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The Influence of Project-Based Learning (PBL) and Motivation on Correspondence Learning Outcomes By Controlling Linguistic Intelligence Mutmainnah, Sri; Sitanggang, Gartima; Simanullang, Rotua SP
Budapest International Research and Critics in Linguistics and Education (BirLE) Journal Vol 6, No 4 (2023): Budapest International Research and Critics in Linguistics and Education, Novemb
Publisher : BIRCU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birle.v6i4.7768

Abstract

This research aims to ascertain (1) differences in correspondence learning outcomes for students taught with project-based learning (PBL) and those taught with the direct instruction (DI) model with controlling linguistic intelligence, (2) the influence of the interaction between the learning model and motivation study of students' correspondence learning outcomes by controlling linguistic intelligence, (3) differences in correspondence learning outcomes of students with high learning motivation taught with PBL and those taught with DI by controlling linguistic intelligence, and (4) differences in correspondence learning outcomes of students with low learning motivation who studied with PBL and those studied with DI by controlling linguistic intelligence. This research method employed a quasi-experiment with a 2 x 2 factorial design. The research sample for this study consisted of 68 students enrolled in the Department of Office Administration, specifically those taking Correspondence Subjects. The selection of participants was conducted through a random sampling method. The data analysis technique used two-way ANOVA at a significant level of α = 0.05. The study's findings demonstrated that (1) students instructed using PBL achieved higher correspondence learning outcomes than students taught using the DI model while controlling linguistic intelligence. (2) An interaction effect was observed between learning models and learning motivation on correspondence learning outcomes by controlling linguistic intelligence. (3) The learning outcomes of students with high learning motivation who studied with PBL were higher than students who studied with DI by controlling linguistic intelligence. Also, (4) the learning outcomes of students with low learning motivation taught with DI were higher than those taught with PBL by controlling linguistic intelligence. The results of this research denote that it is essential to adjust the learning model in Correspondence Subjects by considering students' learning motivation.
Pengaruh Project Based Learning (PJBL) Berbantuan Canva dan Pemberian Reward terhadap Hasil Belajar Siswa pada Penggunaan Mesin Komunikasi Kantor di Kelas XI OTKP SMK Swasta Budisatrya Medan T.A 2024/2025 Pakpahan, Yolanda Desi Dameria Br.; Simanullang, Rotua SP
ProBisnis : Jurnal Manajemen Vol. 16 No. 3 (2025): June: Management Science
Publisher : Lembaga Riset, Publikasi dan Konsultasi JONHARIONO

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to determine the effect of the Project Based Learning (PjBL) model assisted by Canva and the use of rewards on students’ learning outcomes in the Office Communication Equipment subject for Grade XI OTKP students at SMK Swasta Budi Satrya Medan in the 2024/2025 academic year. The research used a quantitative method with a one-group pretest-posttest design. The sample consisted of one purposively selected XI OTKP class. Data were collected through pretest and posttest assessments. Based on statistical analysis and hypothesis testing using the Paired Sample t-Test, the results showed a significance value (2-tailed) of 0.001 < 0.05 and a t-value of -7.733, indicating a significant difference between pretest and posttest scores. Students’ average scores increased from 45.71 to 88.57 after the implementation of the learning model. Therefore, it can be concluded that the use of PjBL assisted by Canva and rewards has a meaningful and positive impact on students’ academic achievement. The research hypothesis is accepted.
Pengaruh Model Pembelajaran Game Based Learning (GBL) Berbantuan Baamboozle Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Dasar-Dasar Kejuruan di SMK Negeri 1 Medan T.A 2024/2025 Purba, Tiwi Claudia; Simanullang, Rotua SP
Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi Vol 5, No 4 (2025): Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpi.v5i4.1756

