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PENERAPAN MODEL THINK PAIR SHARE DENGAN BERBANTUAN CURIPOD UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR SISWA KELAS X DI SMK NEGERI 1 SIBOLGA Aldiman Pasaribu; Tuti Sriwedari; Sondang Aida Silalahi; Ulfa Nurhayani; Pasca Dwi Putra
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.11535

Abstract

This study originated from the problem of low learning activity and learning achievement among students in the Basic Accounting Vocational subject in Class X AKL 1 at SMK Negeri 1 Sibolga. The low level of learning activity was reflected in students’ limited participation in listening to the teacher’s explanations, engaging in discussions, asking questions, responding to questions, and expressing their ideas during the learning process. In addition, students’ learning achievement remained relatively low, as most of them had not yet met the Learning Objective Achievement Criteria (KKTP). This study aimed to examine the improvement of students’ learning activity and learning achievement through the implementation of the Think Pair Share learning model integrated with Curipod media. The study employed a Classroom Action Research (CAR) design consisting of two cycles and involved 36 students of Class X AKL 1 at SMK Negeri 1 Sibolga during the 2025/2026 academic year. Data were collected through three instruments: observation, learning achievement tests, and documentation. The findings revealed that the implementation of the Think Pair Share model assisted by Curipod effectively enhanced both students’ learning activity and learning achievement progressively across each cycle. The improvement in learning achievement was indicated by the increasing number of students who successfully achieved mastery learning. These findings suggest that the Think Pair Share model combined with Curipod is effective for use in Basic Accounting Vocational learning. Therefore, it can be concluded that the implementation of the Think Pair Share learning model assisted by Curipod significantly contributes to improving the learning activity and learning achievement of students in Class X AKL 1 at SMK Negeri 1 Sibolga. ABSTRAK Studi ini bermula dari permasalahan rendahnya aktivitas dan capaian belajar peserta didik pada mata pelajaran Dasar Kejuruan Akuntansi di kelas X AKL 1 SMK Negeri 1 Sibolga. Indikasi rendahnya aktivitas belajar tampak dari minimnya partisipasi siswa dalam menyimak penjelasan pendidik, melakukan diskusi, mengajukan pertanyaan, merespons pertanyaan yang diberikan, serta kurangnya keberanian mereka dalam mengemukakan gagasan sepanjang kegiatan pembelajaran. Di sisi lain, capaian belajar siswa pun masih tergolong rendah, mengingat sebagian besar dari mereka belum berhasil memenuhi Kriteria Ketercapaian Tujuan Pembelajaran (KKTP). Penelitian ini bertujuan untuk mengkaji peningkatan aktivitas dan capaian belajar peserta didik melalui implementasi model pembelajaran Think Pair Share yang diintegrasikan dengan media Curipod. Jenis penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan rancangan dua siklus, melibatkan 36 peserta didik kelas X AKL 1 SMK Negeri 1 Sibolga sebagai subjek penelitian pada Tahun Pembelajaran 2025/2026. Pengumpulan data dilaksanakan melalui tiga instrumen, yakni observasi, tes capaian belajar, dan dokumentasi. Hasil penelitian mengungkapkan bahwa penerapan model Think Pair Share berbantuan Curipod terbukti mampu mendorong peningkatan aktivitas maupun capaian belajar siswa secara bertahap pada setiap siklus yang dilaksanakan. Peningkatan capaian belajar ini ditandai dengan bertambahnya jumlah siswa yang berhasil mencapai ketuntasan belajar. Temuan tersebut mengindikasikan bahwa model Think Pair Share yang dikombinasikan dengan Curipod efektif diterapkan dalam pembelajaran Dasar Kejuruan Akuntansi. Berdasarkan hal ini, dapat ditarik simpulan bahwa implementasi model Think Pair Share berbantuan Curipod secara nyata berkontribusi pada peningkatan aktivitas dan capaian belajar siswa kelas X AKL 1 SMK Negeri 1 Sibolga.
PENERAPAN MODEL PEMBELAJARAN TEAM GAMES TOURNAMENT BERBANTUAN BAAMBOOZLE UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR SISWA SMK NEGERI 6 MEDAN Yuliana Dewi Siregar; La Hanu; Andri Zainal; Ramdhansyah Ramdhansyah; Pasca Dwi Putra
TEACHING : Jurnal Inovasi Keguruan dan Ilmu Pendidikan Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teaching.v6i3.12756

