Ananta, Maulana Paramaditya
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Evaluation of the Effect of Using Educational Games on Early Childhood Learning Achievement Nurteti, Lilis; Srisudarso, Mansyur; Wahyuni, Annisa; Ramadhan, Mariatul Kamila; Ananta, Maulana Paramaditya
Journal Emerging Technologies in Education Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jete.v2i1.755

Abstract

Background. Early childhood from 3-5 years old is classified as a digital native generation. This is triggered by the dependence of individuals on technology. The ease of access in the form of videos and other entertainment will trigger children to do activities. This aspect will help in providing stimulation for children while parents are busy with work. The use of educational games is one form of the role of technology use on the motor and cognitive development of children. Purpose This study aims to investigate how influential the use of educational games is. Looking for shortcomings and advantages in the use of educational games to be evaluated. Educational games that present interesting animations and images will captivate children when they see them. This will make children enthusiastic and easy to remember things. Method. The method used in this research is a qualitative method. This method is a way of research that uses numbers. The data collected comes from a questionnaire distributed to teachers at an early age level. The statements presented are loaded on Google from to facilitate access from teachers without taking time. The statements presented are related to evaluating the effect of using educational games on early childhood achievement. The collected data will later be transferred to Excel. After that the data will be inputted into spss to do the oneway anova test. Results. The result of this research is the use of technology in the form of educational games will help optimize the development and growth of early childhood. However, not all educational games are able to accommodate balanced and comprehensive development. It takes the role of parents and teachers to control the use of technology in early childhood so as not to get addicted.   Conclusion This research can be concluded that the use of technology in the form of content, educational games and other things in proportion will help improve the learning achievement of children. Proper use according to portions will help without replacing the role of parents and teachers.  
Penugasan Berbasis Screencast terhadap Hasil Belajar Prosedural Mahasiswa dalam Pembelajaran Statistik Menggunakan SPSS melalui Metode Kuasi Eksperimen Ananta, Maulana Paramaditya; Soepriyanto , Yerry; Praherdhiono, Henry
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 6 (2025): JPTI - Juni 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.829

Abstract

Pemanfaatan teknologi dalam pembelajaran statistik menjadi kebutuhan yang semakin penting, khususnya dalam penguasaan keterampilan prosedural menggunakan perangkat lunak analisis data seperti SPSS. Penelitian ini bertujuan untuk mengkaji efektivitas penugasan berbasis screencast terhadap hasil belajar prosedural mahasiswa pada mata kuliah Statistik Pendidikan. Penelitian menggunakan pendekatan kuantitatif dengan desain kuasi-eksperimen. Subjek terdiri dari 64 mahasiswa yang dibagi ke dalam dua kelompok. Kelompok eksperimen yang diberikan penugasan berbasis screencast dan kelompok kontrol yang menyusun laporan tertulis. Instrumen yang digunakan berupa tes hasil belajar prosedural, dan data dianalisis menggunakan uji-t independen. Hasil menunjukkan adanya perbedaan yang signifikan antara kedua kelompok, di mana kelompok eksperimen memperoleh nilai rata-rata yang lebih tinggi. Temuan ini mengindikasikan bahwa penugasan berbasis screencast dapat meningkatkan kemampuan prosedural mahasiswa dalam penggunaan SPSS. Penelitian ini berkontribusi terhadap pengembangan strategi penugasan berbasis teknologi dalam konteks pedagogi digital, serta memberikan implikasi bagi perancangan pembelajaran statistik berbasis keterampilan praktik menggunakan SPSS atau perangkat lunak lain.