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PENGARUH MEDIA LEARNING MANAGEMENT SYSTEM (LMS) GOOGLE CLASSROOM TERHADAP BERPIKIR KREATIF SISWA Gumilar, Anggun; Nurizzati, Yeti; Nasehudin, Nasehudin
Equilibrium: Jurnal Penelitian Pendidikan dan Ekonomi Vol. 21 No. 02 (2024): Equilibrium: Jurnal Penelitian Pendidikan dan Ekonomi
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/equi.v21i02.9379

Abstract

AbstrakPenelitian ini dilatarbelakangi perkembangan teknologi yang semakin maju salah satunya pada bidang pendidikan. Namun, dalam kegiatan pembelajaran masih dijumpai kurangnya penyajian  metode dan media pembelajaran yang beragam dalam menunjang berpikir kreatif siswa. Untuk menghindari pembelajaran monoton, guru perlu menciptakan metode inovatif dengan memanfaatkan Learning Management System (LMS) Google Classroom, aplikasi pembelajaran jarak jauh yang menyediakan beragam fitur, termasuk tugas, penilaian, anggota, dan konferensi online, yang mendukung berpikir kreatif siswa. Penelitian ini bertujuan untuk mengetahui seberapa pengaruh media Learning Management System (LMS) Google Classroom terhadap berpikir kreatif siswa MTs Al-Banna Cikalahang. Jenis penelitian ini adalah kuantitatif regresif dengan desain penelitian ex-post facto. Teknik pengumpulan data menggunakan angket, dokumentasi, dan lembar rubrik kretifitas siswa. Populasi dan sampel dalam penelitian ini berjumlah 75 siswa dengan menggunakan total sampling. Kemudian teknik analisis data dalam penelitian ini menggunakan uji persentase, uji normalitas, uji linearitas, uji korelasi, uji determinasi, uji regresi dan uji hipotesis. Hasil penelitian ini menunjukkan terdapat pengaruh signifikan antara media Learning Management System (LMS) Google Classroom terhadap berpikir kreatif siswa MTs Al-Banna Cikalahang. Adapun saran dalam penelitian ini yaitu guru dan sekolah mengintegrasikan sumber daya pendukung seperti video pembelajaran atau materi visual lainnya dalam Learning Management System (LMS) Google Classroom yang mendorong berpikir kreatif siswa. Kata kunci : berpikir kreatif siswa; google classroom; media learning lanagement system  Abstract This research is motivated by increasingly advanced technological developments, one of which is in the field of education. However, in learning activities there is still a lack of diverse presentations, methods and learning media to support students’ creative thinking. To avoid monotonouns learning, teachers need to create innovative methods by utilizing the Google Classroom Learning Management System (LMS), a distance learning application that provides a variety of features, including member assessment assignments, and online conferences, which support student’ creative thinking. This research aims to find out how much influence the Google Classroom Learning Management System (LMS)media has on the creative thinking of MTs Al-Banna Cikalahang students. This type of research is regressive quantitative with an ex-post facto research design. Data collection techniques use questionnaires and documentation. The population and sample in this study amounted to 75 students using total sampling. Then the data analysis techniques in this research use percentage tests, normality tests, linearity tests, correlation tests, determination tests, regression tests and hypothesis tests. The results of this research show that there is a significant influence between the Google Classroom Learning Management System (LMS) media on the creative thinking of MTs Al-Banna Cikalahang students. The suggestions in this research is that teachers and schools integrate supporting resource such as learning videos or other visual materials in the Google Classroom Learning Management System (LMS) which encourages students to think creatively. Keywords : students’ creative thinking; google classroom; media learning management system
Identification of Cultural Values in the Unjungan Buyut Tradition in Sukamelang: Contextual Learning for Social Studies Learning Resources Gumilar, Anggun; Parhan, Muhamad
Electronic Journal of Education, Social Economics and Technology Vol 6, No 2 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i2.711

