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The effect of using web-based Kahoot media on the learning outcomes of grade X students in informatics subject at MAN Sidrap Dzulqarnain Dzulqarnain; Syamsunir Syamsunir; Muhammad Takdir
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.9037

Abstract

This study aims to determine the influence of using web-based Kahoot media on the learning outcomes of Grade X students at MAN Sidrap. Kahoot is a game-based learning application designed to enhance student engagement through interactive online quizzes. This research employed a quantitative method with a quasi-experimental design. The research sample consisted of two classes: the experimental class using Kahoot media and the control class using conventional teaching methods. The instrument used was a learning outcomes test. The analysis results showed that the average learning outcome of students in the experimental class was 75.29, while the control class had an average of 61.55. This difference indicates that the use of Kahoot media had a positive and significant effect on improving student learning outcomes. Kahoot was proven to create a more engaging, interactive, and competitive learning environment, thereby increasing student motivation and understanding of the material.
The effectiveness of using Kahoot media on the geography learning outcomes of eleventh-grade students at SMA Negeri 4 Sidenreng Rappang Nurul Mughny HR; Madaling Madaling; Muhammad Takdir
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.9040

Abstract

This study aims to determine the effectiveness of using Kahoot media on the geography learning outcomes of eleventh-grade students at SMA Negeri 4 Sidenreng Rappang. Kahoot is a technology-based learning platform that can enhance student engagement and motivation through interactive quizzes. The method used in this research is a quasi-experimental design with a pretest-posttest control group design. The research sample consisted of two classes: the experimental class, which used Kahoot media, and the control class, which used conventional learning methods. The instrument used was a multiple-choice learning outcome test administered before and after the treatment. The data analysis results showed a significant difference between the learning outcomes of students in the experimental class and those in the control class. The average post-test scores of students in the experimental class were higher than those in the control class. This indicates that the use of Kahoot media is effective in improving students' geography learning outcomes. Therefore, Kahoot can be used as an engaging and interactive alternative learning media to support the teaching and learning process in schools.
The effectiveness of using Nearpod media on the learning outcomes of grade XI students in geography subject at SMA Negeri 4 Sidrap Nur Fadilah; Abd. Kahar; Muhammad Takdir
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.9041

Abstract

This study aims to examine the effectiveness of Nearpod media in improving the Geography learning outcomes of Grade XI Social Science students at SMA Negeri 4 Sidrap. The main issue addressed is the low student motivation and participation due to monotonous teaching methods. This research employed a quantitative approach with a one-group pretest-posttest design, involving 19 students as the sample. Data were collected through tests and questionnaires, then analyzed using the mean formula. The results showed an increase in the average score from 60.5 (pre-test) to 85 (post-test). The majority of students achieved scores above the minimum passing grade (KKM) and demonstrated improvements in task completion punctuality. In conclusion, Nearpod media is effective in enhancing students' learning outcomes, comprehension, and discipline.
The Effectiveness of Using LibreOffice Impress on Improving Arts and Culture Learning Outcomes of Grade XI Students at SMAN 4 Sidrap Cahya Dwi Anugrah; Madaling Madaling; Muhammad Takdir; Nurmayanti Nurmayanti
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.9068

Abstract

This study employed a quantitative method with an experimental research design aimed at determining the effectiveness of using LibreOffice Impress media in improving the Arts and Culture learning outcomes of Grade XI students at SMAN 4 Sidrap. The population of this research consisted of all 75 students of Grade XI at SMAN 4 Sidrap, with a sample of 17 students. The data collection techniques used were documentation, tests, and questionnaires. After collecting the data, the researcher analyzed the results and found that all effectiveness indicators of a strategy had been met, showing that the use of LibreOffice Impress media had a positive effect on improving student learning outcomes in Arts and Culture subjects for Grade XI students at SMAN 4 Sidrap. The findings of the study revealed that the use of LibreOffice Impress was effective in improving students’ learning outcomes. This was proven through the results of the paired sample t-test between the pretest and posttest data, which indicated significant differences in students’ learning outcomes. The average posttest score (Mx = 90) was higher than the average pretest score (My = 45). Therefore, it can be concluded that the use of LibreOffice Impress is effective in improving the Arts and Culture learning outcomes of Grade XI students at SMAN 4 Sidrap
Pengembangan Video Pembelajaran IPA Berbasis Doratoon dengan Model ADDIE bagi Siswa SMP Nurwahyuni Mansyur; Syamsunir; Muhammad Takdir; Handy Ferdiansyah
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.270

Abstract

This study aims to produce a valid and practical Doratoon web-based science learning video media for eighth grade students at UPT SMP Negeri 2 Kulo. The background of this study is the low visualization of abstract science concepts, so it requires innovative media to help students' understanding. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. Data collection instruments include validation sheets for material experts and media experts, as well as response questionnaires for teachers and students to measure practicality. The results of the study showed that the Doratoon learning video media was declared "Very Valid" by material experts with a score of 92% and media experts with a score of 88%. The results of the practicality test by teachers obtained 90% results and 92% of students also showed the "Very Practical" category. Thus, this Doratoon-based learning video media is valid and practical to be used as a supporting tool for science learning to visualize complex concepts in an interesting and interactive manner.
The Effectiveness ofUsing the Mentimeter Application on the Learning Outcomes of Seventh-Grade Students inScience at SMP Negeri 1 Panca Rijang Nurul Fitrah; Usman M; Muhammad Takdir
Edumaspul: Jurnal Pendidikan Vol. 10 No. 1 (2026): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/ejp.v10i1.51

