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Praktikalitas Media Pembelajaran Berbasis Powtoon Pada Mata Pelajaran Pendidikan Agama Islam Di SMP Negeri 3 Palopo Puput; Mawardi; Nur Fakhrunnisaa; Indah Safitri
Jurnal Pendidikan Terapan Vol 2, No 2 May (2024)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/jupiter.v2i2.319

Abstract

Learning media has an important role in the learning process, not only helping educators convey lessons but also providing added value in learning. Learning using media in the teaching and learning process has two important roles, namely media as a teaching aid (effectiveness) and media as a learning resource that is used by the participants themselves. One media that can be used as a solution as an interesting learning media is powtoon-based learning media. The aim of this research is to describe the practicality of the media being developed, namely powtoon-based learning media. The research carried out is research and development (R&D). The practicality data collection technique was carried out using a questionnaire to test the practicality of learning media by teachers and students. The data on the practicality test questionnaire instrument that has been filled in is then analyzed quantitatively by calculating the total score for all indicators which are then analyzed using a formula to determine the practical value. The results of the practicality carried out by the teacher obtained a score of 90% in the "very practical" category and the results of the practicality carried out by the students obtained a score of 91% in the "very practical" category. Then the average result of both obtained a score of 91% in the "very practical" category. Based on the results of practical tests carried out by teachers and students, it can be seen that the Powtoon-based learning media in Islamic religious education subjects, the Hajj and Umrah material that has been developed, is very practical to use in learning.
The Effect of Quiz Case Game in Kemp's Model on Creative Thinking and Learning Motivation Puput; Hartoyo , Agung; Mirza, Ade; Hamdani; Fitriawan, Dona
Jurnal Riset Pendidikan Matematika Vol. 12 No. 1 (2025): May 2025
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jrpm.v12i1.83585

Abstract

This study examines the effect of the Quiz Case game in the Kemp model on students' creative thinking and learning motivation. Using a Quasi-Experimental Design with Nonequivalent (Pretest-Posttest) Control Group Design, 66 students were divided into experimental and control groups (33 each) through purposive sampling. The experimental class used the Quiz Case game, while the control class used Matching Pairs. Data were collected via tests and questionnaires, analyzed with N-gain, Mann-Whitney U, effect size, and Spearman correlation. The experimental class showed higher creative thinking improvement (N-gain 0.68; 68.97%) than the control (0.30; 30.61%). Learning motivation improvement was similar in both classes (0.62 vs. 0.59). Mann-Whitney U indicated significant differences in creative thinking (sig. = 0.000) but not motivation (sig. = 0.346). Spearman correlation showed a strong relationship (r = 0.756). Thus, the Quiz Case game effectively enhances creative thinking and learning motivation.