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PENGEMBANGAN MEDIA PEMBELAJARAN CANVA PADA MATERI PERMINTAAN DAN PENAWARAN UNTUK MENINGKATKAN HASIL BELAJAR SISWA Jelita Maria Christine Samosir; Khairuddin Ependi Tambunan
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 4 (2026): August 2026 (1)
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i4.6991

Abstract

This study aims to develop a Canva-based learning medium on the demand and supply topic to improve the learning outcomes of tenth-grade students at SMAN 10 Medan and to examine its validity, practicality, and effectiveness. This research and development study used the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The sample consisted of two classes selected through purposive sampling, an experimental class taught using the Canva-based medium and a control class taught using the printed textbook. Data were collected through validation questionnaires, student and teacher response questionnaires, and a multiple-choice achievement test administered as a pretest and posttest. The results showed that the medium was rated valid by media experts (84%), material experts (93%), and instructional design experts (90%). The practicality questionnaires showed very practical results from teachers (94%) and students (89%). Prerequisite tests indicated normally distributed and homogeneous data, and the t-test showed a significant difference between the two classes (sig. 0.000 < 0.05). The N-Gain score of the experimental class (0.63) was higher than that of the control class (0.43). It is concluded that the developed Canva-based learning medium is valid, practical, and effective in improving students' learning outcomes on the demand and supply topic.
PENGEMBANGAN BAHAN AJAR MENGGUNAKAN MODEL PEMBELAJARAN MAKE A MATCH BERBASIS PROBLEM SOLVING UNTUK MENINGKATKAN HASIL BELAJAR EKONOMI SISWA KELAS  X MAN LABUHANBATU Malvira Pohan; Khairuddin E. Tambunan
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 2 (2026): April 2026
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i2.6036

Abstract

Abstract:   This study aims to develop economics teaching materials using the Make A Match learning model based on Problem Solving and to test its feasibility, practicality, and effectiveness in improving the learning outcomes of class X students of MAN Labuhanbatu. The type of research used is Research and Development (R&D) with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. The subjects of the study were class X students with a sample of class X-G as the experimental class and X-I as the control class. Data collection techniques were carried out through observation, questionnaires, documentation, and tests (pre-test and post-test). The results of the study showed that the developed teaching materials were classified as very feasible with an average validation of ± 87%, and very practical based on the use test by students. From the aspect of effectiveness, there was a significant increase in learning outcomes, indicated by an average pre-test score of 57.33 increasing to 89.33 in the post-test, and an N-Gain value of 0.742 (high category). The results of the Independent Sample T-test showed a significant difference between the experimental class and the control class. Thus, teaching materials based on the Make-A-Match model integrated with problem-solving are effective in improving students' economics learning outcomes and encouraging active, collaborative, and meaningful learning. Keywords: Open-Ended Materials, Make-A-Match, Problem-Solving, Learning Outcomes Abstrak: Penelitian ini bertujuan untuk mengembangkan bahan ajar ekonomi menggunakan model pembelajaran Make A Match berbasis Problem Solving serta menguji kelayakan, kepraktisan, dan keefektifannya dalam meningkatkan hasil belajar siswa kelas X MAN Labuhanbatu. Jenis penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah siswa kelas X dengan sampel kelas X-G sebagai kelas eksperimen dan X-I sebagai kelas kontrol. Teknik pengumpulan data dilakukan melalui observasi, angket, dokumentasi, dan tes (pre-test dan post-test). Hasil penelitian menunjukkan bahwa bahan ajar yang dikembangkan tergolong sangat layak dengan rata-rata validasi sebesar ±87%, serta sangat praktis berdasarkan uji penggunaan oleh siswa. Dari aspek keefektifan, terjadi peningkatan hasil belajar yang signifikan, ditunjukkan oleh rata-rata nilai pre-test sebesar 57,33 meningkat menjadi 89,33 pada post-test, serta nilai N-Gain sebesar 0,742 (kategori tinggi). Hasil uji independent sample t-test menunjukkan adanya perbedaan signifikan antara kelas eksperimen dan kelas kontrol. Dengan demikian, bahan ajar berbasis model Make A Match terintegrasi Problem Solving efektif dalam meningkatkan hasil belajar ekonomi siswa serta mendorong pembelajaran yang aktif, kolaboratif, dan bermakna. Kata Kunci: Bahan Ajar, Make A Match, Problem Solving, Hasil Belajar
PERBEDAAN HASIL BELAJAR SISWA MENGGUNAKAN MEDIA PEMBELAJARAN DIGITAL BERBASIS GAMIFIKASI ZEP-QUIZ  PADA MATERI KETENAGAKERJAAN DI KELAS XI DI SMAN 1 PERCUT SEI TUAN Meutia Fahrani; Khairuddin E. Tambunan
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 2 (2026): April 2026
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i2.6038