Abstract

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Animaker Media On Student Learning Outcomes in Class VII Science Subject of Smp Negeri 1 Watang Pulu Nurul Nasli; M hijaz Tahir; Muhammad Takdir; Usman M; Sam Hermansyah; Courtois Lorenzo
Scientechno: Journal of Science and Technology Vol. 2 No. 3 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v2i3.316

Abstract

This study uses a quantitative method with the type of experimental research that aims to determine the effectiveness of using Animaker media on learning outcomes in class VII science at SMP Negeri 1 Watang Pulu, Sidenreng Rappang Regency. The population of this study were all 192 students of class VII at SMP Negeri 1 Watang Pulu, and 26 samples were taken. Data collection techniques were carried out based on Slavin's theory (2000), namely observation techniques, documentation techniques, test techniques, and questionnaire techniques. This indicator consists of four, namely the quality of learning, the suitability of the level of learning, intensity, and time. After the data was collected, the data was analyzed and found that the four indicators of the effectiveness of a strategy were passed and had an impact on student learning outcomes in class VII science subjects at SMP Negeri 1 Watang Pulu. Testing the research hypothesis of the data obtained on average from the higher posttest results, namely 81.8 %, while the pretest results were 50.8%. The results of this study indicate that the use of Animaker media in learning science class VII at SMP Negeri 1 Watang Pulu, Sidenreng Rappang Regency, is declared effective.
The Effect of Using the Smart Apps Creator on Science Learning Outcomes of Class VII Student of MTSN 2 Sidrap Rahmatullah Rahmatullah; Usman M; Muhammad Takdir; Sam Hermansyah
International Journal of Educational Narratives Vol. 1 No. 1 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/ijen.v1i1.524

Abstract

Background. The population in this study were all seventh grade students of Madrasah Tsanawiyah Negeri 2 Sidrap and the sample in this study were students of class VII A Madrasah Tsanawiyah Negeri 2 Sidrap. Purpose. There are 2 variables in this study, the first independent variable is the effect of using the Smart Apps Creator application (x) and the second dependent variable is the learning outcomes of students in class VII A Madrasah Tsanawiyah Negeri 2 Sidrap (y). This research was conducted at Madrasah Tsanawiyah Negeri 2 Sidrap. Method. This study uses quantitative methods and experimental research type which aims to examine the effect of using Smart Apps Creator application on science learning outcomes of seventh grade students of Madrasah Tsanawiyah Negeri 2 Sidrap. Results. The results of this study concluded that there was an effect of using the Smart Apps Creator application on the science learning outcomes of Class VII Madrasah Tsanawiyah Negeri 2 Sidrap. Conclusion. This shows that the working hypothesis which states that there is an effect of using the Smart Apps Creator application on the science learning outcomes of seventh grade students of Madrasah Tsanawiyah Negeri 2 Sidrap is accepted.
The Effectiveness of Using Lectora Inspire-Based Media on Class XI Craft Subjects at Muhammadiyah Sidrap Vocational High School Irma Aswani Darwis; Usman M; Muhammad Takdir; Sam Hermansyah; Suardi Zain
International Journal of Educational Narratives Vol. 1 No. 3 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/ijen.v1i3.525

Abstract

Background. The population of this study were all grade XI students at SMKS Muhammadiyah Purpose. The sample of this study used the totality sampling technique, namely taking samples as a whole, so that researchers took samples from the entire population of 31 people. Method. This study uses quantitative methods with the type of experimental research that aims to determine the effectiveness of using Inspire Lectora-based media in Class XI Workshop Subjects at SMKS Muhammadiyah Sidrap. Results. The results showed that the average posttest result was higher at 83%, while the pretest result was 50.8%. Based on the results of data analysis, it is concluded that the learning outcomes of students who use Lectora Inspire-based media in Craft learning are better than the learning outcomes of students who do not use Lectora Inspire-based media in class XI SMKS Muhammadiyah Sidrap. Conclusion. This shows that the use of Lectora-based media in Class XI Workshop subjects at SMKS Muhammadiyah Sidrap is declared effective.
Effect of Using the Kinemaster Application on the Learning Outcomes of Natural Sciences of Students UPT SMPN 3 Pitu Riase Eka Lestari; Usman M; Muhammad Takdir; Sam Hermansyah; Suardi Zain
International Journal of Educational Narratives Vol. 1 No. 2 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/ijen.v1i2.526

Abstract

Background. This research was conducted at UPT SMP Negeri 3 Pitu Riase, precisely in Desa Compong, Kec. Pit Riase, Sidengreng Rappang Regency. Purpose. There are 2 variables in this study, namely the independent variable that affects the use of the Kinemaster application (x) and the dependent variable, namely the learning outcomes of Natural Science class VII UPT SMP Negeri 3 Pitu Riase students (y). Method. This study uses quantitative methods with the type of experimental research that aims to examine the effect of using the Kinemaster application on the learning outcomes of Natural Science students in class VII UPT SMP Negeri 3 Pitu Riase. Results. The results of this study concluded that the effect of using the Kinemaster application on social studies learning outcomes of students in class VII UPT SMP Negeri 3 Pitu Riase, this shows that the working hypothesis which states that there is an effect of using the Kinemaster application on social studies learning outcomes of students in class VII UPT SMP Negeri 3 Pitu Riase, is accepted. Conclusion. The collected test data were analyzed using the average formula. Based on the results of data analysis obtained X value = 83.4 > Y value = 69.64 so that it can be seen that there is an effect of using the Kinemaster application on the learning outcomes of students in class VII UPT SMP Negeri 3 Pit Riase.