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Journal : Indonesian Journal of Education And Computer Science

Implementasi Model Pembelajaran Inquiry Training Berbasis Modul Digital Dalam Mempengaruhi Hasil Belajar Siswa Muhammad Indra; Syaiful Bahri; Ade Evi Fatimah; Figna, Harry Pratama; Ryan Dhika Priyatna
Indonesian Journal of Education And Computer Science Vol. 1 No. 1 (2023): INDOTECH - April 2023
Publisher : PT. INOVASI TEKNOLOGI KOMPUTER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60076/indotech.v1i1.4

Abstract

The research method used in this study is a quantitative method with a quasi-experimental design, and the sampling technique employed is Stratified Random Sampling. The research sample consists of students from class X TKRO-1 as the experimental group and class X TKRO-2 as the control group, with 32 students in each group. The experimental group received treatment in the form of inquiry training-based learning using digital modules, while the control group underwent conventional learning. The research instrument used in this study was a multiple-choice test consisting of 20 items with 5 answer choices. The results of the study showed that the average score of the experimental group was 81.09, while the average score of the control group was 70.63. Significance testing with a significance level of α 0.05 (5%) indicated that the obtained t-test value was significant (2-tailed), which was 0.00, with the students' learning outcomes being less than 0.05. Therefore, Ha was accepted, indicating a significant difference in mathematical ability between students who applied the inquiry training learning model and those who applied the conventional learning model
Pengaruh Model Pembelajaran Problem Based Learning Berbantuan Media Augmented Reality Terhadap Minat Siswa Pada Pelajaran Informatika Haris Munandar Nasution; Syaiful Bahri; Try Santi Kisria Darsih
Indonesian Journal of Education And Computer Science Vol. 3 No. 3 (2025): INDOTECH - December 2025
Publisher : PT. INOVASI TEKNOLOGI KOMPUTER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60076/indotech.v3i3.1687

Abstract

Penelitian ini dilatarbelakangi rendahnya minat siswa terhadap pembelajaran Informatika akibat metode yang monoton dan kurang interaktif, sehingga menimbulkan kebosanan dan menurunnya semangat belajar. Salah satu solusi yang ditawarkan adalah penerapan model Problem Based Learning (PBL) berbantuan media Augmented Reality (AR). PBL menekankan pemecahan masalah yang mendorong keterlibatan aktif siswa, sedangkan AR memberikan pengalaman belajar interaktif melalui visualisasi konsep abstrak dalam bentuk simulasi nyata. Penelitian ini bertujuan mengetahui pengaruh PBL berbantuan media AR terhadap minat belajar siswa kelas IX SMPIT DOD Medan. Pendekatan yang digunakan bersifat kuantitatif dengan desain eksperimen semu (quasi-experimental design) tipe Nonequivalent Control Group Design. Populasi penelitian adalah seluruh siswa kelas IX tahun ajaran 2025/2026, dengan sampel 45 siswa (24 eksperimen, 21 kontrol). Instrumen berupa angket minat belajar yang telah diuji validitas dan reliabilitasnya. Analisis data dilakukan melalui uji normalitas, homogenitas, dan uji-t (independent sample dan paired sample t-Test). Hasil penelitian menunjukkan nilai signifikansi ≤ 0,05, yang berarti terdapat perbedaan signifikan pada kelas eksperimen setelah penerapan PBL berbantuan media AR dibandingkan kelompok kontrol yang menggunakan metode konvensional. Dengan demikian, dapat disimpulkan bahwa penerapan Problem Based Learning berbantuan media Augmented Reality berpengaruh positif terhadap minat belajar siswa pada mata pelajaran Informatika.