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Penerapan Game Based Learning berbantuan Wordwall pada Mata Pelajaran Informatika di SMAN 4 Padang Ramadhani, Wahyuni; Marta, Rizkayeni; Asmara, Delvi; Zaus, Mahesi Agni
TSAQOFAH Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i5.6841

Abstract

This study is motivated by the need for innovative learning strategies that can enhance student engagement and learning outcomes, particularly in Informatics subjects. The objective of this research is to analyze the effect of the Game Based Learning (GBL) model assisted by the interactive media Wordwall on the learning outcomes of Grade X students at SMA Negeri 4 Padang. A quantitative approach was employed using a quasi-experimental design with a nonequivalent control group design. The sample consisted of two classes selected through purposive sampling: the experimental class (X E 2), which implemented the GBL model with Wordwall, and the control class (X E 6), which used the Project Based Learning model. The research instruments included multiple-choice tests for both pre-test and post-test, which were tested for validity, reliability, item difficulty, and discrimination index. Data collection techniques included learning outcome tests and documentation, while data analysis involved normality tests, homogeneity tests, and independent sample t-tests using SPSS 27. The results revealed a significant difference between the learning outcomes of students in the experimental and control classes, with post-test average scores of 83.61 and 72.78, respectively. The study concludes that the GBL model assisted by Wordwall is effective in improving student learning outcomes and fostering an interactive and enjoyable learning environment. Therefore, this model is recommended as an alternative instructional strategy to enhance the quality of Informatics education at the secondary school level.
Pengaruh Media Pembelajaran Quizizz Paper Mode terhadap Hasil Belajar pada Mata Pelajaran Informatika Siswa Fase E di SMA N 1 Sarolangun Andini, Vina Fitri; Asmara, Delvi
TSAQOFAH Vol 5 No 6 (2025): NOVEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i6.7304

Abstract

This study is motivated by the low learning outcomes of students in Informatics subjects, partly due to the limited variety of learning media used. The purpose of this research is to determine the effect of using Quizizz learning media in Paper Mode on the learning outcomes of tenth-grade students at SMA N 1 Sarolangun. The method employed was quasi-experimental with a Nonequivalent Control Group Design. Data were collected through pretest and posttest assessments and analyzed using the Independent Samples t-Test. The analysis results show a tcount value of –4.529 with a significance value (Sig. 2-tailed) < 0.001, greater than the ttable value of 2.012 at the 5% significance level. Thus, H₀ is rejected and Hₐ is accepted, indicating a significant effect of using Quizizz Paper Mode on student learning outcomes. The study concludes that Quizizz Paper Mode is effective in improving student achievement in Informatics. The implications suggest that the use of interactive media adapted to classroom conditions can serve as an innovative alternative to enhance student engagement and learning outcomes.