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Penerapan Media Pembelajaran Interaktif Berbasis Educaplay Untuk Meningkatkan Hasil Belajar Peserta Didik Kelas IX SMPmp Negeri 02 Sumber Pada Materi Reaksi-Reaksi Kimia Dan Dinamikanya Putri Marfhadella; Nurwanti Fatnah; Adiyanti
NUSRA : Jurnal Penelitian dan Ilmu Pendidikan Vol. 6 No. 2 (2025): NUSRA: Jurnal Penelitian dan Ilmu Pendidikan, Mei 2025
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/nusra.v6i2.3734

Abstract

This study aims to improve science learning outcomes in the sub-material of chemical reactions and their dynamics by implementing Educaplay-based learning media. The method used in this research is Classroom Action Research (CAR), which was carried out in two cycles. Each cycle includes four stages: planning, implementation, observation, and reflection. The research subjects were 31 ninth-grade students of class IX G at SMP Negeri 02 Sumber, Cirebon Regency, West Java Province. The selection of research subjects was based on observations and students' previous learning outcomes in science subjects. Through the two research cycles, a consistent improvement in learning outcomes was observed. The pre-test results showed 12.9%, which increased to 41.93% in the post-test of the first cycle, and further rose to 81% in the post-test of the second cycle. This means that students who scored ≥ 80 had met the learning outcome indicator of 80%. Thus, the difference in learning outcomes from the first to the second cycle was 39%, indicating a significant improvement in student performance. Based on the observation results in the first cycle, the teacher's activity score reached 70%, categorized as good, and increased to 92% in the second cycle, categorized as very good—an improvement of 22%. Meanwhile, student activity in the first cycle was 68%, categorized as fair, and increased to 90% in the second cycle, categorized as very good, also showing a 22% improvement.
Penerapan Media Pembelajaran Kahoot Dalam Meningkatkan Minat Belajar IPA Peserta Didik Kelas IX SMP Negeri 2 Sumber Nurwanti Fatnah; Hasanuddin, Nurul Hikmah; Adiyanti
NUSRA : Jurnal Penelitian dan Ilmu Pendidikan Vol. 6 No. 3 (2025): NUSRA: Jurnal Penelitian dan Ilmu Pendidikan, Agustus 2025
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/nusra.v6i3.3837

Abstract

This study investigates the effectiveness of Kahoot as a digital learning medium in enhancing students’ interest in science education. Conducted at SMP Negeri 2 Sumber in class IX F, the research utilized a Classroom Action Research (CAR) design implemented over two cycles, each comprising planning, implementation, observation, and reflection phases. The participants included 32 ninth-grade students. Data collection methods consisted of classroom observation, questionnaires, interviews, and document analysis. Quantitative descriptive analysis was performed using a Likert scale. The findings revealed a substantial increase in students' interest in learning, with scores rising from 53% in the pre-cycle (classified as low), to 68% in Cycle I (moderate), and reaching 83% in Cycle II (high). Improvements were observed across all dimensions of learning interest: enjoyment, curiosity, engagement, and attention. The integration of Kahoot fostered an interactive and enjoyable learning environment, which significantly motivated students to participate more actively in the classroom. These results suggest that Kahoot serves as an effective and innovative pedagogical tool for enhancing student engagement and improving the overall quality of science education at the secondary level.