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Journal : Pendas : Jurnah Ilmiah Pendidikan Dasar

PENINGKATAN MOTIVASI BELAJAR INFORMATIKA MATERI SISTEM KOMPUTER MELALUI PLATFORM GIMKIT PADA SISWA KELAS 7 SMPN 15 MALANG Wulandari, Rizka Safitri; Kirana, Kartika Candra; Purwanto, Eko Tristyo
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25795

Abstract

Low student motivation in Informatics, particularly on Computer Systems, is a challenge in the digital era. This study aims to examine the effectiveness of the Gimkit platform in enhancing the motivation and activeness of 7th-grade students at SMPN 15 Malang. A quantitative approach with a quasi-experimental design was used. Instruments included an ARCS-based motivation questionnaire and an observation sheet. The findings show that students using Gimkit were more motivated and active than those in conventional classes. Gimkit was found effective in capturing attention, providing relevance, building confidence, and fostering learning satisfaction.
PENGEMBANGAN MODUL AJAR BERBASIS MOTIVASI MODEL ARCS PADA MATA PELAJARAN INFORMATIKA KELAS VIII SMPN 15 MALANG Perdana, Sigit; Kartika Candra Kirana; Eko Tristyo Purwanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.26644

Abstract

This study was conducted to develop a Learning Module based on ARCS learning motivation model in informatics subjects for class VIII of junior high school. This study used a research and development method (Research and Development) with the ADDIE development model. The trial design used was a one-group pretest-posttest design. The results of the study showed that the learning module developed based on the ARCS model was categorized as very valid, with an average validation of construction experts and material experts obtained a percentage of 95.8% with a very valid category. In the effectiveness test of the learning module in the cognitive domain, there was an increase with an average gain value of 0.61, including the moderate category. So that the results of the validity and effectiveness test of the learning module, a conclusion was obtained that the development of a learning module based on ARCS motivation model in informatics subjects for class VIII of SMPN 15 Malang was declared feasible to use.
ANALISIS USABILITY MEDIA PEMBELAJARAN INTERAKTIF LANGIT MAYA TENTANG CYBERBULLYING PADA SISWA KELAS VIII SMP NEGERI 15 MALANG Latif, Rafika; Kirana, Kartika Candra; Purwanto, Eko Tristyo
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31540

Abstract

The rapid advancement of digital technology has introduced various social challenges among adolescents, one of which is cyberbullying. Low levels of digital literacy and limited student understanding of this issue demand contextual and engaging learning innovations. This study aims to analyze the usability level of the interactive learning media Langit Maya, developed to deliver educational content about cyberbullying to eighth-grade students at SMP Negeri 15 Malang. This research employed a descriptive quantitative method using the System Usability Scale (SUS) instrument consisting of 10 Likert-scale statements. Data were collected from 30 students who used the media during a learning session and analyzed using the standard SUS calculation. The results showed that the average usability score of Langit Maya was 77.5, categorized as “Good” and “Acceptable.” Most students reported that the media was easy to use, comfortable, and effective in helping them understand the concept of cyberbullying. These findings indicate that Langit Maya possesses a high level of usability and can serve as an alternative digital learning tool that responds to the needs and characteristics of students in the digital age.
A STUDI KASUS PENGGUNAAN BOARD GAME DALAM MENINGKATKAN MINAT BELAJAR PESERTA DIDIK PADA MATA PELAJARAN INFORMATIKA DI SMPN 15 MALANG Handayani, Nia Okta; Kartika Candra Kirana; Eko Tristyo Purwanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31547

