Muhamad Afandi
UIN Raden Fatah Palembang

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Pengaruh Pemanfaatan Media Lingkungan Sebagai Sumber Belajar Terhadap Hasil Belajar Mata Pelajaran IPA di Madrasah Ibtidaiyah Muhamad Afandi; Rosa Fadhilah Sari; Kms. Mas'ud Ali
JIEES : Journal of Islamic Education at Elementary School Vol. 1 No. 2 (2020): Desember 2020
Publisher : IAI Al Khoziny Buduran Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (405.828 KB) | DOI: 10.47400/jiees.v1i2.19

Abstract

The purpose of this study was to determine the effect of the use of environmental media as a learning resource on the learning outcomes of class III science subjects at MI Al-Amalul Khair Palembang. This type of research is quantitative research with experimental methods and a one group pretest-posttest design research design. The data collection techniques used in this study were tests and documentation. While the data analysis technique used is validity test, reliability test, linearity test, normality test and hypothesis test. Based on the results of data analysis, it shows that the sig value of 0.000 is more than <0.05 and the t count is 10.617, which is greater than the t table at the 5% level, namely 1.699. The results of this data analysis indicate that Ho is rejected and Ha is accepted, which means that there is an influence between the pretest and posttest. So it can be concluded that there is an effect of the use of environmental media as a learning resource on the learning outcomes of class III science subjects at MI Al-Amalul Khair Palembang.
PENGARUH MODEL PEMBELAJARAN GAME BASED LEARNING BERBANTUAN MEDIA QUIZWHIZZER TERHADAP HASIL BELAJAR SISWA KELAS VI PADA MATA PELAJARAN PENDIDIKAN PANCASILA DI MIN 1 PALEMBANG Zakiah Putri Pratiwi; Muhamad Afandi; Miftahul Husni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12724

Abstract

This study was motivated by the low learning outcomes of students in Pancasila Education, as indicated by only 24.14% of students achieving the Minimum Mastery Criteria (KKTP), while 75.86% did not meet the required standard. This condition was attributed to the use of conventional teaching methods that insufficiently engaged students in active learning. Therefore, this study aimed to determine the effect of the Game-Based Learning model assisted by QuizWhizzer media on students’ learning outcomes. This study employed a quantitative approach using an experimental method with a true experimental design in the form of a pretest-posttest control group design. The sample consisted of 58 students divided into an experimental group and a control group. Data were collected through tests and documentation and analyzed using normality tests, homogeneity tests, and hypothesis testing with an independent sample t-test. The results revealed that the mean posttest score of the experimental group (80.68) was higher than that of the control group (65.17). Furthermore, the hypothesis testing showed a significance value of 0.000 < 0.05, indicating that the alternative hypothesis was accepted. In conclusion, the implementation of the Game-Based Learning model assisted by QuizWhizzer media has a significant and effective impact on improving students’ learning outcomes in Pancasila Education.