembangkan media pembelajaran berbasis Role-Playing Game (RPG) pada materi Routing Statis; (2) Mengetahui kelayakan media pembelajaran berbasis RPG pada materi tersebut; dan (3) Mengidentifikasi respon siswa setelah diimplementasikan media pembelajaran berbasis RPG di kelas XI SMK Negeri 1 Sanggau. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang mencakup tahapan Analysis, Design, Development, Implementation, dan Evaluation. Teknik pengumpulan data melibatkan wawancara, angket, dan dokumentasi, sedangkan analisis data dilakukan secara deskriptif kualitatif dan kuantitatif. Hasil validasi ahli materi memberikan skor rata-rata 90% dengan kategori "sangat layak," validasi ahli media memperoleh skor rata-rata 92% dengan kategori "sangat layak," dan respon siswa terhadap media pembelajaran ini menunjukkan skor rata-rata 89%, yang juga termasuk dalam kategori "sangat layak." Media pembelajaran ini terbukti dapat meningkatkan motivasi belajar siswa dengan menghadirkan elemen interaktif, seperti NPC, quest, dan evaluasi berbasis game. Kata kunci: Pengembangan, Media Pembelajaran, Role-Playing Game (RPG).