Abstract

Abstract: This study aims to determine differences in student learning outcomes using the Zep-Quiz gamification-based digital learning media on Employment in grade XI students at SMAN 1 Percut Sei Tuan. This research is motivated by the importance of conceptual understanding for grade XI students studying Economics in an effort to improve the quality of the teaching and learning process. This study used a quasi-experimental design (Quasy Experiment) with a Non-Equivalent Control Group Design. The study population was all grade XI students. The sample was drawn using purposive sampling, consisting of two classes: an experimental class with 32 students and a control class with 34 students. The research instrument was a multiple-choice learning achievement test that had been tested for validity and reliability. Data analysis techniques used included prerequisite analysis (normality and homogeneity), hypothesis testing using the Mann-Whitney U Test, and effectiveness analysis using the N-Gain Score. The results showed that: (1) The initial conditions of students in both classes were normally and homogeneously distributed, thus equivalent; (2) There is a very significant difference between the learning outcomes of students using Zep-Quiz and those using conventional learning, as indicated by a significance value of 0.003 < 0.05; (3) The average post-test score for the experimental class reached 81.84 (above the Minimum Competency Minimum (KKM), while the score for the control class was 74.85; (4) The use of Zep-Quiz is considered very effective, with an average N-Gain Score of 0.6828 (in the moderate to high category), significantly better than the 0.4813 score for the control class; and (5) Improvements in learning outcomes occurred evenly across all students. Based on these results, it is recommended that teachers use this media as an alternative, engaging and effective learning innovation.    Keywords: Learning Media, Gamification, Zep-Quiz, Learning Outcomes, Employment.   Abstrak: Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar siswa menggunakan media pembelajaran digital berbasis gamifikasi Zep-Quiz pada materi Ketenagakerjaan di Kelas XI SMAN 1 Percut Sei Tuan. Penelitian ini dilatarbelakangi oleh pentingnya pemahaman konsep bagi siswa kelas XI yang mempelajari mata pelajaran Ekonomi dalam upaya meningkatkan kualitas proses belajar mengajar. Jenis penelitian ini adalah eksperimen semu (Quasy Experiment) dengan desain Non-Equivalent Control Group Design. Populasi penelitian adalah seluruh siswa kelas XI. Sampel diambil menggunakan teknik Purposive Sampling yang terdiri dari dua kelas, yaitu kelas eksperimen sebanyak 32 orang dan kelas kontrol sebanyak 34 orang. Instrumen penelitian berupa tes hasil belajar pilihan ganda yang telah diuji validitas dan reliabilitasnya. Teknik analisis data yang digunakan meliputi uji prasyarat analisis (normalitas dan homogenitas), uji hipotesis menggunakan Mann-Whitney U Test, serta analisis efektivitas menggunakan N-Gain Score. Hasil penelitian menunjukkan bahwa: (1) Kondisi awal siswa pada kedua kelas berdistribusi normal dan homogen, sehingga setara; (2) Terdapat perbedaan yang sangat signifikan antara hasil belajar siswa yang menggunakan media Zep-Quiz dengan yang menggunakan pembelajaran konvensional, ditandai dengan nilai signifikansi 0,003 < 0,05; (3) Rata-rata nilai post-test kelas eksperimen mencapai 81,84 (di atas KKM), sedangkan kelas kontrol 74,85; (4) Penggunaan media Zep-Quiz tergolong sangat efektif dengan rata-rata N-Gain Score sebesar 0,6828 (kategori sedang menuju tinggi), jauh lebih baik dibandingkan kelas kontrol sebesar 0,4813; dan (5) Peningkatan hasil belajar terjadi secara merata di seluruh siswa. Berdasarkan hasil tersebut, disarankan agar guru dapat menjadikan media ini sebagai alternatif inovasi pembelajaran yang menarik dan efektif.   Kata Kunci: Media Pembelajaran, Gamifikasi, Zep-Quiz, Hasil Belajar, Ketenagakerjaan.
PENGEMBANGAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA PEMBELAJARAN BOARD GAME UNTUK MENINGKATKAN HASIL BELAJAR PADA MATA PELAJARAN EKONOMI SISWA KELAS XI MAN 1 MEDAN Nur Adawiyah Harahap; Khairuddin E. Tambunan
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 3 (2026): June 2026
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i3.6283

