Anugrah, Septryan
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Efektivitas Model Games Based Learning Berbasis Wordwall Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika Kelas VII SMPN 4 Sutera Alifa, Riqhel; Yeni J, Fetri; Amsal, Mutiara Felicita; Anugrah, Septryan
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1687

Abstract

The problem found in the field is the low learning outcomes of students in informatics subjects caused by the application of informatics models that do not vary which makes the learning atmosphere seem boring, less attractive to students so that learning has not been achieved optimally. This study aims to determine the effectiveness of the wordwall-based games-based learning model on student learning outcomes in Informatics subjects at SMP 4 Sutera. The type of research used by the researcher is a quasi experiment The sampling technique used is a cluster random sampling technique. Data collection techniques use tests. Data analyzed with the Mann Whitney test. The results of the study showed that after conducting data analysis tests and hypotheses using the wilcoxon and mann whitney tests, the Asymp value was obtained. Sign (2-tailed) < 0.05 then Ho is rejected, and Ha is accepted. After using the games-based learning model, it was higher and experienced a significant increase compared to using the conventional learning model. Therefore, the games based learning model can be declared effective and able to improve student learning outcomes in Informatics class VII SMPN 4 Sutera
The Influence of Learning Video Media on the Learning Outcomes of Class VIII Students in Social Sciences Subjects at SMPN 39 Padang Rizka, Miftahul; Kurnia yusri, Meldi Ade; Zuwirna, Zuwirna; Anugrah, Septryan
JUPE : Jurnal Pendidikan Mandala Vol 8, No 4 (2023): JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v8i4.6151

Abstract

AbstractThis research aims to evaluate the effect of using video learning media on the learning outcomes of class VIII students in Social Sciences (IPS) subjects at SMP Negeri 39 Padang. This type of research is experimental research. With samples from classes VIII/4 and VIII/5 which consist of 2 classes, namely the experimental class and the control class. The experimental class, namely class VIII/5, was treated using learning videos and the control class, namely class VIII/4, was treated using textbooks. The sample used was Purposive Sampling. This research was conducted on social studies subjects with material on Indonesia's Resource Potential. By processing data using Normality Test, Homogeneity Test and Hypothesis Test. To test the hypothesis, this research uses the t test statistic, with a significance level of α 0.05. The research results showed that the average score for the experimental class that used learning video media was 76.40. The average score for the control class that used the textbook was 71.80. Based on the calculation of the t test (t-test), tcount is 2.52, whereas ttable is at a significant level of α 0.05 = 2.02. When compared, so tcount > ttable is 2.52 > 2.01. Which means that H1 is accepted. Thus, the use of learning video media has a significant effect on the learning outcomes of Class VIII students in Social Sciences Subjects at SMP N 39 Padang. 
Efektivitas Model Games Based Learning Berbasis Wordwall Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika Kelas VII SMPN 4 Sutera Alifa, Riqhel; Yeni J, Fetri; Amsal, Mutiara Felicita; Anugrah, Septryan
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1687

Abstract

The problem found in the field is the low learning outcomes of students in informatics subjects caused by the application of informatics models that do not vary which makes the learning atmosphere seem boring, less attractive to students so that learning has not been achieved optimally. This study aims to determine the effectiveness of the wordwall-based games-based learning model on student learning outcomes in Informatics subjects at SMP 4 Sutera. The type of research used by the researcher is a quasi experiment The sampling technique used is a cluster random sampling technique. Data collection techniques use tests. Data analyzed with the Mann Whitney test. The results of the study showed that after conducting data analysis tests and hypotheses using the wilcoxon and mann whitney tests, the Asymp value was obtained. Sign (2-tailed) < 0.05 then Ho is rejected, and Ha is accepted. After using the games-based learning model, it was higher and experienced a significant increase compared to using the conventional learning model. Therefore, the games based learning model can be declared effective and able to improve student learning outcomes in Informatics class VII SMPN 4 Sutera