Abstract

The problem addressed in this study is the low level of students’ learning activity and learning outcomes in class XI AKL 1 at SMK Negeri 6 Medan. This condition indicates the need for the implementation of a learning model that can enhance students’ active involvement in the learning process. Although various studies have demonstrated the effectiveness of the Team Games Tournament (TGT) model and Baamboozle media in learning, their implementation to improve students’ learning activity and outcomes in Accounting for Service, Trading, and Manufacturing Companies at SMK Negeri 6 Medan remains limited. This study aims to improve students’ learning activity and outcomes through the implementation of the Team Games Tournament assisted by Baamboozle on the topic of adjusting entries in the Accounting for Service, Trading, and Manufacturing Companies subject for class XI AKL 1 at SMK Negeri 6 Medan. This study employed a Classroom Action Research (CAR) design conducted in two cycles using the Kemmis and McTaggart model, consisting of planning, action, observation, and reflection stages. The subjects of this study were 28 students of class XI AKL 1 at SMK Negeri 6 Medan in the 2025/2026 academic year. Data were collected through observation, tests, and documentation. Learning activity data were analyzed using student activity percentages, while learning outcome data were analyzed based on average scores and classical completeness. The results showed that the implementation of the Team Games Tournament model assisted by Baamboozle improved students’ learning activity and outcomes. Students’ learning activity increased, as indicated by the percentage of students categorized as active and highly active, which increased from 64.29% in cycle I to 96.43% in cycle II. Students’ learning outcomes also improved, with classical completeness increasing from 14.29% in the pre-test to 60.71% in the post-test of cycle I and further increasing to 100% in the post-test of cycle II. Therefore, the implementation of the Team Games Tournament model assisted by Baamboozle can improve students’ learning activity and outcomes in class XI AKL 1 at SMK Negeri 6 Medan. ABSTRAK Permasalahan dalam penelitian ini adalah rendahnya aktivitas dan hasil belajar siswa kelas XI AKL 1 SMK Negeri 6 Medan. Kondisi tersebut menunjukkan perlunya penerapan model pembelajaran yang mampu meningkatkan keterlibatan aktif siswa dalam proses pembelajaran.  Meskipun berbagai penelitian telah menunjukkan efektivitas model Team Games Tournament (TGT) dan media Baamboozle dalam pembelajaran, penerapannya untuk meningkatkan aktivitas dan hasil belajar siswa pada mata pelajaran Akuntansi Perusahaan Jasa, Dagang, dan Manufaktur di SMK Negeri 6 Medan masih terbatas. Penelitian ini bertujuan untuk meningkatkan aktivitas dan hasil belajar siswa melalui penerapan model Team Games Tournament berbantuan Baamboozle pada materi jurnal penyesuaian mata pelajaran Akuntansi Perusahaan Jasa, Dagang, dan Manufaktur di kelas XI AKL 1 SMK Negeri 6 Medan. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus dengan model Kemmis dan McTaggart yang meliputi tahap perencanaan, tindakan, observasi, dan refleksi. Subjek penelitian adalah 28 siswa kelas XI AKL 1 SMK Negeri 6 Medan Tahun Ajaran 2025/2026. Teknik pengumpulan data menggunakan observasi, tes, dan dokumentasi. Data aktivitas belajar dianalisis menggunakan persentase aktivitas siswa, sedangkan data hasil belajar dianalisis berdasarkan nilai rata-rata dan ketuntasan klasikal. Hasil penelitian menunjukkan bahwa penerapan model pembelajaran Team Games Tournament berbantuan Baamboozle dapat meningkatkan aktivitas dan hasil belajar siswa. Hasil penelitian menunjukkan bahwa penerapan model Team Games Tournament berbantuan Baamboozle dapat meningkatkan aktivitas dan hasil belajar siswa. Aktivitas belajar siswa mengalami peningkatan, ditunjukkan dengan persentase siswa yang termasuk kategori aktif dan sangat aktif meningkat dari 64,29% pada siklus I menjadi 96,43% pada siklus II. Hasil belajar siswa juga menunjukkan peningkatan, dengan persentase ketuntasan klasikal yang meningkat dari 14,29% pada pretest menjadi 60,71% pada post-test siklus I dan meningkat kembali menjadi 100% pada post-test siklus II. Dengan demikian, penerapan model pembelajaran Team Games Tournament berbantuan Baamboozle terbukti dapat meningkatkan aktivitas dan hasil belajar siswa kelas XI AKL 1 SMK Negeri 6 Medan.
Pengaruh Literasi Digital Dan Gaya Mengajar Terhadap Kualitas Pembelajaran Siswa Akuntansi Di SMK Swasta Dwi Tunggal Tanjung Morawa Fadillah Janadiyah; Jufri Darma; La Hanu; Pasca Dwi Putra; Haryani Pratiwi Sitompul
Jurnal Pendidikan Akuntansi (JPAK) Vol. 14 No. 1 (2026)
Publisher : Program Studi Pendidikan Akuntansi Fakultas Ekonomika dan Bisnis Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study was conducted to examine the level of influence of digital literacy skills and teaching styles on the quality of learning. The study began with preliminary research through observation, interviews, and the distribution of preliminary questionnaires to students. This study used a quantitative approach with a population of all 166 students in grades X, XI, and XII majoring in Accounting at SMK Swasta Dwi Tunggal Tanjung Morawa in the 2025/2026 academic year. The sample was determined using simple random sampling. Data collection was conducted using a questionnaire designed based on indicators of digital literacy, teaching style, and learning quality. The data was processed using the Structural Equation Modeling - Partial Least Squares (SEM-PLS) method supported by the SmartPLS application, which included testing the measurement model through validity and reliability tests, as well as testing the structural model through path coefficient analysis and bootsrapping to test the hypothesis. The test results showed that digital literacy had a significant effect on learning quality with a p-value of 0.000 < 0.05. In addition, teachers' teaching styles were also proven to have a significant effect with a p-value of 0.000 < 0.05. These findings imply that improving digital literacy skills and varied, interactive, and effective teaching styles by teachers can be an important strategy in improving learning quality. Therefore, schools and educators need to optimize the use of digital technology in learning and develop innovative teaching methods to create a more effective learning process and improve student engagement and understanding.