Abstract

The tradition of visiting the ancestors is seen as a cultural heritage that is believed by indigenous people to respect their ancestors. This study focuses on identifying the values contained in the tradition of visiting the ancestors in contextual social studies learning. The method used is a qualitative research method using Roland Barthes' semiotic design. The results of this study indicate that the tradition of visiting the ancestors as a contextual learning resource in social studies subjects is able to increase the values of mutual cooperation, family, togetherness, spirituality, and love of culture. This tradition strengthens intergenerational relationships and has the values of mutual cooperation, family, togetherness, spirituality, and love of culture, making it relevant as a contextual learning resource in social studies.
PENERAPAN ASESMEN FORMATIF DIGITAL BERBASIS GAMIFIKASI ZEP QUIZ PADA MATERI LITERASI FINANSIAL KELAS IX SMPN 1 CILIMUS Gumilar, Anggun; Logayah, Dina Siti
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.9047

Abstract

Conventional classroom practices require the use of digital, gamified assessment tools such as Zep Quiz to enhance students’ motivation and the accuracy of learning evaluation. This study focuses on examining the effectiveness of the Zep Quiz digital assessment in improving students’ motivation and the quality of evaluation in financial literacy learning. This research employed a qualitative method with a case study design through observations, interviews, documentation, interactive data analysis, and three procedural stages: preparation, implementation, and reporting. The findings indicate that formative assessment supported by gamification through Zep Quiz increases students’ engagement, motivation, and the quality of feedback in financial literacy learning at SMPN 1 Cilimus. Students actively participated in the assessment, understood their errors more quickly through instant feedback, and showed strong enthusiasm due to game elements such as points and leaderboards. Teachers obtained real-time learning achievement data that enabled them to adjust instruction based on students’ needs. From a gamification perspective, Zep Quiz stimulates both intrinsic and extrinsic motivation through challenges, competition, and digital rewards. Using Rogers’ diffusion of innovation framework, the adoption process of Zep Quiz is reflected in the stages of knowledge, persuasion, decision, implementation, and confirmation experienced by teachers and students. Nevertheless, the study also identifies challenges related to network stability, technical readiness, and students’ varying digital abilities. Overall, Zep Quiz is considered effective as an engaging, adaptive, and relevant formative digital assessment tool for enhancing students’ financial literacy understanding in social studies learning ABSTRAKPembelajaran yang masih konvensional menuntut adanya asesmen digital berbasis gamifikasi seperti Zep Quiz untuk meningkatkan motivasi dan akurasi evaluasi belajar siswa. Penelitian ini berfokus pada efektivitas asesmen digital Zep Quiz dalam meningkatkan motivasi dan kualitas evaluasi literasi finansial. Metode yang digunakan adalah kualitatif dengan desain studi kasus melalui observasi, wawancara, dokumentasi, analisis data interaktif, serta prosedur penelitian tiga tahap, yaitu persiapan, pelaksanaan, dan pelaporan. Hasil penelitian menunjukkan bahwa asesmen formatif berbasis gamifikasi melalui Zep Quiz mampu meningkatkan keterlibatan, motivasi, dan kualitas umpan balik dalam pembelajaran literasi finansial di SMPN 1 Cilimus. Siswa terlihat lebih aktif mengikuti asesmen, lebih cepat memahami kesalahan melalui umpan balik instan, serta menunjukkan antusiasme tinggi berkat elemen permainan seperti poin dan leaderboard. Guru memperoleh data capaian belajar secara real time sehingga dapat menyesuaikan pembelajaran sesuai kebutuhan siswa. Dari perspektif gamifikasi, Zep Quiz memicu motivasi intrinsik dan ekstrinsik melalui tantangan, kompetisi, dan reward digital. Melalui kerangka difusi inovasi Rogers, proses adopsi Zep Quiz terlihat melalui tahapan pengetahuan, persuasi, keputusan, implementasi, dan konfirmasi yang dilalui guru dan siswa. Kendati demikian, penelitian juga menemukan kendala seperti keterbatasan jaringan, kesiapan teknis, dan variasi kemampuan digital siswa. Secara keseluruhan, Zep Quiz efektif sebagai asesmen formatif digital yang menarik, adaptif, dan relevan untuk meningkatkan pemahaman literasi finansial dalam pembelajaran IPS.