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PEMANFAATAN APLIKASI MEDIA CANVA SEBAGAI MEDIA PEMBELAJARAN UNTUK MENINGKATKAN MINAT BELAJAR SISWA Ernita Sidauruk; Astri Girsang; Yeremia Ginting; Wulandari Sihombing; Noni Simatupang; Putri Purba; Sepriandison Saragih
Journal of Golden Generation Education Vol. 2 No. 1 (2026): Februari 2026: Journal of Golden Generation Education
Publisher : PT. LEMBAGA PENERBIT PENELITIAN NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65244/jgge.v2i1.325

Abstract

Perkembangan teknologi informasi memberikan peluang besar dalam meningkatkan kualitas proses pembelajaran di sekolah. Salah satu bentuk pemanfaatan teknologi tersebut adalah penggunaan aplikasi Canva sebagai media pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan pemanfaatan aplikasi Canva dalam meningkatkan minat belajar siswa. Metode penelitian yang digunakan adalah metode kualitatif deskriptif dengan pendekatan naratif, yang dilakukan di SMA Negeri 3 Pematangsiantar. Teknik pengumpulan data dilakukan melalui observasi dan dokumentasi selama proses pembelajaran berlangsung. Hasil penelitian menunjukkan bahwa penggunaan media pembelajaran berbasis Canva mampu menciptakan suasana belajar yang lebih menarik, interaktif, dan tidak membosankan. Siswa terlihat lebih antusias, aktif bertanya, serta terlibat langsung dalam kegiatan pembelajaran melalui pembuatan desain menggunakan Canva. Dengan demikian, pemanfaatan aplikasi Canva sebagai media pembelajaran dapat meningkatkan minat belajar siswa serta mendukung terciptanya proses pembelajaran yang lebih efektif dan inovatif.
The Effect of Problem-Based Learning Methods and the Use of Kahoot Game Applications on Student Learning Outcomes in Grade IX Civic Education Sitorus, Acnes Monica; Saragih, Sepriandison; Banjarnahor, Daulat Nathanael
Jurnal Ilmu Sosial dan Humaniora Vol. 3 No. 4 (2025): Oktober
Publisher : CV Putra Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58540/isihumor.v3i4.1209

Abstract

This study aims to analyze the effect of the Problem Based Learning (PBL) method and the use of the Kahoot application on students’ learning outcomes in Civic Education (PKn) subject for ninth-grade students of UPTD SMP Negeri 1 Pematangsiantar in the 2025/2026 academic year. The background of this research is based on the low learning interest and student engagement caused by monotonous and conventional teaching methods. This study employed a quantitative approach with a Quasi-Experimental design using the Pre-test Post-test Control Group method. The population consisted of 343 ninth-grade students, with a sample of 61 students divided into experimental and control classes. The research instrument was a multiple-choice test that had been validated and tested for reliability using SPSS. Data were analyzed using normality test, N-Gain test, and t-test. The findings indicate that the implementation of the Problem Based Learning method and the use of the Kahoot application have a significant effect on students’ learning outcomes. These strategies improve students’ motivation, engagement, and comprehension, resulting in better learning achievements compared to conventional methods. This research is expected to serve as a reference for teachers in selecting innovative teaching methods and media to enhance the quality of the learning process.
The Effect of Using ChatGPT Artificial Intelligence (AI) and Digital Literacy on Student Learning Outcomes in Grade XI Civics Bondar, Cindy K; Ambarita, Prini Desima Evawani; Saragih, Sepriandison
Jurnal Ilmu Sosial dan Humaniora Vol. 3 No. 4 (2025): Oktober
Publisher : CV Putra Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58540/isihumor.v4i1.1213

