Claim Missing Document
Check
Articles

Found 2 Documents
Search

Pengaruh Model Mastery Learning Terhadap Hasil Belajar Pendidikan Agama Kristen dan Budi Pekerti Siahaan, Bina Idola; Naibaho, Pestaria; Raikhapoor, Raikhapoor
Areopagus : Jurnal Pendidikan Dan Teologi Kristen Vol 21, No 2 (2023): September
Publisher : IAKN Tarutung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46965/ja.v21i2.2311

Abstract

Tujuan penelitian ini adalah untuk mengetahui pengaruh yang positif dan signifikan model Mastery Learning terhadap hasil belajar Pendidikan Agama Kristen dan Budi Pekerti Siswa Kelas X SMK Swasta YAPIM Balige Tahun Pembelajaran 2022/2023. Metode yang digunakan adalah statistik inferensial deskriptif kuantitatif, serta menggunakan angket tertutup sebesar 30 item. Populasi berjumlah 102 siswa dan ditetapkan sampel sebanyak 42 orang yakni 41% dari populasi. Hasil analisis data menunjukkan bahwa: 1) melalui uji persyaratan analisis: diperoleh nilai uji yang positif atau nilai rxy = 0,508 rtabel(=0,05,n=42) = 0,304 maka dapat diketahui bahwa terdapat hubungan yang positif antara variabel X dengan variabel Y. Selanjutnya, diperoleh nilai uji hubungan yang signifikan atau thitung= 3,734 ttabel(=0,05,dk=n-2=40)=2,021 dengan demikian terdapat hubungan yang signifikan antara variabel X dengan variabel Y. 2) Uji pengaruh: a) Uji persamaan regresi, . b) Uji koefisien determinasi regresi (r2) = 25,8%.3) Uji hipotesis dengan menggunakan uji F diperoleh Fhitung Ftabel yaitu 13,77 1,51 Dengan demikian Ha diterima dan H0 ditolak.
COLLEGE STUDENTS' VIEWS ON COMPLETING THE TEST THROUGH GAME-BASED LEARNING Sitorus, Friska Ria; Silalahi, Wolter Parlindungan; Naibaho, Pestaria
Jurnal Bahasa Indonesia Prima (BIP) Vol. 4 No. 2 (2022): Bahasa Indonesia Prima (BIP)
Publisher : Bahasa Indonesia Prima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34012/jbip.v4i2.3138

Abstract

Recently, game-based learning has been increasingly popular in education to increase the colleges' student participation in learning activities, especially conducting tests. This study examined the college students' learning experiences by conducting a pretest and posttest through the Kahoot application. This study recruited four college students aged twenty to twenty-two to participate who were selected purposely to provide "information-rich" cases. Focus group discussions were conducted to obtain rich information to solve the research question and analyzed through four steps: analyzing interview data, writing memos, creating the final report, and organizing the structure. The findings highlight three themes to describe such as (1) the implementation of game-based learning, (2) Students' challenges using Kahoot, and (3) The positive students learning outcomes of using Kahoot. The implementation of Kahoot can create a more attractive, exciting, and quality test atmosphere because students answer questions purely within a limited time setting. This activity also encourages students to repeat the previous material to think faster in submitting answers to the Kahoot!