Abstract

Abstract: The low learning outcomes of students in Economics subject in class XI SOS MAN 1 Medan were caused by teacher-centered learning and the use of one-way media, which has not been able to accommodate the diversity of students' learning abilities optimally. This study aims to determine the feasibility, effectiveness, and practicality of the TGT model assisted by Board Game media on the topic of Economic Growth. This study is a research and development study using the ADDIE model with class XI SOS 3 as the experimental class and class XI SOS 5 as the control class, each consisting of 35 students. The results showed that the TGT model assisted by Board Game media received a feasible assessment from the material expert at 76.60% and the media expert at 82.2%. The learning practitioner assessment obtained 100% with a very feasible criterion and student responses obtained an average of 91.66% with a very practical criterion. The N-Gain test results of the experimental class obtained 76% categorized as effective, far higher than the control class at 39% categorized as ineffective. The independent sample t-test results obtained a significance value of 0.000, proving that there is a significant difference in learning outcomes between the two classes. Thus, the TGT model assisted by Board Game media is declared feasible, effective, and very practical for use in learning Economic Growth material.  Keywords: TGT Model, Board Game Media, Learning Outcomes, Economic Growth   Abstrak: Rendahnya hasil belajar peserta didik pada mata pelajaran Ekonomi di kelas XI SOS MAN 1 Medan disebabkan oleh proses pembelajaran yang masih berpusat pada guru dan penggunaan media yang bersifat satu arah, sehingga belum mampu mengakomodasi keberagaman kemampuan belajar peserta didik secara optimal. Penelitian ini bertujuan untuk mengetahui kelayakan, keefektivan, dan kepraktisan model TGT berbantuan media Board Game pada materi Pertumbuhan Ekonomi. Penelitian ini merupakan penelitian pengembangan menggunakan model ADDIE dengan subjek penelitian kelas XI SOS 3 sebagai kelas eksperimen dan kelas XI SOS 5 sebagai kelas kontrol, masing-masing berjumlah 35 peserta didik. Hasil penelitian menunjukkan bahwa model TGT berbantuan media Board Game memperoleh penilaian layak dari ahli materi sebesar 76,60% dan ahli media sebesar 82,2%. Penilaian praktisi pembelajaran memperoleh persentase 100% berkriteria sangat layak dan respon peserta didik memperoleh rata-rata 91,66% berkriteria sangat praktis. Hasil uji N-Gain kelas eksperimen memperoleh 76% berkategori efektif, jauh lebih tinggi dibandingkan kelas kontrol sebesar 39% berkategori tidak efektif. Hasil uji independent sample t-test memperoleh nilai signifikansi 0,000 yang membuktikan terdapat perbedaan hasil belajar yang signifikan antara kedua kelas. Dengan demikian, model TGT berbantuan media Board Game dinyatakan layak, efektif, dan sangat praktis untuk digunakan dalam pembelajaran materi Pertumbuhan Ekonomi. Kata Kunci: Model TGT, Media Board Game, Hasil Belajar, Pertumbuhan Ekonomi.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS WEBSITE WORDWALL UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS XI IPS SMA NEGERI 1 TANJUNG BERINGIN Vivi Safira; Khairuddin E. Tambunan
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 3 (2026): June 2026
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i3.6549

