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The Influence of Learning MethodsDrill And Practice On the Material of Computer Number Systems on the Learning Outcomes of Class X Students of State Vocational School 6 Kupang Dangut, Theresia Avila; Sogen, Maria M. B.; Fallo, Diana Y. A.
JUPE : Jurnal Pendidikan Mandala Vol 10, No 2 (2025): JUPE : Jurnal Pendidikan Mandala (Juni)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i2.8753

Abstract

This study aims to determine whether there is an effect of the drill and practice method on the computer number system material on the learning outcomes of class X students of SMK Negeri 6 Kupang in the 2024/2025 academic year. This type of research is an experiment with a quasi-experimental design, the population in this study were all students of class X of the Software and Game Program (PPLG) of SMK Negeri 6 Kupang, while the sample used was class X PPLG 1 students as a control class totaling 28 people and class X PPLG 2 students as an experimental class totaling 32 people. The results of the study obtained from the analysis showed that the average value of learning outcomes for the computer number system material taught using the drill and practice method was 68.44 and the value of students taught using conventional learning methods had an average value of 53.57. In testing the hypothesis using the t-test, namely the independent samples test with a t-count value of 0.000 <0.05. So the proposed hypothesis is accepted, there is a significant influence of the drill and practice learning method on the computer number system material on the learning outcomes of class X students of SMK Negeri 6 Kupang in the 2024/2025 academic year. 
Learning Media Development Using Educandy Games to Improve Digital Literacy of Grade V Students of Citra Bangsa Kupang Christian Elementary School Mole, Ronald; Sogen, Maria M.B.; Fallo, Diana Y. A.
JISIP: Jurnal Ilmu Sosial dan Pendidikan Vol 10, No 1 (2026): JISIP (Jurnal Ilmu Sosial dan Pendidikan) (Januari
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jisip.v10i1.10097

Abstract

Ronald Mole: Development of Learning Media Using Educandy Game to Improve Digital Literacy of Grade V Students of Citra Bangsa Christian Elementary School Kupang. This research uses the ADDIE model in making games which consists of 5 steps, namely the stages (Analysis) Analysis, (Design) Design, (Develop) Development, (Implement) Implementation, and (Evaluate) Evaluation where this research produces learning media in the form of games with the Educandy application which consists of 5 games, namely:  Noughts & Crosses, Crosswords, Match-up, Memory, and Multiple Choise which were developed by each fifth grade student of Citra Bangsa Kupang Christian Elementary School and proven to be effective in increasing students' digital literacy with a very feasible category. The use of learning media with Educady Application to improve digital literacy shows that the games made by researchers are effective to use with a final score of 87% and a very feasible level of achievement as ICT learning media in improving digital literacy of grade V students of Citra Bangsa Kupang Christian Elementary School. Educandy as a means of making test instruments that are very suitable for the development of this all-digital era has proven to be able to encourage the development of literacy of fifth grade students of Citra Bangsa Christian Elementary School.
Learning Media Development Using Educandy Games To Improve Digital Literacy Of Grade V Students Of Citra Bangsa Kupang Christian Elementary School Mole, Ronald; Sogen, Maria M.B.; Fallo, Diana Y. A.
JUPE : Jurnal Pendidikan Mandala Vol 10, No 4 (2025): JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i4.10059

Abstract

Ronald Mole: Development of Learning Media Using Educandy Game to Improve Digital Literacy of Grade V Students of Citra Bangsa Christian Elementary School Kupang. This research uses the ADDIE model in making games which consists of 5 steps, namely the stages (Analysis) Analysis, (Design) Design, (Develop) Development, (Implement) Implementation, and (Evaluate) Evaluation where this research produces learning media in the form of games with the Educandy application which consists of 5 games, namely:  Noughts & Crosses, Crosswords, Match-up, Memory, and Multiple Choise which were developed by each fifth grade student of Citra Bangsa Kupang Christian Elementary School and proven to be effective in increasing students' digital literacy with a very feasible category.The use of learning media with Educady Application to improve digital literacy shows that the games made by researchers are effective to use with a final score of 87% and a very feasible level of achievement as ICT learning media in improving digital literacy of grade V students of Citra Bangsa Kupang Christian Elementary School.Educandy as a means of making test instruments that are very suitable for the development of this all-digital era has proven to be able to encourage the development of literacy of fifth grade students of Citra Bangsa Christian Elementary School.