Nur Syamsinar Munir
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PENGARUH MEDIA PEMBELAJARAN E-LEARNING, GAYA BELAJAR, DAN MOTIVASI BELAJAR TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN SIMULASI DAN KOMUNIKASI DIGITAL KELAS X DI SMK NEGERI 2 PINRANG Nur Syamsinar Munir; Hamsu Abdul Gani; Abdul Muis Mappalotteng
UNM Journal of Technology and Vocational Volume 6, Issue 1, February (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

The study aims to discover: 1) the influence of using E-Learning media on learning motivation; 2) the Influence of learning style on learning motivation; 3) the influence of learning motivation on learning outcomes; 4) the influence of the use of E-Learning media on learning outcomes both directly and through learning motivation; and 5) the influence of learning style on learning outcomes both directly and through learning motivation. The type of research used is a type of quantitative research with a path analysis model. The total population is 120 people. The sample size is 89 people obtained by employing random proportional technique. Data collection was conducted through documentation, questionnaires, and tests. The results of the study indicate that: (1) there is a significant influence the use of E-Learning media on learning motivation; (2) there is a significant influence learning style on learningmotivation; (3) there is a significant influence learning motivation on learning outcomes; (4) there is a significant influence the use of E-Learning Media on learning outcomes either directly or through learning motivation, and (5) there is a significant influence learning style on learning outcomes either directly or through learning motivation.
The Effectiveness of Kahoot! in Increasing Student Participation and Learning Outcomes in Higher Education Atmasani, Dian; Sutarsi Suhaeb; Nurfauziah; Nur Syamsinar Munir
Information Technology Education Journal Vol. 4, No. 2, May (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i2.8393

Abstract

The transformation of learning in the digital age encourages the use of interactive media that can increase student engagement and academic achievement. One such medium is Kahoot!, a game-based learning platform designed to facilitate active participation. This study aims to analyze the effect of using Kahoot! on student active participation and learning outcomes. The study was conducted using a quantitative correlational approach, employing multiple linear regression analysis to measure the relationship between the independent variable and the two dependent variables, both partially and simultaneously. The research sample consisted of 60 students from the Electronics Engineering Education Program at the University of Makassar during the spring semester of 2024/2025. The instrument used was a validated closed-ended Likert-scale questionnaire, with reliability tested using Cronbach’s Alpha. The results of the study indicate that the use of Kahoot! significantly influences active participation and student learning outcomes, both partially and simultaneously, contributing 49.4% to both variables. The main contribution of this study is to provide the latest empirical evidence on the effectiveness of integrating gamification technology in higher education in Indonesia, as well as demonstrating that Kahoot! can serve as an innovative strategy in designing more interactive, competitive, and adaptive learning experiences to address the challenges of the digital age.