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Penggunaan Google Classroom terhadap Motivasi Belajar Peserta Didik SMP di Era Disrupsi Pendidikan Supriyanto, Supriyanto; Ibrahim, Jodi Sadam; Novarida, Diah; Rahmah, Hariana Restu Fadillah; Firdaus, Fendra Firaldi
Jurnal Multidisiplin Indonesia Vol. 2 No. 7 (2023): Jurnal Multidisiplin Indonesia
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/jmi.v2i7.305

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media pembelajaran Google Classroom terhadap motivasi belajar peserta didik di SMP Labschool Cirendeu UNJ di era disrupsi pendidikan. Metode kuantitatif digunakan dalam penelitian ini dengan menggunakan metode penelitian survei dan desain penelitian ex-post facto. Metode sampel acak digunakan sebagai teknik pengambilan sampel, dengan peserta didik SMP Labschool Cirendeu UNJ tingkat 2 sebagai sampel penelitian. Data dikumpulkan menggunakan instrumen yang valid dan reliabel untuk mengukur motivasi belajar peserta didik. Analisis data dilakukan dengan menggunakan teknik statistik deskriptif dan inferensial. Hasil penelitian menunjukkan bahwa penggunaan media pembelajaran Google Classroom secara signifikan berpengaruh terhadap motivasi belajar peserta didik di SMP Labschool Cirendeu UNJ, dibuktikan dari hasil uji menggunakan Uji T hasilnya terdapat pengaruh signifikan antara media Google Classroom terhadap motivasi belajar peserta didik dengan nilai Sig. 0,000 < 0,05 dan t hitung 4,989 > t table dan nilai keofisien determinasi (???? 2) sebesar 0,396 atau 39,6% yang bermakna bahwa variabel motivasi belajar memengaruhi variable motivasi belajar sebesar 39,6% dan sisanya sebesar 60,4% dipengaruhi oleh variable lain yang tidak diteliti.
Development of Gamification-Based Wayground Learning Media on Geographical Conditions Material in Junior High School Ibrahim, Jodi Sadam; Fauziah, Vera Sophia
Edukasi IPS Vol. 9 No. 2 (2025): EDUKASI IPS
Publisher : Program Studi Pendidikan IPS Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/EIPS.009.2.05

Abstract

Geography instruction at the Junior High School (SMP) level often encounters obstacles regarding low student interest and comprehension due to material presentations that tend to be abstract and monotonous. This research aims to develop and test the effectiveness of "Wayground" gamification-based learning media in enhancing student interest and learning outcomes on the topic of Geographical Conditions and Interactions with Foreign Nations. The study employs the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation) with a One-Group Pretest-Posttest experimental design. The research subjects consisted of 40 eighth-grade students at SMP Negeri 9 South Tangerang. The feasibility of the media was confirmed through expert validation (material and media experts), achieving a combined average score of 89.95%, categorized as "Very Feasible". Data analysis using a paired sample t-test indicated a significant improvement (Sig. 0.000) in student scores. The average score increased by 9.80 points, rising from 71.70 in the pretest to 81.50 in the posttest. These findings demonstrate that the use of Wayground media is effective in creating an interactive learning environment and tangibly increasing student interest and understanding of geography material.