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THE INFLUENCE OF INTENSITY OF GADGET USE AND LEARNING MOTIVATION ON PAI LEARNING OUTCOMES THROUGH MENTAL HEALTH AS A MEDIATOR FOR BOGOR MUHAMMADIYAH MIDDLE SCHOOL STUDENTS Lucky Dewanti; Nurdini Ferianti; Heru Wardany
International Journal of Social Science Vol. 4 No. 1: Juni 2024
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/ijss.v4i1.7885

Abstract

This research aims to: (1) find out the significance of the influence of using gadgets as learning media on students' PAI learning outcomes (2) find out the significance of the influence of learning motivation on students' PAI learning outcomes (3) find out the significance of the influence of using gadgets as learning media and learning motivation on results learning PAI for class students. (4) the influence of mental health on the use of gadgets on learning motivation and PAI learning outcomes. Answering this question, this research was designed using a quantitative approach, where the data is in the form of numbers. The population in this study were 7th grade students, namely 160 children. To determine the sample size, researchers looked at the Morgan and Krecjie tables. So. According to the population size, the researcher took a sample of 160 students. The data collection instrument is by using questionnaires and documentation. Data analysis techniques use observation and tests. The analysis technique used is descriptive statistics using the SPSS computer program facilities. Based on data analysis, it was found that: (1) the use of gadgets as a learning medium had a significant effect on PAI learning outcomes in students' jurisprudence subjects, with a score of 0.008 p < 0.05 (2) learning motivation had a significant influence on PAI learning outcomes for grade 7 students, an estimated value of 0.030 with p <0.05 was obtained. (3) The use of gadgets as a learning medium for PAI learning outcomes with mental health as a mediator in grade 7 students was obtained an estimated value of 0.008 with p <0.05, (4) Mental health had a significant effect. on pie learning outcomes, an estimated value of 0.240 was obtained with a p value of 0.001 maa p <0.05
THE EFFECTIVENESS OF AN INTERACTIVE DIGITAL MODULE BASED ON GAMIFICATION IN ENHANCING JUNIOR HIGH SCHOOL STUDENTS’ VOCABULARY LEARNING MOTIVATION Muhamad Khoerul Hadits; M.Pd., Al Juska Sasni Akbar; Muhamad Ichsan Nurjam'an; Lucky Dewanti
EDUCATE Vol 11 No 1
Publisher : Program Studi Teknologi Pendidikan FKIP Universitas Ibn Khaldun, Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/educate.v11i1.22352

Abstract

This study aims to develop and evaluate the effectiveness of an interactive digital module based on gamification to enhance seventh-grade students’ vocabulary learning interest and achievement at SMPN 2 Leuwisadeng. The research employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. Students’ perception was measured through three indicators—motivation, engagement, and grit—using a Likert-scale questionnaire. The results indicate that all three indicators fall within the moderately high to high categories, demonstrating that the gamified module successfully increased students’ interest in learning English vocabulary. In terms of cognitive performance, the pre-test and post-test results show a significant improvement, with the mean score increasing from 51.54 to 71.83. A paired samples t-test revealed a significance value of p < 0.001, confirming that the interactive digital module had a substantial impact on students’ vocabulary mastery. Overall, the findings suggest that the gamification-based interactive digital module is effective in improving both students’ learning interest and vocabulary achievement and can serve as an innovative alternative for English language instruction at the junior high school level.