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PENGARUH PENGGUNAAN MULTIMEDIA PEMBELAJARAN INTERAKTIF BERBANTUAN WORDWALL TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPS Ichi Alvionita Pontoh; Imam Prawiranegara Gani; Rizan Machmud; Radiah Hafid; Cristian Polamolo
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.14508

Abstract

Low Social Studies learning outcomes due to monotonous conventional lecture methods represent a primary issue in schools. This study aimed to analyze the effect of interactive multimedia learning assisted by Wordwall on students' learning outcomes in Social Studies (IPS) at SMP Negeri 1 Bulango Timur. This quantitative research used a quasi-experimental method with a pretest-posttest control group design, involving 43 students divided into 21 students in the control class and 22 students in the experimental class. Data were collected through learning achievement tests, observations, and documentation, then analyzed using an Independent Sample t-Test with SPSS software. The results revealed that the posttest mean score of the experimental class was 75.39, which was significantly higher than the control class at 60.95 with a significance value of  ( ). The novelty of this study confirms that Wordwall interactive gamification effectively reduces boredom in theory-heavy Social Studies topics. Therefore, interactive multimedia learning assisted by Wordwall has a positive and significant effect on improving Social Studies learning outcomes. ABSTRAK Rendahnya hasil belajar IPS peserta didik akibat penggunaan metode ceramah konvensional yang monoton menjadi permasalahan utama di sekolah dasar dan menengah. Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan multimedia pembelajaran interaktif berbantuan Wordwall terhadap hasil belajar peserta didik pada mata pelajaran Ilmu Pengetahuan Sosial (IPS) di SMP Negeri 1 Bulango Timur. Penelitian kuantitatif dengan metode quasi-experimental dan desain pretest-posttest control group ini melibatkan sampel sebanyak 43 peserta didik, yang terbagi menjadi 21 peserta didik kelas kontrol dan 22 peserta didik kelas eksperimen. Data dikumpulkan melalui tes hasil belajar, observasi, dan dokumentasi yang dianalisis menggunakan Independent Sample t-Test berbantuan SPSS. Hasil penelitian menunjukkan bahwa rata-rata posttest kelas eksperimen mencapai 75,39, lebih tinggi secara signifikan dibandingkan kelas kontrol yang memperoleh rata-rata 60,95 dengan nilai signifikansi  ( ). Kebaruan penelitian ini membuktikan bahwa integrasi gamifikasi interaktif Wordwall efektif mereduksi kebosanan materi IPS yang padat teori. Kesimpulannya, penggunaan multimedia pembelajaran interaktif berbantuan Wordwall berpengaruh positif dan signifikan terhadap peningkatan hasil belajar IPS peserta didik.  
PENGARUH MEDIA PEMBELAJARAN INTERAKTIF EDUCAPLAY TERHADAP MOTIVASI BELAJAR SISWA KELAS XI PADA MATA PELAJARAN PKK Yulin Duhe; Melizubaida Mahmud; Imam Prawiranegara Gani; Radia Hafid; Mamang Kasim
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.14511