Abstract

The purpose of this study is to determine the effect of the use of Artificial Intelligence (Ai) Chatgpt and digital literacy on student learning outcomes in the subject of Civics in class XI of SMA Negeri 5 Pematangsiantar in the academic year 2025/2026. The type of research used in this study is quantitative research. Based on the results of the research described above in chapter IV, the following conclusions can be drawn: The effect of the Artificial Intelligence (AI) ChatGPT technology method on student learning outcomes in the subject of Civics in class XI at SMA Negeri 5 Pematangsiantar in the academic year 2024/2025 is "very strong" (1.04). The effect of students' digital literacy on student learning outcomes in the subject of Civics in class XI at SMA Negeri 5 Pematangsiantar in the academic year 2024/2025 is "very strong" (1.04). 2024/2025 “strong” (1.01) The influence of the ChatGPT Artificial Intelligence (AI) Technology Method and Digital Literacy on Student Learning Outcomes in the Civics Subject for Grade XI at SMA Negeri 5 Pematangsiantar in the 2024/2025 academic year is “strong” (1.09
The Influence Of Learning Media And Information Technology-Based Learning On Students' Learning Outcomes In The Citizenship Education Subject In Grade IX Silalahi, Marintan Florensia; Saragih, Sepriandison; Siahaan, Rina Devi Romauli
Jurnal Ilmu Sosial dan Humaniora Vol. 3 No. 4 (2025): Oktober
Publisher : CV Putra Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58540/isihumor.v3i4.1216

Abstract

This research aims to examine the effect of learning media and information technology-based learning on the learning outcomes of ninth-grade students at UPTD SMP Negeri 4 Pematangsiantar. The study employed a quantitative approach with a quasi-experimental design involving 63 students divided into experimental and control classes. Prior to the intervention, instrument validity tests were conducted with expert validators and a set of 25 valid multiple-choice questions was administered. Data were collected through pre-tests and post-tests. The results show that the control class, taught conventionally, achieved an average pre-test score of 37.88 and a post-test score of 49.25, while the experimental class, which was taught using learning media and technology-based methods, achieved an average pre-test score of 50.37 and a post-test score of 85.16. Hypothesis testing revealed a significant difference, with t<sub>count</sub> (3.834) > t<sub>table</sub> (0.404) and p-value < 0.05, indicating that the null hypothesis was rejected. The findings demonstrate that the use of learning media and information technology-based learning has a significant positive impact on students’ learning outcomes in Civic Education, enhancing their engagement, critical thinking, and comprehension. This study suggests that integrating digital learning tools can create more effective, interactive, and enjoyable learning experiences
Influence Motivation Learning Students and Creativity Teachers on Results Learning Eyes Learning Education Citizenship Class VIII Tampubolon, Yuri Gagarin; Siahaan, Sanggam Magda Lasmaria; Saragih, Sepriandison
PIJAR: Jurnal Pendidikan dan Pengajaran Vol. 4 No. 1 (2025): Desember
Publisher : CV Putra Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58540/pijar.v4i1.1447

Abstract

Teachers' efficacy towards the Learning outcomes f Civic Education Subjects for Class VIIIf Cinta Rakyat 2 Private Middle School, Pematangsiantar. This research is a quantitative study using a correlational method, which aims to examine the relationship and influence between the independent and dependent variables. The population in this study was all 70 eighth-grade students, with a total sampling technique, so that the entire population was sampled. The instruments used in this study were a student learning motivation questionnaire and a teacher creativity questionnaire, while learning outcome data were obtained from summative scores for the Civics subject. The data were analyzed using multiple linear regression analysis to test the simultaneous and partial influence between variables X, (student learning motivation) and X, (teacher creativity) n variable Y (learning outcomes). The results f the study showed that: (1) there is a positive and significant influence between student learning motivation n learning outcomes f Citizenship Education, (2) there is a positive and significant influence between teacher creativity n learning outcomes f Citizenship Education, and (3) simultaneously, student learning motivation and teacher creativity have a significant influence n learning outcomes f Citizenship Education. Thus, it can be concluded that the higher the student learning motivation and the more creative the teacher in implementing learning, the better the student learning utcomes in the subject f Citizenship Education