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Journal : Journal of Information Technology and Education (JITED)

PENERAPAN GAME BASED LEARNING UNTUK MENINGKATKAN KEAKTIFAN DAN MOTIVASI BELAJAR KELAS X TKJ SMK NEGERI 1 PUNDONG Rafisya, Annisa Risqi; Utomo, Pramudi; Fajaryati, Nuryake
Journal of Information Technology and Education (JITED) Vol. 2 No. 2 (2024): September 2024
Publisher : Department of Electronics and Informatics Engineering Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jited.v2i2.738

Abstract

The purpose of this study is to increase the activity and motivation of students in class X TKJ B SMK Negeri 1 Pundong through the application of game-based learning in the subject of Fundamentals of Computer Network Engineering and Telecommunication. The type of research carried out is Classroom Action Research (PTK) which is carried out in two cycles. Each cycle consists of four stages, namely planning, implementation of actions, observation and reflection. The subjects in this study are 36 students in class X TKJ B SMK Negeri 1 Pundong for the 2023/2024 academic year. The analysis technique used is quantitative descriptive analysis.The results of this study show that the application of game-based learning carried out using the Quizizz and Kahoot! can increase learning activity and cannot increase the learning motivation of students in class X TKJ B SMK Negeri 1 Pundong in the subject of Fundamentals of Computer Network Engineering and Telecommunications. This can be seen from the increase in the average percentage of learning activity from the first cycle by 45%, in the second cycle it increased to 69%. The average percentage of learning motivation in cycle I learning motivation in cycle I was 79%, in cycle II it was 79%. Keyword: game-based learning, classroom action research, learning activity, learning motivation
Pengembangan Media Pembelajaran Interaktif Dasar-Dasar Program Keahlian Menggunakan Canva Kelas X TKJ SMK Muhammadiyah 1 Salam Rifki Thorikul Aziz; Pramudi Utomo
Journal of Information Technology and Education (JITED) Vol. 3 No. 1 (2025): March 2025
Publisher : Department of Electronics and Informatics Engineering Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jited.v3i1.1047

Abstract

The research on the development of interactive learning media aims to: (1) develop learning media using canva on the basics of the class X expertise program of TKJ SMK Muhammadiyah 1 Salam, (2) find out the feasibility of using canva media in the basics of the expertise program, (3) find out the response of students from the results of the development of learning media using canva. The research method uses Research and Development (R&D) with the ADDIE development framework which consists of the analysis stage, design stage, development stage, implementation stage, and evaluation stage. The research was conducted at SMK Muhammadiyah 1 Salam with 23 students in class X TKJ. The type of data used is quantitative. Data collection was carried out through questionnaires or questionnaires using the Likert scale which was analyzed in quantitative descriptive form. The results of this study show that: (1) canva learning media is developed based on the stages of analysis, design, development, implementation, and evaluation. (2) The feasibility level of canva learning media as a result of the validation of material experts one is 85% so that it is declared very feasible, The feasibility level of canva learning media as a result of the validation of material experts two is 96% so it is declared very feasible, validation by media experts is 85% so it is declared very feasible, and the evaluation results of research respondents are 82% so it is declared very feasible. (3) The students' responses showed interest and motivation in learning using canva with a percentage of 84% with details of 37% rating 4 (very motivated), 46% rating 3 (motivated) and 1% rating 2 (less motivated), this shows the motivation and interest of students in canva learning media.