Abstract

Penelitian ini bertujuan menganalisis perancangan dan implementasi Board Game sebagai media pembelajaran serta dampaknya terhadap minat belajar peserta didik pada mata pelajaran Informatika di SMPN 15 Malang. Latar belakang penelitian ini adalah rendahnya minat belajar peserta didik akibat pendekatan pembelajaran yang monoton. Penelitian ini menggunakan metode studi kasus dengan pendekatan kualitatif deskriptif dan didukung data kuantitatif dari angket serta hasil evaluasi belajar. Subjek penelitian meliputi guru Informatika dan 30 peserta didik kelas VIII semester genap (fase D). Teknik pengumpulan data mencakup observasi, wawancara mendalam, dokumentasi, dan angket minat belajar, dengan validasi melalui triangulasi sumber dan metode. Hasil penelitian menunjukkan bahwa Board Game yang dirancang secara kontekstual dan sesuai materi Informatika mampu meningkatkan minat belajar peserta didik. Persentase peserta didik dengan kategori minat belajar tinggi meningkat dari 13% sebelum implementasi menjadi 60% sesudahnya. Selain itu, hasil evaluasi pembelajaran menunjukkan peningkatan jumlah peserta didik yang mencapai ketuntasan sesuai KKM. Strategi pedagogis guru seperti pendekatan kolaboratif, pembelajaran berbasis masalah, dan fasilitasi eksploratif turut mendukung efektivitas media ini. Kesimpulannya, Board Game merupakan media pembelajaran yang inovatif, efektif, dan aplikatif dalam meningkatkan minat dan hasil belajar peserta didik pada mata pelajaran Informatika di tingkat SMP.
ANALISIS USABILITY MEDIA GAME-BASED LEARNING DALAM KONTEKS PEMBELAJARAN INFORMATIKA DAN PENGARUHNYA TERHADAP MOTIVASI BELAJAR SISWA SMP Nurjihan Najma Zahera; Kartika Candra Kirana; Eko Tristyo Purwanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Process
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31893

Abstract

Game-based educational tools have emerged as a key innovation designed to foster student participation and boost motivation. This research examines the influence of such media on the learning motivation of middle school students. A quantitative research design was applied using a quasi-experimental method. The findings reveal that the use of game-based media leads to a significant improvement in students’ learning motivation when compared to traditional teaching approaches. This type of media contributes to a more stimulating, interactive, and challenging educational environment. As such, incorporating game elements into instructional practices presents a promising approach to enhancing student motivation in the context of modern, digitally-driven education. Based on to the System Usability Scale (SUS), the usability score achieved was 71.15, indicates that Game-Based Learning media contributes positively to increasing student motivation.
Co-Authors Abdulrahman, Salah Abdullah Khalil Achmad Hamdan Adam Achmad Rachmawan Ahmad Hamdan Akbar, Asna Isyarotul Andrian Rachmat Ashar, Muhammad Axel Gandy Arthayuda Azhar Ahmad Smaragdina Begananda, Hilham Bagus Budi Rahmadya Budi, Lalu Agung Purnama Cahya Bintang Wira Winata Cahyono, Gigih Prasetyo Choirul Anam Devita, Riri Nada Dimas Prasetyo Buseri Eko Tristyo Purwanto Ellvina Pramitadewi Wahyunigtyas F Ti Ayyu Sayyidul Laily Fadhlullah, Aufar Faiq Fajar Ananda Saputra Febri Liantoni Filsafalasafi, Alfi Firmansyah, Muhammad Ferdian Gigih Prasetyo Cahyono Gushardana, Raffi Taufiq Handayani, Nia Okta Hani Ramadhan Haq, Yaritza Hary Suswanto Hermanto, Yon Ade Lose Heru Wahyu Herwanto Imro’aturrozaniyah Imro’aturrozaniyah Indri Astuti Ivan reynaldi Putra Krisma Anuarin Hidayat Lalu Agung Purnama Budi Latif, Rafika Mas’udah, Ajeng Ramadhani Lailul Michell Brella Tamarizta Mochammad Bagus Priyantono Mohamad Firzon Ainur Nadifah Adya Ilham Nandha Mustika Sari Nasharuddin Mas Nidhom, Ahmad Mursyidun Ningrum, Gres Dyah Kusuma Nur Hidayah Nur Hidayat, Wahyu Nurjihan Najma Zahera Perdana, Sigit Prasetya, Januari Adi Priyantono, Mochammad Bagus Purwanto, Eko Tristyo Rachmawan, Adam Achmad Raffi Taufiq Gushardana Sari, Nandha Mustika Sari, Rahajeng Kartika Shofiea, Maulida Siregar, Galih Carlos Putra Siregar, Sherly Allsa Slamet Wibawanto Sujito Sujito Sujito Sujito Syahputra, M. Firman Aji Thoriq Bachtiar Yusuf Ekananda Tri Hadiah Muliawati Wahyu, Kartika Wulandari, Rizka Safitri Yusuf Ekananda, Thoriq Bachtiar