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Fikry Kurniawan
Universitas Sriwijaya

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Pengaruh Implementasi Game Duolingo terhadap Kemampuan Linguistik pada Siswa Dendi Juniansyah; Fikry Kurniawan; Syarifuddin Syarifuddin
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.v6i4.6266

Abstract

The rapid development of technology encourages the emergence of the latest innovations in various aspects of human life, including education. One popular innovation in education is the use of gamification-based educational applications. This application is packaged in an interesting and interactive way, like a game, for example, the duolingo game. The duolingo game is an application that presents language learning materials in the form of interactive and fun games or challenges. Apart from being an educational game, this duolingo application can also improve linguistic abilities in students. This study aims to determine the effect of the application or implementation of the duolingo game on linguistic abilities in students. The research method uses a descriptive qualitative approach by collecting literature related to the title of the study or discussion taken. From the research that has been done, the results show that the implementation of the duolingo game has a significant positive effect on students' linguistic abilities, and can increase students' enthusiasm or enthusiasm for learning.
Implementasi Media Quizizz dalam Meningkatkan Hasil Belajar Mata Pelajaran Pendidikan Pancasila Materi Penerapan Pancasila dalam Kehidupan Sehari-Hari pada Peserta Didik Kelas VB SD Negeri 47 Palembang Fikry Kurniawan; Hudaidah Hudaidah; Helen Saputri
Journal on Education Vol 7 No 2 (2025): Journal on Education: Volume 7 Nomor 2 Tahun 2025 In Progress (Januari-Februari 2
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i2.7581

Abstract

This study aims to determine the effect of using Quizizz media in improving learning outcomes in Pancasila education subjects for class VB students at SD Negeri 47 Palembang, especially in the material on the application of Pancasila in everyday life. The research method used is classroom action research (CAR) consisting of two cycles. The subjects of the study were 30 class VB students, who were tested with a pretest before the implementation of Quizizz media and a posttest after cycle 1 and cycle 2. The pretest results showed that the average student score was 60 with 40% completion. After the implementation of Quizizz media in cycle 1, the average posttest score increased to 75 with 70% completion. In cycle 2, the average posttest score increased again to 85 with 90% completion. These findings indicate that the use of Quizizz media significantly improves students' understanding of Pancasila values ​​and their application in everyday life. Therefore, it is suggested that this interactive media be applied in learning other subjects to improve students' motivation and learning outcomes. Thus, the study can conclude that this Quizizz educational game-based learning media not only makes it easier for teachers to deliver learning materials, but can also improve students' learning outcomes and their understanding in classroom learning for students.