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GAMIFIKASI: PENGARUH GAMIFIKASI BERBASIS PBL UNTUK MENINGKATKAN KEMAMPUAN KEAKTIFAN BELAJAR PESERTA DIDIK Shofiyah, Ainin; Anwar, Khoirul
JUSEDA Vol 8 No 1 (2024): JTIEE
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/jtiee.v8i1.7059

Abstract

One way that teachers can achieve success in learning activities is by choosing a learning model that is appropriate to the learning material, with teachers being able to train students to be more active in the learning process. This research aims to analyze the effect of PBL-based gamification on increasing students' active learning. This research uses a mixed method with a sequential explanatory design to collect data collected using quantitative and qualitative methods. Quantitative data was carried out pre- and post-test by testing data for normality, paired tests, and gain tests, complemented by qualitative data by observation and interviews with students. The subjects of this research were 16 students in class II of SD Negeri 73 Gresik. The analytical results obtained explain that the influence of gamification based on problem-based learning increases students' active learning abilities, with pretest scores ranging from 48 to 65. The average pretest score is 55.56, with a standard deviation of 5,099. This shows that students' pretest scores have quite significant variations. Meanwhile, students' posttest scores ranged from 90 to 100. The average posttest score was 95.38, with a standard deviation of 3,575. shows that the average value of the exam results is at a high level.
THE INFLUENCE OF PRODUCT QUALITY AND PROMOTION ON PURCHASE DECISIONS AT LARISSA BABYMART UJUNGPANGKAH GRESIK Farida, Nur; Shofiyah, Ainin
DIVERSITY Logic Journal Multidisciplinary Vol. 1 No. 2 (2023): September: Diversity Logic Journal Multidisciplinary
Publisher : SYNTIFIC

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61543/div.v1i2.27

Abstract

Background. Product quality is a determining component in purchasing decisions. Apart from product quality, another variable that influences purchasing decisions is promotion. Promotion is one of the determining factors in event purchasing decisions. Whatever the nature of an item, assuming the buyer never knows or does not know whether the item will be of value to the buyer, the customer will not be interested in getting it, meaning that purchasing decisions also pay attention to this. Research Purpose. To frame the buyer's disposition in the face of all the data and take reactions as to what goods to buy. Research Method. This is an illustrative form with a quantitative methodology. This research strategy can be interpreted as an exploitation technique from  a positivism perspective, which is used to look at populations or tests which can later be used for research text components, describing them quantitatively or measurably. information with the intention of testing the speculations made. Findings. Product quality to a certain extent influences purchasing decisions, while promotions to a certain extent greatly influence decisions and product quality and promotions also influence purchasing decisions. Conclusion. The idea of Larissa Babymart scientists is to further improve advertising through timely virtual entertainment according to product quality to improve purchasing decisions.
Edutainment with the Help of Volcanic Media for the Development of Children's Language in Group B at TK X Kamal, Bangkalan Adhani, Dwi Nurhayati; Shofiyah, Ainin
Proceedings International Conference on Sustainable Innovation (ICoSI) Vol. 2 No. 2 (2022): Optimizing Global Benefit for Future Wellbeing
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/icosi.v1i1.13

Abstract

This study aims to look at the development oflanguage owned by group B children in TK X Kamal,Bangkalan using edutainment. On the implementation ofusing mountain media erupted by performing a volcaniceruption process simulation. Learning about volcaniceruptions is expected to enable children to get to know theenvironment, and explain the symptoms of nature. Thisstudy uses quantitative descriptive research to determine thenumber of students who can describe the process of eruptingthe mountain verbally. The location of this study wasconducted at TK X kamal Bangkalan with a total of 16students. The results of this study were to look at thelanguage development of children in group B in explainingnatural phenomena such as volcanic eruptions