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The Effectiveness Of Google Classroom and Dojo Class Using the Discovery Learning Model on The Learning Outcomes of Vocational School Students Suswanto, Hary; Soraya, Dila Umnia; Ramadiani, Nanda Resta; Utomo, Wahyu Mulyo
Letters in Information Technology Education (LITE) Vol 5, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v5i22022p62-66

Abstract

The aims of this study were to determine: (1) student learning outcomes through the use of Google Classroom and Class Dojo with the discovery learning model and (2) the effectiveness and efficiency of using Google Classroom and Class Dojo with the discovery learning model for class X. Multimedia students at SMKN 7 Poor. This research is a quasi-experimental research with quantitative and qualitative methods with the design of "Pre-test Post-test Nonequivalent Control Group". Data collection techniques by conducting interviews, giving treatment during learning, and student response questionnaires. The hypothesis is obtained from efficiency test data and effectiveness test. The results obtained from this study are: (1) the implementation of learning using Google Classroom and Class Dojo with the discovery learning model has increased learning outcomes and (2) the use of Google Classroom and Class Dojo with the discovery learning model provides efficient and effective results. In terms of efficiency and effectiveness, learning using Class Dojo with the discovery learning model is more efficient and effective compared to Google Classroom. 
Boosting Informatics Interest with Google Classroom: A Study on 10th Graders at State Senior High School 8 Malang Anwar, Akhmad Syaiful; Fatmawati, Hefi; Ramadiani, Nanda Resta; Hikmah, Nur; Hidayat, Manik; Mubarok, Sulton
Letters in Information Technology Education (LITE) Vol 7, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v7i12024p34-39

Abstract

In the learning process, an educator can choose and use several strategies, methods and learning media appropriate to the subject matter and the character of the students being taught. This research aims to determine how students' interest in learning is taught using Google Classroom media in the Informatics subject. This research is experimental. The subjects of this research were class X students of SMA Negeri 8 Malang. Meanwhile, the number of samples that will be used in this research is 42 respondents. The instrument used in this research is a questionnaire, and the type of data analysis used is quantitative. It is hoped that the results of this research can contribute to the use of Google Classroom media in the future as input, suggestions, or considerations in developing learning strategies
Pengaruh Integrasi Google Classroom dengan Platform Pendukung dalam Pembelajaran Interaktif Terhadap Minat Belajar Informatika Siswa Kelas X SMA Negeri 8 Malang Patmanthara, Syaad; Anwar, Akhmad Syaiful; Fatmawati, Hefi; Ramadiani, Nanda Resta; Hikmah, Nur; Hidayat, Manik; Mubarok, Sulton
Belantika Pendidikan Vol 7, No 2 (2024)
Publisher : Kayon Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47213/bp.v7i2.381

Abstract

Abstract: The purpose of this study was to test the effectiveness of Google Classroom integration with various supporting platforms such as Discord, Articulate Storyline, Wordwall, Padlet, Tinkercad, and Quizizz in improving the quality of interactive learning. This study used a quasi-experimental method with data collection through observation, surveys, and analysis of student learning outcomes. The results showed a significant increase in student engagement, learning satisfaction, and achievement of learning outcomes. The integration of several digital media platforms has proven effective in creating a more dynamic and collaborative learning environment. Abstrak: Tujuan dari penelitian ini adalah untuk menguji efektivitas integrasi Google Classroom dengan berbagai platform pendukung seperti Discord, Articulate Storyline, Wordwall, Padlet, Tinkercad, dan Quizizz dalam meningkatkan kualitas pembelajaran interaktif. Penelitian ini menggunakan metode quasi eksperimen dengan pengumpulan data melalui observasi, survei, dan analisis hasil belajar siswa. Hasil penelitian menunjukkan adanya peningkatan yang signifikan pada keterlibatan siswa, kepuasan belajar, dan pencapaian hasil belajar. Integrasi beberapa platform media digital terbukti efektif dalam menciptakan lingkungan belajar yang lebih dinamis dan kolaboratif.