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PENERAPAN MODEL PEMBELAJARAN ROLE PLAYING BERBANTUAN WORDWALL UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR SISWA AKUNTANSI Laoren Valerina; Rini Herliani; La Hanu; Andri Zainal; Ulfa Nurhayati
Jurnal Pendidikan Ekonomi (JURKAMI) Vol 11, No 2 (2026): JURKAMI
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpe.v11i2.6395

Abstract

The problem in this study is the low activity and learning outcomes of class XI AKL 1 students of SMK Negeri 6 Medan. The purpose of this study was to determine the increase in student activity and learning outcomes through the application of the Role Playing learning model assisted by Wordwall. This study is a Classroom Action Research (CAR) which was carried out in two cycles with 28 students as subjects. Data were collected through observation and tests, then analyzed quantitatively. The results showed that the percentage of students categorized as active and very active increased from 53.56% in cycle I to 100% in cycle II. Student learning outcomes also increased, indicated by an average pre-test score of 57.85 with 14.28% completeness, increasing to 80.07 with 57.14% completeness in cycle I, and reaching 92.46 with 100% completeness in cycle II. Thus, the application of the Role Playing model assisted by Wordwall is proven to be able to increase student activity and learning outcomes. The Wordwall-assisted Role Playing model can be used as an alternative, innovative learning strategy to improve student activity and learning outcomes. This study's limitations lie in the subject coverage, which only involved one class and one subject.
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.