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Effectiveness of the Implementation of the Quizizz Application in Mathematics Subjects Fitriani; Haripuddin; Zulhajji
Journal of Educational Studies in Science, Technology, Engineering, Arts and Humanities Vol.1 No.2 (2026): March 2026
Publisher : PT. Global Research Collaboration

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Abstract

Technological developments in the field of science are increasingly driving efforts to renew the use of technology in the learning process to make it more effective. This requires educators to be able to use technology and media to support the learning process. Technological developments, especially in the era of the 4.0 industrial revolution, are expected to provide a solution. Entering the 21st century, the world has begun to enter the era of the 4.0 industrial revolution. The current era of the 4.0 industrial revolution prioritizes technological development and advancement in its application. This study aims to describe student learning outcomes and responses. This study used a quasi-experimental method with active students majoring in Mathematics at SMAN 15 Makassar who were studying Mathematics as subjects. The control class and the experimental class each consisted of 34 students. Data collection techniques included pre-tests, post-tests, and questionnaires. Data analysis techniques included descriptive statistics. The results showed that the average pretest score for the experimental class was 62.24 and the average pretest score for the control class was 66.26. It can be seen that the pretest scores for the experimental class were lower than those for the control class. Meanwhile, the average posttest score for the experimental class was 82.79 and the average posttest score for the control class was 79.29. It can be seen that the posttest score for the experimental class was higher than that of the control class, and the students' responses were in the very good category, with an average score of 32.91.
Students’ Perceptions of Dubbing Muted Animation in English Speaking Classrooms: A Case Study at Greenfield Language College (GRACE) Ariani; Syarifuddin Dollah; Andi Anto Patak; Fitriani
International Journal of Language, Education, and Literature Vol. 2 No. 4 (2025): October
Publisher : Program Studi Magister Pendidikan Bahasa Inggris, Fakultas Bahasa dan Sastra- Universitas Negeri Makassar.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66720/8bc7wm12

Abstract

This paper aims to explore students' perceptions of using the dubbing muted animation movie clip technique in English speaking classrooms at Greenfield Language College. We employed a case study as our research design. By using convenient sampling, we recruited 5 participants to participate in our study. The results show that students at Greenfield Language College overwhelmingly perceive the dubbing muted animation movie clip technique in English speaking classrooms as a highly positive pedagogical approach, as evidenced by recurring themes of enjoyment and interest, increased speaking confidence, and a proactive engagement with challenges and difficulties. This study contributes to a more nuanced understanding of effective multimedia integration in language pedagogy and offers valuable insights for curriculum developers and educators.
Pengaruh Penerapan Project Based Learning Berbasis STEAM terhadap Kreativitas dan Kemandirian Belajar Siswa Nurwati Djam'an; Fitriani; Sutamrin
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 14 No 2 (2026)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/smj.v14i2.11573

Abstract

Abstract This study examines the improvement of students’ creativity and learning independence in mathematics through the implementation of a STEAM-based Project-Based Learning (PjBL) model. The study employed a pre-experimental one-group pretest–posttest design involving 26 seventh-grade students of Class VII.A at SMP Negeri 21 Makassar. The research instruments included a creativity test, a learning independence questionnaire, and an observation sheet for learning implementation. Data were analyzed using descriptive statistics and inferential analysis, including normality testing, One-Group Pretest–Posttest, and proportion test. The results showed an increase in both students’ creativity and learning independence after the implementation of the PjBL–STEAM model. Descriptive analysis indicated that the average scores of creativity and learning independence increased from the pretest to the posttest, with classical mastery achieved in both variables. The normalized gain scores were 0.73 for creativity and 0.76 for learning independence, which are categorized as high. Observations also indicated that the implementation of learning activities was carried out effectively. Inferential statistical analysis revealed significant differences between students’ pretest and posttest scores, indicating improvements in both creativity and learning independence after the intervention. Overall, the findings suggest that the implementation of the STEAM-based PjBL model can support the enhancement of students’ creativity and learning independence in mathematics learning. Keywords: Learning Independence; Creativity; Mathematics; Project Based Learning; STEAM. Abstrak Penelitian ini bertujuan untuk mengkaji peningkatan kreativitas dan kemandirian belajar siswa dalam pembelajaran matematika melalui penerapan model Project-Based Learning (PjBL) berbasis STEAM. Penelitian ini menggunakan desain pre-eksperimental one-group pretest–posttest yang melibatkan 26 siswa kelas VII.A SMP Negeri 21 Makassar. Instrumen penelitian yang digunakan meliputi tes kreativitas, angket kemandirian belajar, serta lembar observasi keterlaksanaan pembelajaran. Data dianalisis menggunakan statistik deskriptif dan inferensial yang meliputi uji normalitas, One-Group Pretest–Posttest, dan uji proporsi. Hasil penelitian menunjukkan adanya peningkatan kreativitas dan kemandirian belajar siswa setelah penerapan model PjBL–STEAM. Analisis deskriptif menunjukkan bahwa rata-rata skor kreativitas dan kemandirian belajar meningkat dari pretest ke posttest, serta ketuntasan klasikal pada kedua variabel telah tercapai. Nilai gain ternormalisasi (N-gain) sebesar 0,73 untuk kreativitas dan 0,76 untuk kemandirian belajar termasuk dalam kategori tinggi. Hasil observasi juga menunjukkan bahwa keterlaksanaan aktivitas pembelajaran berlangsung dengan baik. Analisis statistik inferensial menunjukkan adanya perbedaan yang signifikan antara skor pretest dan posttest siswa, yang mengindikasikan adanya peningkatan kreativitas dan kemandirian belajar setelah perlakuan. Secara keseluruhan, temuan penelitian ini menunjukkan bahwa penerapan model Project-Based Learning berbasis STEAM dapat mendukung peningkatan kreativitas dan kemandirian belajar siswa dalam pembelajaran matematika. Kata Kunci: Kemandirian Belajar; Kreativitas; Matematika; Project Based Learning; STEAM.