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pengaruh PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF QUIZWHIZZER UNTUK MENINGKATKAN MINAT BELAJAR SISWA PADA MATA PELAJARAN IPS KELAS VIII D SMP NEGERI 1 GIRI: PENGARUH MEDIA PEMBELAJARAN UNTUK MENINGKATKAN MINAT BELAJAR Lita Ismania; agus Mursidi; Miskawi
Keraton: Journal of History Education and Culture Vol 8 No 1 (2026): Juni
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/keraton.v8i1.8532

Abstract

This research was motivated by the low learning interest of students in Social Studies (IPS) subjects in class VIII D at SMP Negeri 1 Giri. The dense material requiring memorization and the monotonous use of conventional methods caused students to become passive and easily bored. This study aimed to examine whether there is an influence, and how significant that influence is, of using the QuizWhizzer interactive learning media based on gamification to improve students' social studies learning interest. A quantitative approach with a Pre-experimental Design (One-Group Pretest-Posttest Design) was applied. A saturated sample consisting of 46 students from class VIII D at SMP Negeri 1 Giri was involved. Data were collected using a learning interest questionnaire/scale. Quantitative data analysis utilized parametric statistical different tests (Paired Samples T-Test) assisted by SPSS version 27 software, after the prerequisite normality test was met. The results of the descriptive analysis showed a substantial increase in the mean score of student learning interest from 24.83 (pre-test) to 35.63 (post-test), yielding an absolute increase of 10.80 points. The Paired Samples T-Test hypothesis testing resulted in a Sig. (2-tailed) value of 0.000 (< 0.05). This was supported by qualitative data from interview transcripts indicating high enthusiasm, where students felt happy, focused, and did not feel sleepy because the media presented an interactive and competitive quiz. In conclusion, the use of QuizWhizzer interactive learning media has a very significant and positive influence on improving the social studies learning interest of class VIII D students at SMP Negeri 1 Giri. The digital gamification platform proved capable of transforming the learning perception into an enjoyable experience, stimulating curiosity, and effectively enhancing students' cognitive and affective engagement in the social studies learning process. Keywords: Interactive Learning Media, QuizWhizzer, Learning Interest, Social Studies Education, Gamification
Menghidupkan Sejarah Lewat Sinema: Efektivitas Film Dokumenter terhadap Hasil Belajar SKI Siswa Madrasah Tsanawiyah Putri Ratnasari; Agus Mursidi; Dhalia Soetopo
Keraton: Journal of History Education and Culture Vol 8 No 1 (2026): Juni
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/keraton.v8i1.8534

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media film dokumenter terhadap hasil belajar mata pelajaran Sejarah Kebudayaan Islam (SKI) siswa MTs NU Anwarusy Syafa'ah Pondok Pesantren Syafa'atul Anwar. Penelitian ini menggunakan pendekatan kuantitatif dengan desain One Group Pretest-Posttest Design. Sampel penelitian adalah siswa kelas VIII yang diberikan tes sebelum (pretest) dan sesudah (posttest) pembelajaran menggunakan media film dokumenter. Pengumpulan data dilakukan melalui observasi, tes, dokumentasi, dan angket. Analisis data menggunakan uji normalitas, uji homogenitas, serta uji Paired Sample t-Test dengan bantuan SPSS versi 27. Hasil penelitian menunjukkan bahwa nilai rata-rata hasil belajar siswa mengalami peningkatan setelah penggunaan media film dokumenter. Berdasarkan hasil uji Paired Sample t-Test diperoleh nilai signifikansi (Sig. 2-tailed) lebih kecil dari 0,05 sehingga Ha diterima dan H0 ditolak. Dengan demikian dapat disimpulkan bahwa penggunaan media film dokumenter berpengaruh secara signifikan terhadap hasil belajar Sejarah Kebudayaan Islam siswa MTs NU Anwarusy Syafa'ah Pondok Pesantren Syafa'atul Anwar.
Assistance in the Gate Construction of RT 05 RW 06, Candirenggo Village, Singosari District, Malang Regency: Pendampingan Pembangunan Gapura RT 05 RW 06 Kelurahan Candirenggo Kecamatan Singosari Kabupaten Malang Gatut Rubiono; Nurida Finahari; Agus Mursidi
JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) Vol. 10 No. 2 (2026): Jati Emas (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat)
Publisher : DPD Jatim Perkumpulan Dosen Indonesia Semesta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36339/je.v10i2.499

Abstract

A gate is a physical structure that serves as a marker for a region's identity. Its construction requires appropriate planning and funding. This community service activity aims to provide assistance in the construction of a gate in RT 05 RW 06, Candirenggo Village, Singosari District, Malang Regency. Assistance was provided for the design, drawings plan and budget plan in a proposal, as well as the gate construction process. Construction was funded by community funds and donations from the surrounding community. The assistance process is considered to provide positive benefits, particularly in the preparation of proposals that facilitate fundraising and the construction process.