Claim Missing Document
Check
Articles

Found 6 Documents
Search

Keefektivan Model Pembelajaran Discovery Learning dalam Meningkatkan Hasil Belajar Informatika Siswa Kelas X.3 SMA Negeri 14 Maros Naldi Naldi; Dian Safitri; Sadriana Ayu; Nasir Nasir
Jurnal Motivasi Pendidikan dan Bahasa Vol. 2 No. 1 (2024): Maret : Jurnal Motivasi Pendidikan dan Bahasa
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/jmpb-widyakarya.v2i1.2703

Abstract

The study aims to determine the effectiveness of the discovery learning learning model in improving informatics learning outcomes of grade X. 3 students of SMA Negeri 14. The Classroom Action Research Method (PTK) is implemented in two cycles. The subjects of the study consisted of 34 students of grade X.3. Collection techniques include documentation, observation, and tests. From the results of the study, it can be concluded that the Discovery Learning Model learning model is very effective when applied in the classroom.
Pengaruh Penggunaan Model Pembelajaran Discovery Learning Dalam Meningkatkan Motivasi Belajar Siswa Pada Mata Pelajaran Informatika Kelas X SMA Negeri 14 Maros Nur Isma; Aisyah Aisyah; Sadriana Ayu; Nasir Nasir; Muhammad Wahyu
Perspektif : Jurnal Pendidikan dan Ilmu Bahasa Vol. 2 No. 1 (2024): Maret : Perspektif: Jurnal Pendidikan dan Ilmu Bahasa
Publisher : STAI YPIQ BAUBAU, SULAWESI TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The discovery learning model is a learning model that can directly involve students into learning activities through an argument, students can argue, discuss, and can read for themselves and try themselves, so that students can do learning independently. This study aims to determine the effectiveness of the DL (Discovery Learning) type cooperative learning model by applying it to informatics learning in class X.2 and X.4 SMA Negeri 14 Maros is expected to achieve the objectives to be achieved. This research method is Classroom Action Research (PTK) which is carried out in two cycles. Each cycle consists of four meetings, the first part as cycle 1 and 4 meetings the second part as cycle 2 and 4 meetings. The research subjects consisted of class X.2 students totaling 36 people and class X.4 students totaling 35 people. The collection techniques were documentation, observation, and tests. The results of this study can be concluded that in its application in the learning process of the Discovery Learning learning model, students are very good at responding to the material presented, it's just that some students when in the learning process there are students who sleep and do not focus on receiving material and also telling stories with their friends. And also student learning outcomes on informatics learning improved better from the aspects of attitude competence, knowledge competence and skill competence. Therefore, it can be concluded that by applying the Discovery Learning learning model, students are very creative in the learning process.
Gamfication dalam Evaluasi Pembelajaran untuk Meningkatkan Hasill Belajar dengan Aplikasi Kahoot Mata Pelajaran Informatika SMA Negeri 14 Maros Sunarti Rasdin; Ananda Amalia Rahma; Nasir Nasir; Sadriana Ayu; Muhammad Wahyu
Jurnal Budi Pekerti Agama Islam Vol. 2 No. 1 (2024): February : Jurnal Budi Pekerti Agama Islam
Publisher : Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jbpai.v2i1.57

Abstract

This research is clossroom action research (Classroom Action research) which aims to deretmine tha improvement in student learning outcomes in the informatics subject class X.1 SMA Negeri 14 Maros. The research subjects were students in class X.1 of SMA Negeri 14 Maros for the 2023/2024 academic year with a tital of 36 students. This research was conducted in two cycles and each cycle consisted of 4 meetings. The results of this research show that the application of kahoot game-based media can increase student activity and learning outcomes in informatics subjects. Quatitative analysis shows that learning outcomes in the initial test were 33.33%, in cycle i there was an increase of 55.55% and then in cycle II it became 88.88%. This means that there is a significant increase in student learning outcomes.
Gamfication dalam Evaluasi Pembelajaran untuk Meningkatkan Hasill Belajar dengan Aplikasi Kahoot Mata Pelajaran Informatika SMA Negeri 14 Maros Sunarti Rasdin; Ananda Amalia Rahma; Nasir Nasir; Sadriana Ayu; Muhammad Wahyu
Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): Maret: Jurnal Pendidikan, Bahasa dan Budaya
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jdan.v2i1.815