Abstract

Low learning motivation and student passivity in PKK instruction caused by conventional media dominance represent the primary issue at SMKN 1 Bulango Utara. This quantitative survey study aimed to analyze the effect of using Educaplay interactive learning media on the learning motivation of eleventh-grade students. Data were collected using a Likert-scale questionnaire administered to 60 students selected through simple random sampling from a population of 71 students via the Slovin formula. Data were analyzed using simple linear regression via SPSS 20.0 after satisfying normality testing (Kolmogorov-Smirnov Z = 0.975; p = 0.297). Descriptive analysis revealed that the interactivity indicator of Educaplay achieved the highest score at 4.26 (85.2 percent), while the engaging learning activities indicator of learning motivation obtained the highest score at 4.29 (85.8 percent). The regression equation was Y = 23.996 + 0.779X with a calculated t-value of 7.052, exceeding the t-table value of 1.672 at a 5 percent significance level (p = 0.000). The R-square coefficient of determination was 0.462, indicating that Educaplay contributed 46.2 percent to student learning motivation, with the remaining 53.8 percent influenced by external factors. The main conclusion confirms that integrating Educaplay media exerts a positive and significant effect on transforming the classroom atmosphere into a more active, interactive, and competitively healthy environment. ABSTRAK Rendahnya motivasi belajar dan kepasifan siswa dalam pembelajaran PKK akibat dominasi media konvensional menjadi permasalahan utama di SMKN 1 Bulango Utara. Penelitian kuantitatif metode survei ini bertujuan menganalisis pengaruh penggunaan media pembelajaran interaktif Educaplay terhadap motivasi belajar siswa kelas XI. Pengumpulan data dilakukan melalui angket berskala Likert kepada 60 siswa yang dipilih secara simple random sampling dari populasi 71 siswa menggunakan rumus Slovin. Analisis data menggunakan regresi linier sederhana via SPSS 20.0 setelah memenuhi uji normalitas (Kolmogorov-Smirnov Z = 0,975; p = 0,297). Hasil analisis deskriptif menunjukkan indikator interaktivitas media Educaplay meraih skor tertinggi sebesar 4,26 (85,2 persen), sedangkan indikator kegiatan menarik pada motivasi belajar mencapai skor tertinggi sebesar 4,29 (85,8 persen). Persamaan regresi yang terbentuk adalah Y = 23,996 + 0,779X dengan nilai t hitung sebesar 7,052 melebihi t tabel 1,672 pada taraf signifikansi 5 persen (p = 0,000). Nilai koefisien determinasi R square sebesar 0,462 mengindikasikan bahwa Educaplay berkontribusi sebesar 46,2 persen terhadap motivasi belajar siswa, sementara 53,8 persen sisanya dipengaruhi faktor luar. Simpulan utama menegaskan bahwa integrasi media Educaplay berpengaruh positif dan signifikan dalam mentransformasi atmosfer kelas menjadi lebih aktif, interaktif, dan kompetitif.    
PENGARUH PENGGUNAAN MEDIA GADGET TERHADAP PENGUATAN PROFIL LULUSAN DI KELAS VIII SMP NEGERI 1 ATINGGOLA Sinta Adnan; Frahmawati Bumulo; Abdulrahim Maruwae; Roy Hasiru; Imam Prawiranegara Gani
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.15316

Abstract

Information and communication technology developments have driven the utilization of gadgets as potential learning media. However, student gadget use is still dominated by entertainment. This quantitative research, employing a survey method, aims to determine the effect of gadget media usage on reinforcing the Graduate Profile of 8th-grade students at SMP Negeri 1 Atinggola. The research sample consisted of 84 students selected through a purposive sampling technique. Data were collected via questionnaires and analyzed using SPSS software, involving validity, reliability, normality, descriptive analysis, simple linear regression, t-test, and the coefficient of determination. The instrument tests indicated that all data were valid, reliable (Cronbach’s Alpha = 0.991), and normally distributed (sig. 0.200 > 0.05). Simple linear regression analysis yielded the equation Y = 0.954 + 0.783X, indicating a positive relationship. The t-test resulted in a significance value of 0.000 < 0.05, thereby accepting the hypothesis. The coefficient of determination (R2) of 0.535 shows that gadget media contributes 53.5% to reinforcing the Graduate Profile, while the remaining 46.5% is influenced by other factors. In conclusion, the use of gadget media has a positive and significant influence on reinforcing the Graduate Profile of 8th-grade students at SMP Negeri 1 Atinggola. ABSTRAK Perkembangan teknologi informasi dan komunikasi memicu pemanfaatan gadget sebagai media pembelajaran yang potensial. Namun, mayoritas siswa masih menggunakannya untuk hiburan. Penelitian kuantitatif dengan metode survei ini bertujuan untuk mengetahui pengaruh penggunaan media gadget terhadap Penguatan Profil Lulusan siswa kelas VIII SMP Negeri 1 Atinggola. Sampel penelitian berjumlah 84 siswa yang dipilih melalui teknik purposive sampling. Pengumpulan data dilakukan dengan penyebaran angket, lalu dianalisis menggunakan program SPSS melalui uji validitas, reliabilitas, normalitas, analisis deskriptif, regresi linier sederhana, uji t, serta koefisien determinasi. Hasil uji instrumen menunjukkan seluruh data valid dan reliabel (Cronbach’s Alpha = 0,991) serta berdistribusi normal (sig. 0,200 > 0,05). Analisis regresi linier sederhana menghasilkan persamaan Y = 0,954 + 0,783X, yang membuktikan adanya hubungan positif. Uji t menunjukkan nilai signifikansi 0,000 < 0,05, sehingga hipotesis diterima. Nilai koefisien determinasi (R2) sebesar 0,535 menandakan bahwa media gadget berkontribusi sebesar 53,5% terhadap Penguatan Profil Lulusan, sedangkan sisanya dipengaruhi faktor lain. Dapat disimpulkan bahwa penggunaan media gadget berpengaruh positif dan signifikan terhadap penguatan Profil Lulusan siswa kelas VIII SMP Negeri 1 Atinggola.    
Pengaruh Penggunaan Pembayaran Digital QRIS dalam Lingkungan Kampus terhadap Minat Beli Mahasiswa Fakultas Ekonomi dan Bisnis Monica Sandi M. Panangi; Melizubaida Mahmud; Ardiansyah; Radia Hafid; Imam Prawiranegara Gani
OPTIMAL Jurnal Ekonomi dan Manajemen Vol. 6 No. 2 (2026): Juni: OPTIMAL: Jurnal Ekonomi dan Manajemen
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/optimal.v6i2.10318

