Makmun, Muh Ngali Zainal
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Application of Table 100 Media in Addition and Subtraction Learning to Improve Math Learning Outcomes Sangadah, Inayatus; Makmun, Muh Ngali Zainal; Aisyah, Nurul
Journal of Childhood Development Vol. 4 No. 2 (2024): Journal of Childhood Development
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Institut Agama Islam Ma'arif (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/jcd.v4i2.4528

Abstract

This research uses a type of quantitative research with a quasi-experimental approach by using the 100 table media to improve math learning outcomes. This study used 100 learning table media to improve math learning outcomes. The quantitative approach used in this research is a type of quasi experiment. This study uses the table 100 media as the independent variable and student learning outcomes as the dependent variable. In this study, 20 students were used as samples. Observation, interview, test, survey, and documentation are the methods used to collect data. The steps of proposing hypotheses and testing normality are the data analysis procedures. The paired sample t test (t-test) resulted in Sig. (2-tailed) 0.02 in the experimental class, in accordance with the results of hypothesis testing. In contrast, the control class had a Sig. (2-tailed) of 0.01. The findings of the 2-tailed sig value can be compared with hypothesis testing if the sig (2-tailed) value is between 0.01 and 0.02. With the assumption that the 2-tailed sig value is greater than 0.05, the hypothesis is not rejected if it is less than 0.05. This shows that the math learning outcomes of grade II students of MI Ma'arif NU 6 Karyamukti are influenced by the table 100 media. The normality test shows that the Experiment class has a significance value of 0.018 and 0.088 before and after the test, while the Control class has a significance value of 0.200 and 0.135. If the p-value is less than 0.05, it can be concluded that the data follows a normal distribution.
PENGARUH PENGGUNAAN GAME ONLINE TERHADAP MINAT BELAJAR SISWA KELAS V SEKOLAH DASAR Khoir Iyah, Dawaa Ul; Makmun, Muh Ngali Zainal; Nurul Aisyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.44824

Abstract

Penelitian ini dilatarbelakangi oleh adanya penggunaan game online secara berlebihan di kalangan siswa sekolah dasar yang diduga berdampak pada menurunnya minat belajar. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan game online terhadap minat belajar siswa kelas Vb di SD Negeri 2 Sukadana. Metode yang digunakan adalah pendekatan kuantitatif dengan jenis penelitian korelasional. Populasi penelitian berjumlah 16 siswa dan seluruhnya dijadikan sampel menggunakan teknik total sampling. Teknik pengumpulan data meliputi angket, observasi, wawancara, dan dokumentasi, sedangkan analisis data dilakukan menggunakan bantuan SPSS melalui uji validitas, reliabilitas, normalitas, homogenitas, dan uji hipotesis (uji t). Hasil penelitian menunjukkan bahwa seluruh instrumen valid dan reliabel dengan nilai Cronbach’s Alpha > 0,60. Data juga berdistribusi normal dan homogen. Hasil uji hipotesis menunjukkan nilai signifikansi sebesar 0,000 (p < 0,05) dengan nilai t hitung -4,968 dan mean difference -4,000, yang berarti terdapat pengaruh signifikan penggunaan game online terhadap minat belajar siswa. Semakin tinggi durasi bermain game online, maka semakin rendah minat belajar siswa. Dengan demikian, penggunaan game online secara berlebihan terbukti memberikan dampak negatif terhadap minat belajar siswa.