Abstract

This research is clossroom action research (Classroom Action research) which aims to deretmine tha improvement in student learning outcomes in the informatics subject class X.1 SMA Negeri 14 Maros. The research subjects were students in class X.1 of SMA Negeri 14 Maros for the 2023/2024 academic year with a tital of 36 students. This research was conducted in two cycles and each cycle consisted of 4 meetings. The results of this research show that the application of kahoot game-based media can increase student activity and learning outcomes in informatics subjects. Quatitative analysis shows that learning outcomes in the initial test were 33.33%, in cycle i there was an increase of 55.55% and then in cycle II it became 88.88%. This means that there is a significant increase in student learning outcomes.
Pengaruh Penggunaan Aplikasi Emaze Terhadap Motivasi Belajar Pembelajaran Al Islam Siswa SMA Muhammadiyah 4 Makassar M.arya makarim; Nasir; Sadriana Ayu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29798

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan aplikasi emaze terhadap motivasi belajar pembelajaran Al Islam siswa Kelas XI SMA Muhammadiyah 4 Makassar. Penelitian menggunakan pendekatan kuantitatif dengan metode eksperimen yakni desain pre-eksperimen desaign (One Shot Case Study). Berjumlah 11 sampel kelas XI SMA Muhammadiyah 4 Makassar dilibatkan dalam penelitian ini. Instrumen yang peneliti gunakan yakni observasi dan angket untuk mengukur pengaruh aplikasi emaze terhadap motivasi belajar siswa. Hasil penelitian menunjukkan penggunaan aplikasi emaze terhadap siswa kelas XI di SMA Muhammadiyah 4 Makassar memiliki pengaruh baik. Hasil analisis statistik deskriptif dan inferensial saat menggunakan aplikasi emaze. Diketahui Bahwa ditemukan pada indikator perasaan senang sebanyak 76,30% siswa memilih bahwa dengan penggunaan aplikasi emaze suasana dikelas menjadi lebih menyenangkan, kemudian pada indikator perhatian siswa sebanyak 76,30% siswa fokus dan menyimak pembelajaran Al Islam menggunakan aplikasi emaze, adapun pada indikator ketertarikan siswa sebanyak 73,56% siswa merasa puas dan betah belajar Al Islam menggunakan aplikasi emaze dan pada indikator keterlibatan siswa sebanyak 86,30% dengan kategori baik. Dari hasil penelitian tersebut dapat disimpulkan bahwa terdapat pengaruh positif yang signifikan dengan penggunaan aplikasi emaze terhadap motivasi belajar pembelajaran Al Islam siswa kelas XI SMA Muhammdiyah 4 Makassar.
PENGARUH MEDIA PEMBELAJARAN BERBASIS GAME EDUKASI WORDWALL TERHADAP HASIL BELAJAR SISWA KELAS IX DI UPT SPF SMP NEGERI 21 MAKASSAR Fuad Fauzan; Nurindah; Sadriana Ayu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.22125

Abstract

Wordwall learning media impact research on learning class ix in upt SPF 21st country junior high school makassar. The study was intended to learn how to influence learning media based on the game the education on wordwall to students in upt SPF 21st country junior high school. The sample in this study is a class ix f upt SPF public junior high school of 28 people/respondents. The design of the research used in this study was one shot case design, where it was done to compare the conditions before and after being treated in the learning process. Studies have shown that the use of the mobile media game education on wordwall is affecting students' learning on Indonesian subjects, especially narrated text material.