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Pengaruh Media Pembelajaran Berbasis Game Edukasi Blooket Terhadap Minat Belajar Peserta Didik Nur Aida; Arico Ayani Suparto; Siti Seituni
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 3 (2025): November : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i3.7750

Abstract

Abstract.  This study aims to determine the effect of Blooket-based educational game media on students' learning interest in Informatics subjects. The background of this research stems from the low level of student interest due to the use of conventional and less interactive learning methods. A quantitative approach was used with a pre-experimental research type and a One Group Pretest-Posttest design. The research subjects were 30 students of class XI Informatics B at SMA Negeri 1 Panji. Data collection techniques included observation, documentation, and a Likert scale questionnaire to measure students' learning interest. The data analysis results showed that all research instruments were valid and reliable, and the data were normally distributed. Hypothesis testing indicated a significant difference between students' learning interest before and after using the Blooket media. These findings suggest that the use of Blooket-based educational game media has a significant positive effect on increasing students' learning interest. The implication is that this media can serve as an effective alternative to create a fun, interactive learning environment and encourage active student engagement in the learning process.
Implementasi Media Pembelajaran Augmented Reality (AR) Untuk Meningkatkan Motivasi Belajar Siswa Pada Mata Pelajaran Informatika Imam Sonhaji; Nur Azizah; Arico Ayani Suparto
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 3 (2025): November : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i3.8116

Abstract

Abstract. The low learning motivation of students in Informatics subjects at grade X of MA Raudhatut Tholibin is evident from the lack of active participation, interest in assignments, and difficulty in understanding abstract material. Learning that is still dominated by conventional methods is considered less engaging, thus requiring innovation through the use of interactive technology. One alternative is the use of Augmented Reality (AR)-based learning media, which can present three-dimensional virtual objects to clarify concepts and capture students’ attention. This study aims to determine the effect of AR media implementation on students’ learning motivation. The method used was quantitative with a One Group Pretest-Posttest Design, involving 15 students. Data were collected through a motivation questionnaire administered before and after the use of AR media developed with the Assemblr EDU application. The results showed that the average motivation score increased from 32.2 to 53.2, with a difference of 21 points. These findings indicate that AR media is effective in enhancing student engagement, interest, and understanding of Informatics material interactively.
Pengaruh Penggunaan Media Pembelajaran Interaktif Berbasis CodeCombat terhadap Motivasi Belajar Siswa SMK Negeri 1 Panji pada Mata Pelajaran Informatika Ahmad Ihsan; Arico Ayani Suparto; Firman Jaya
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 2 (2026): Juli : Jurnal Informatika dan Tekonologi Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i2.11542

Abstract

This study aims to examine the effect of CodeCombat-based interactive learning media on students’ learning motivation in Informatics subjects at SMK Negeri 1 Panji. This research employed a quantitative approach using a quasi-experimental method with a pretest-posttest control group design. The sample consisted of 72 students, divided into an experimental class of 36 students and a control class of 36 students. The experimental class was taught using CodeCombat, while the control class received conventional instruction. Data were collected using a 20-item Likert-scale learning motivation questionnaire that had been tested for validity and reliability. Data analysis was conducted using IBM SPSS through normality tests, homogeneity tests, paired sample t-tests, independent sample t-tests, and N-Gain analysis. The results showed that the pretest scores of the experimental and control classes were not significantly different, with a significance value of 0.53 > 0.05. However, the posttest results showed a significant difference between the two classes, with p<0.001. The experimental class obtained a higher posttest mean score of 87.86 compared to the control class, which obtained 73.69. The N-Gain score of the experimental class was 0.6316, categorized as moderate or fairly effective, while the control class obtained 0.1867, categorized as low. These findings indicate that CodeCombat-based interactive learning media has a significant positive effect on improving students’ learning motivation in Informatics subjects.