Happy Agustiani
Institut Studi Islam Muhammadiyah Pacitan

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Journal : Journal on Education

Analisis Pengaruh Game Online Terhadap Perilaku Siswa SD Negeri 3 Petungsinarang Bandar Didik Kurniawan; Happy Agustiani
Journal on Education Vol 6 No 4 (2024): Journal on Education: Volume 6 Nomor 4 Mei-Agustus 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i4.6233

Abstract

This study investigated how online games affect student behavior in SD Negeri 3 Petungsinarang, Bandar District, Pacitan Regency, East Java. This research was conducted through survey method. This study involved all students in grades IV, V, and VI of SD Negeri 3 Petungsinarang Bandar. In total, 26 students from grades IV, V, and VI of SD Negeri 3 Petungsinarang Bandar were taken as samples, and a simple random sample method was used. The instrument is a questionnaire with a rating scale and Likert scale. Questionnaires are used to collect data. Simple linear regression analysis is used to present the data. The results showed that the value of fcount (2.471) was greater than ftable (0.388252), and the significant level of α = significant regression of 0.05. Therefore, the test results resulted in a regression equation Y = 39,120 + 0.249, which shows that online games affect student behavior in grades IV, V, and VI of SD Negeri 3 Petungsinarang Bandar District. The constant 39.120 indicates that if the value of the online game is 0, then the student's behavioral value (Y) is equal to 39.120. The positive relationship between the online game variable (X) and the student behavior variable (Y) is indicated by a positive value The higher the student's score in an online game is characterized by the lower the student's interest in the game, and vice versa. The higher the score, the better the student's behavior.
Pengaruh Penggunaan Alat Peraga Puzzle Terhadap Minat Belajar Peserta Didik Dalam Pembelajaran Bahasa Indonesia Di MI Muhammadiyah Ngadirejan Siska Dian saputri; Happy Agustiani
Journal on Education Vol 6 No 4 (2024): Journal on Education: Volume 6 Nomor 4 Mei-Agustus 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i4.6275

Abstract

This study aims to determine how the influence of the use of puzzle props on students' interest in learning Indonesian MI Muhammadiyah Ngadirejan. This research is a quantitative research. The research methods used are questionnaire and observation data. The sample used for this study was MI Muhammadiyah Ngadirejan students. The study was conducted using a random sampling method with a sample of 35 students. The data analysis techniques used in this study are questionnaire tests, normality, descriptive statistics, regression tests, and hypotheses. Based on the results of the regression test, a significance result of 0.008 was obtained. Ho was rejected because the significance value was less than 0.05 and the number T (2.832) was greater than the table T of 1.69389. It can be concluded that the application of Puzzle teaching tools has a great influence on students' interest in learning Indonesian subjects at MI Muhammadiyah Ngadirejan.