Abstract

This study aims to determine the effect of the Game Based Learning (GBL) model assisted by Baamboozle on the learning outcomes of class X MPLB students in the basic vocational subjects of Communication elements. This study is an experimental study conducted at SMK Negeri 1 Medan which consists of 2 classes, namely X MPLB-1 and X MPLB-2, as many as 71 students who are samples from the total population of 135. The sampling technique used is purposive sampling. The data collection technique in this study was a multiple choice learning outcome test of 20 questions that were first tested for validity, reliability, test difficulty level and test discriminatory power. The data analysis techniques used were normality test, homogeneity test and hypothesis testing. The results of the data analysis found that the average pre-test and post-test scores with the Game Based Learning (GBL) learning model were 62.71 and 82.57 and the average scores in the control class which implemented a conventional learning model assisted by Powerpoint media were 64.03 and 74.31. Based on the results of the hypothesis test, student learning outcomes using the Game Based Learning (GBL) learning model increased by 55.51%. In the t-test, the t-count value was 3.024% with decision making lower than 0.05 on df 35, so the t-table was 1.68, so the t-count t-table (3.024 1.68). It can be concluded that the Game Based Learning (GBL) learning model assisted by Baamboozle has a positive and significant effect on student learning outcomes in the Basic Vocational subjects of Information Systems and Digital Communication Elements at SMK Negeri 1 Medan in the 2024/2025 academic year.ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Game Based Learning (GBL) berbantuan Baamboozle terhadap hasil belajar siswa kelas X MPLB pada mata pelajaran dasar-dasar kejuruan elemen Komunikasi . Penelitian ini merupakan penelitian eksperimen yang dilaksanakan di SMK Negeri 1 Medan yang terdiri dari 2 kelas yaitu X MPLB-1 dan X MPLB-2 sebanyak 71 siswa yang menjadi sampel dari total keseluruhan jumlah populasi yaitu 135. Teknik pengambilan sampel yang digunakan adalah purposive sampling. Teknik pengumpulan data dalam penelitian ini adalah tes hasil belajar dalam bentuk pilihan berganda sebanyak 20 soal yang terlebih dahulu diuji validitas, reliabilitas, tingkat kesukaran tes dan uji daya pembeda tes. Teknik analisis data yang digunakan adalah uji normalitas, uji homogenitas dan pengujian hipotesis. Hasil analisis data ditemukan nilai rata-rata pre-test dan post-test dengan model pembelajaran Game Based Learning (Gbl) adalah  62.71 dan 82.57 dan nilai rata-rata pada kelas kontrol yang dimana menerapkan model pembelajaran konvensional berbantuan media Powerpoint adalah 64.03 dan 74.31. Berdasarkan hasil uji hipotesis hasil belajar siswa dengan menggunakan model pembelajaran Game Based Learning (GBL) mengalami peningkatan sebesar 55,51 %.  Pada pengujian uji t diperoleh hasil nilai thitung sebesar 3,024% dengan pengambilan keputusan lebih rendah dari 0,05 pada df 35 maka diperoleh ttabel 1,68 maka thitung ttabel (3,0241,68). Maka dapat disimpulkan bahwa model pembelajaran Game Based Learning (GBL) Berbantuan Baamboozle berpengaruh positif dan signifikan terhadap hasil belajar siswa pada mata pelajaran Dasar-Dasar Kejuruan Elemen Sistem informasi dan Komunikasi Digital di SMK Negeri 1 Medan T.A 2024/2025.
PENGARUH PENGGUNAAN TYPING MASTER PRO DALAM MENINGKATKAN KEMAMPUAN MENGETIK SISTEM 10 JARI MAHASISWA PENDIDIKAN ADMINISTRASI PERKANTORAN Mutmainnah, Sri; Simanullang, Rotua SP; Siregar, Ellys; Sitanggang, Gartima
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 3 (2024): Volume 7 No 3 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i3.30120

Abstract

Dunia Pendidikan dan dunia kerja semakin modern, menuntut hasil kerja yang cepat dan tepat, demikian juga dibidang administrasi perkantoran. Keterampilan mengetik dengan sistem sepuluh jari sangat relevan untuk meningkatkan produktivitas dan efisiensi kerja. Evolusi alat dan metode pembelajaran mengetik telah berkembang dari metode konvensional hingga penggunaan software seperti Typing Master pro, yang dirancang untuk mengajarkan keterampilan mengetik secara efisien. Penelitian ini dilaksankan dengan metode kuantitatif menggunakan desain eksperimen semu. Populasi dan sampel dalam penelitian ini adalah mahasiswa Program Studi Pendidikan Administrasi Perkantoran yang mengambil mata kuliah Mengetik. Data dari pre-test dan post-test di analisis dengan metode statistik menggunakan SPSS 25 untuk mengidentifikasi perbedaan antara kelompok eksperimen dan kontrol. Hasil penelitian menunjukkan bahwa kelompok yang menggunakan Typing Master Pro menunjukkan peningkatan yang signifikan pada nilai post-test dibandingkan dengan pre-test, dengan kenaikan rata-rata 8.296 poin dan perbedaan yang signifikan dengan p-value ,0.05. Hal ini menunjukkan bahwa Typing Master Pro efektif dalam meningkatkan kemampuan mengetik dengan sistem 10 jari.