Abstract

This study aims to analyze the effect of the use of the Indonesian Standard Quick Response Code (QRIS) digital payment on the purchasing interest of students from the Faculty of Economics and Business, Gorontalo State University, class of 2021. This study uses a quantitative approach with a descriptive verification method. Primary data were obtained by distributing questionnaires to 86 respondents selected using simple random sampling from a total population of 639 students from the Departments of Economics, Management, Accounting, and Economics Education. Data collection techniques included observation, interviews, questionnaires, and documentation. Data analysis was performed using simple linear regression with the help of SPSS version 21. The results showed that the use of QRIS digital payments has a positive and significant effect on student purchasing interest. This is evidenced by the t-value of 9.677, which is greater than the t-table of 1.988, and the significance value of 0.000, which is less than 0.05. Furthermore, the coefficient of determination of 0.527 indicates that 52.7% of the variability in students' purchasing interest can be explained by the use of QRIS digital payments, while the remaining 47.3% is influenced by other factors not examined in this study. Therefore, it can be concluded that the better the use of QRIS digital payments, the higher the students' purchasing interest. Optimal use of QRIS can be an effective strategy in increasing purchasing interest among students.
Co-Authors Abdulrahim Maruwae Abraham Manuhutu Ade Taufan Agil Bahsoan Agus Junaidi Ahmad Faqhruddin Abdur-Rabb Ahmad, Ratna Amelia W Pomolango Andi Desiah Pradilia Andi Juanna Andi Muh Akbar Saputra Ardiansyah Ardiansyah Ardiansyah Asur Anuz Azisah Azzahra sudirman Baso Intang Sappaile Bayu Bayu Bisri Habibi , Wyeldan Bratan, Abdul Azis S Bumulo, Frahmawati Citra Olii Cristian Polamolo Cristian Polamolo Didik Cahyono Dodi Setiawan Riatmaja Eka Putri Mulyani Kiraman Elen Abdullah Endang Budi Sri Rahayu Fadila K Djaini Fadli Agus Triansyah Fajri, Muhammad Iqbal Fatmawati Damiti Fatmawaty Damiti Fatmawaty Damiti Fauzi Fauzi Fikran Hamjati Fitria Hansyah Fatmasari Freti Kurnia Fika Gordius Ago Hapsawati Taan Hayati Himaya Praptani Adys Ichi Alvionita Pontoh Inda Yuliana Ngabito Irina Popoi Irwandi Israh Israh Iut Nuraini Ivan Rahmat Santoso Joni Wilson Sitopu Kasim, Mamang KMT Lasmiatun Larosa, Esta M. Yogi Riyantama Isjoni Maisa Azizah Asmara Mamang Kasim Maya Novrita Dama Mbakwa, Patterson Nji Melizubaida Mahmud Mesri Welhelmina Nisriani Manafe Meyko Panigoro Meyko Panigoro Mohehu, Fazri Mohune, Yusup I. Monica Sandi M. Panangi Mustapa, Nur Indah Nashrullah, Muhammad Ni Luh Ketut Ayu Sudha Sucandrawati Novaria, Novi Nuhibaini Mbalu Nur Inda Mustapa Nurhaliza S. Lamapa Nurlaela Karim Nurlana Usman1 Nurmawati Nasibu Nurul Maulida Alwi Nusi, Sepriyanto Pandu Perdana Putra Paulus Haniko Podungge, Rani Setyo Putri Zustia Katili Raden Mohamad Herdian Bhakti Radia Hafid Radiah Hafid Rahmatia Luawo Rais , Rinovian Reka Hamid Revalina Niode Rierind Koniyo Rika Wati Mahmud Rinariyani Talapa Riri Wulandari Risca Marsanti Halid Rizan Machmud Rosman Ilato Roy Hasiru Selfianti Mohamad Shadry Andriani Sinta Adnan Siswahyudianto Slamet Riyadi Sofyan Sri Asmi Hatim Sri Endang Saleh Sri Rahmawati Monoarfa Suci Novita Wijayanti Sudirman Sudirman sudirman sudirman Syarwani Canon Trie Hierdawati Uge, Erlin S. Unan Yusmaniar Oktiawati Usman Moonti Usman Moonti Wahyu Fratama Gonibala Yenti Afriani Yulianti Toralawe Yulin Duhe