Sumiyati Sumiyati
Faculty of Teacher Training and Education, Universitas Kristen Indonesia, Jakarta 13630, Indonesia

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Effectiveness of use of online games kahoot! chemical to improve student learning motivation Leony Sanga Lamsari Purba; Elferida Sormin; Nelius Harefa; Sumiyati Sumiyati
Jurnal Pendidikan Kimia (JPKim) Vol 11, No 2 (2019): August
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (286.415 KB) | DOI: 10.24114/jpkim.v11i2.14463

Abstract

Qualitative descriptive study quasi-experimental method is intended to determine the effectiveness of using online games Kahoot! to increase student motivation to learn chemistry. The population in this study were all students of class X private secondary schools (SMAs) Pusaka 1 Jakarta. The sample was selected by random sampling technique, the entire class X MIA 1 with the number of 40 students. The results showed the use of online games Kahoot! effective to increase student motivation to learn chemistry. Increased motivation to learn by using the test gain with the gain of 0.73 with the interpretation of the increase motivation to learn the high category. All the indicators of motivation to learn, which has the intention to succeed in learning, to feel the need to be learned, have ideals, appreciate the lessons and study give a percentage increase motivation to learn different. The most significant increase occurred in the indicator have a desire to succeed in learning, with high gain values, namely 0.82. The lowest increase occurred in the indicator value learning, the value of the gain medium, which is 0.70. Thus, the use of online games Kahoot! help improve students' motivation to learn chemistry when applied to learning. Kahoot! use of online games! help improve students' motivation to learn chemistry when applied to learning. Kahoot! use of online games! help improve students' motivation to learn chemistry when applied to learning.Keywords:Chemical; industry 4.0; kahoot!; learning; media; motivation
The difference of students’ learning outcomes with project based learning using handout and sway Microsoft 365 Nelius Harefa; Novia Fransisca Dewi Silalahi; Elferida Sormin; Leony Sanga Lamsari Purba; Sumiyati Sumiyati
Jurnal Pendidikan Kimia (JPKim) Vol 11, No 2 (2019): August
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (190.077 KB) | DOI: 10.24114/jpkim.v11i2.14459

Abstract

This study aimed to determine the difference of students’ learning outcomes with project based learning using handout and sway Microsoft 365. The sample was selected using purposive sampling into experimental group I and experimental group II with 64 students. The experimental group I used the project based learning using sway Microsoft 365, while the experimental group II used the project based learning using handout. The difference test between experimental group I and experimental group II student tcount (5.411) > ttable (2.425) at significance α = 0.05, it concluded that there was the difference of students’ learning outcomes used project based learning using handout and sway Microsoft 365.Keywords:Handout; learning outcomes; project based learning; sway Microsoft 365