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Journal : Juwara : Jurnal Wawasan dan Aksara

Effectiveness of Quizz based Edugame as Learning Support Media for Improvement of Learning Outcomes Sariyanto, Slamet; Suprayitno, Iswahyudi Joko; Sulistyaningsih, Dwi
Juwara: Jurnal Wawasan dan Aksara Vol. 5 No. 1 (2025)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/juwara.v5i1.377

Abstract

The study discusses the effectiveness of using quiz-based edugame to improve student learning outcomes in the context of increasingly rapid technological developments. The negative impact of technology in the world of education is the decline of students' interest in learning because they are more interested in playing games than learning. Therefore, the emergence of innovation to use games as educational materials to attract student interest and motivation. The purpose of this study was to determine the impact of using edugame as learning media on students' learning outcomes. The method in this study uses the SLR (systematic literature review) method by analyzing articles from google scholar in the publication year 2021-2025 with a focus on the use of edugame in formal learning at the elementary, junior high, and high school levels. This study only covers Android-based or digital edugame and does not examine in depth external factors such as economic background or parental support for the effectiveness of edugame. The results of the analysis show that the use of quiz-based edugame has a positive impact where the increase in students' learning outcomes reaches 13.7% to 35% compared to usual learning, besides that edugame also increase students' interest and motivation to learn, therefore edugame can be an alternative for educators to utilize in an effort to improve students' learning outcomes.
Development of T-Solve Interactive Learning Media with Polya Approach on Pythagorean Theorem Putri, Vika Amelia; Aziz, Abdul; Suprayitno, Iswahyudi Joko
Juwara: Jurnal Wawasan dan Aksara Vol. 5 No. 1 (2025)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/juwara.v5i1.401

Abstract

Mathematics learning in schools is often dominated by conventional methods, resulting in passive student participation and low conceptual understanding, especially in topics such as the Pythagorean Theorem. This study aims to develop and evaluate the effectiveness of “T-SOLVE,” an interactive learning media based on Polya’s problem-solving approach, in enhancing students’ understanding of the Pythagorean Theorem. The research employed a Research and Development (R&D) method using the ADDIE model. The sample consisted of eighth-grade students at SMP Negeri 2 Sumowono. Data were collected through expert validation sheets, student response questionnaires, and tests to measure learning outcomes. The results indicate that the T-SOLVE media is valid, practical, and effective in improving students’ conceptual understanding and engagement. The media’s integration of problem-solving steps supports students in learning independently and applying concepts to real-life situations. The implication of this research is that T-SOLVE can be used as an alternative learning resource that promotes interactive, student centered learning, which addresses the initial problem of passive learning and low motivation. Furthermore, it contributes to improving mathematical problem solving skills and serves as a relevant tool for 21st century learning.