Abstract

Abstract: This study aimed to develop a Wordwall-based learning evaluation medium for monetary and fiscal policy materials and to determine its feasibility, practicality, and effectiveness in improving students' learning outcomes. The study employed a Research and Development (R&D) method using the 4D development model, consisting of the define, design, develop, and disseminate stages. The research subjects included material experts, media experts, instructional design experts, and eleventh-grade students of SMA Negeri 1 Tanjung Beringin. Data were collected through observation, interviews, questionnaires, and learning achievement tests. The data were analyzed using quantitative descriptive and inferential statistical techniques. The results showed that the Wordwall-based evaluation media achieved an average feasibility score of 79.73%, categorized as feasible. The practicality test results reached 94.17% in individual trials, 96.39% in small-group trials, and 97.25% in field trials, all categorized as very practical. The effectiveness results indicated an improvement in students' learning outcomes, as reflected by the increase in the experimental class mean score from 74.14 in the pre-test to 88.14 in the post-test, with an N-Gain score of 0.71 categorized as high. Therefore, the Wordwall-based learning evaluation media is considered feasible, highly practical, and effective for use as an evaluation tool in monetary and fiscal policy learning. Keywords: Wordwall, evaluation media, learning outcomes, 4D Model   Abstrak: Penelitian ini bertujuan untuk mengembangkan media evaluasi pembelajaran berbasis website Wordwall pada materi kebijakan moneter dan fiskal serta mengetahui tingkat kelayakan, kepraktisan, dan efektivitasnya dalam meningkatkan hasil belajar siswa. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan 4D yang meliputi tahap define, design, develop, dan disseminate. Subjek penelitian terdiri atas ahli materi, ahli media, ahli desain pembelajaran, serta siswa kelas XI SMA Negeri 1 Tanjung Beringin. Teknik pengumpulan data dilakukan melalui observasi, wawancara, angket, dan tes hasil belajar. Analisis data menggunakan analisis deskriptif kuantitatif dan statistik inferensial. Hasil penelitian menunjukkan bahwa media evaluasi berbasis Wordwall memperoleh rata-rata persentase kelayakan sebesar 79,73% dengan kategori layak. Tingkat kepraktisan media memperoleh persentase sebesar 94,17% pada uji perorangan, 96,39% pada uji kelompok kecil, dan 97,25% pada uji lapangan dengan kategori sangat praktis. Hasil efektivitas menunjukkan adanya peningkatan hasil belajar siswa, yang ditunjukkan oleh rata-rata nilai kelas eksperimen dari 74,14 pada pre-test menjadi 88,14 pada post-test, dengan nilai N-Gain sebesar 0,71 pada kategori tinggi. Dengan demikian, media evaluasi pembelajaran berbasis website Wordwall dinyatakan layak, sangat praktis, dan efektif digunakan sebagai media evaluasi pada materi kebijakan moneter dan fiskal. Kata kunci: Wordwall, media evaluai, hasil belajar, model 4D
PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK BERBASIS INQUIRY LEARNING PADA MATERI INFLASI UNTUK MENINGKATKAN KEMAMPUAN ANALISIS EKONOMI SISWA KELAS Xl SMA NEGERI 1 TANJUNG BERINGIN Zulfa ‘Afifah; Khairuddin E. Tambunan
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 3 (2026): June 2026
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i3.6550

Abstract

Abstract: This study aims to develop and determine the feasibility and effectiveness of Inquiry Learning-based LKPD in improving students’ economic analysis skills on inflation material. The method used was Research and Development with the ADDIE model. The subjects were eleventh-grade students of SMA Negeri 1 Tanjung Beringin. The results showed that the developed LKPD was feasible based on expert validation with an average score of 78.3%. The instrument was also reliable with a Cronbach’s Alpha value of 0.873. In addition, the N-Gain test indicated an improvement in students’ economic analysis skills after using the LKPD. Therefore, the Inquiry Learning-based LKPD is effective in improving students’ analytical skills on inflation material. Keywords: LKPD, Inquiry Learning, analytical skills, inflation   Abstrak: Penelitian ini bertujuan untuk mengembangkan dan mengetahui kelayakan serta efektivitas LKPD berbasis Inquiry Learning dalam meningkatkan kemampuan analisis ekonomi siswa pada materi inflasi. Metode yang digunakan adalah Research and Development dengan model ADDIE. Subjek penelitian adalah siswa kelas XI SMA Negeri 1 Tanjung Beringin. Hasil penelitian menunjukkan bahwa LKPD yang dikembangkan dinyatakan layak berdasarkan validasi ahli dengan rata-rata 78,3%. Instrumen penelitian juga reliabel dengan nilai Cronbach’s Alpha sebesar 0,873. Selain itu, hasil uji N-Gain menunjukkan adanya peningkatan kemampuan analisis ekonomi siswa setelah menggunakan LKPD berbasis Inquiry Learning. Dengan demikian, LKPD berbasis Inquiry Learning efektif digunakan untuk meningkatkan kemampuan analisis ekonomi siswa pada materi inflasi. Kata kunci: LKPD, Inquiry Learning, kemampuan analisis, inflasi