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Pengaruh Media Pembelajaran Digital Base Learning Berbasis Game terhadap Motivasi Belajar Anak PAUD pada Pembelajaran Agama Islam Ninik Rahayu Ashadi
Information Technology Education Journal Vol. 3, No. 3, September (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

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Abstract

Tujuan Penelitian ini yaitu untuk mengetahui besarnya pengaruh media pembelajaran digital base learning berbasis games pada kognitif anak PAUD pada pembelajaran agama islam islam kelompok anak PAUD  perumahan kalegowa blok C 17. Jenis penelitian ini adalahjenis penelitian Kuantitatif deskriptif dengan menggunakan metode  korelasional. tujuan menggunakan metode ini untuk mengidentifikasi serta memperoleh data dan informasi yang terkait pengaruh media pembelajaran digital base learning berbasis game terhadap motivasi belajar anak Paud terhadap agama islam. Teknik analisa data penelitian yang digunakan adalah (1) uji validitas serta reabiltas, (2) menghitung persentase rata – rata, (3) uji regresi ganda, (4) Uji Hipotesis.  Kesimpulan dari hasil penelitian menyatakan bahwa adanya pengaruh signifikansi antara Pengaruh media pembelajaran digital base learning berbasis game terhadap Motivasi belajar anak PAUD pada pembelajaran Agama Islam di kelompok anak PAUD perumahan kalegowa blok C 17. Berdasarkan hasil dapat disimpulkan bahwa adanya pengaruh signifikansi antara Pengaruh media pembelajaran digital base learning berbasis game terhadap Motivasi belajar anak PAUD pada pembelajaran Agama Islam di kelompok anak PAUD perumahan kalegowa blok C 17. Adapun besar Pengaruh media pembelajaran digital base learning berbasis game terhadap Motivasi belajar diperoleh hasil nilai sebesar  1,5 % dan selanjutnya sisa nilai persentase lainnya dipengaruhi oleh variable-variable tidak dijelaksan pada penelitian
Assessing Teaching Factory Implementation through Students’ Perceptions: A CIPP Model Approach Sanatang; Dwi Rezky Anandari Sulaiman; Ninik Rahayu Ashadi; Muh. Ihsan Zulfikar
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.10530

Abstract

This study aims to assess the implementation of the Teaching Factory (TeFa) program through students’ perceptions using the CIPP (Context, Input, Process, Product) evaluation model. The evaluation focused solely on students’ viewpoints as direct beneficiaries of production-based vocational learning, excluding teachers’ and industry partners’ perspectives. A quantitative survey method was employed, involving 70 students from SMKN 10 Makassar, who completed a 12-item questionnaire with high internal reliability (Cronbach’s α = 0.894). Data were analyzed descriptively and through Spearman’s rank correlation to examine the relationships among the CIPP dimensions. The results indicate that students’ perceptions of TeFa implementation were within the “fair to good” range: Context (47.14% fair, 28.57% good, 24.29% very good), Input (41.43% fair, 38.57% good, 18.57% very good), Process (40% fair, 42.86% good, 14.29% very good), and Product (40% fair, 30% good, 24.29% very good). All dimensions showed positive and significant correlations (ρ = 0.619–0.794, p < 0.001), with the strongest relationship between Process and Product (ρ = 0.794), indicating that better learning processes are closely linked to improved learning outcomes. In conclusion, the Teaching Factory program is perceived as moderately effective by students. Improvement efforts should prioritize the Input dimension such as facilities, learning materials, and industrial engagement—and strengthen the Process dimension through enhanced mentoring and integration of production activities. Future research should involve teachers and industry partners to provide a more comprehensive CIPP-based evaluation.