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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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