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Pengaruh Pembelajaran Daring Berbasis Platform Edlink Terhadap Motivasi Belajar Mahasiswa Paulus Bang, Maya Linensi Bang; Magdalena Beatrice Sogen, Maria; Marlinda Robo, Devintha; Linensi Bang, Maya
Jurnal Pengabdian Kepada Masyarakat Patikala Vol. 5 No. 1 (2025): Jurnal PkM PATIKALA
Publisher : Education and Talent Development Center of Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/patikala.v5i1.3424

Abstract

This community service activity aims to increase the learning motivation of sixth semester students through mentoring the use of a local online learning platform, Edlink. In facing the challenges of post-pandemic learning, Edlink is used as a medium that supports flexibility, active involvement, and independent learning management by students. This activity uses a quantitative approach with a quasi-experimental method involving 20 students and measures learning motivation based on Keller's ARCS (Attention, Relevance, Confidence, Satisfaction) model. The results of the activity show that the majority of students feel an increase in learning motivation after using Edlink, especially in terms of organizing time, independence, and active participation in online learning. Therefore, this activity recommends the wider use of Edlink in higher education environments to support interactive, effective learning processes that are oriented towards strengthening student learning motivation.
ANALISIS PENGARUH INTENSITAS BERMAIN GAME ONLINE TERHADAP MOTIVASI DAN PRESTASI BELAJAR SISWA KELAS X TJKT DI SMK NEGERI 1 KUPANG Devidson Dillak, Edgar; Magdalena Beatrice Sogen, Maria; Yanni Ariswati Fallo, Diana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61067

Abstract

This study aimed to analyze the effect of online game playing intensity on the learning motivation and academic achievement of Grade X TJKT students at SMK Negeri 1 Kupang. The rapid growth of digital technology has increased students' engagement with online games, which may influence their learning behavior and academic performance. This study employed a quantitative approach using a correlational survey design. The research sample consisted of 30 students selected through proportionate stratified random sampling. Data were collected through observation, interviews, questionnaires, achievement tests, and documentation. The collected data were analyzed using descriptive statistics, normality tests, linearity tests, simple linear regression, and General Linear Model (GLM) Multivariate analysis with the assistance of SPSS version 24.0. The findings revealed that the intensity of online game playing among students was categorized as high, while both learning motivation and academic achievement were categorized as low. The results of the simple linear regression analysis indicated that online game playing intensity had a significant effect on both learning motivation and academic achievement. Furthermore, the GLM Multivariate analysis demonstrated that online game playing intensity simultaneously affected students' learning motivation and academic achievement. These findings suggest that excessive online game playing has a negative influence on students' academic outcomes. Therefore, proper time management and supervision from teachers and parents are essential to help students balance recreational activities and academic responsibilities, thereby improving learning motivation and academic achievement.
HUBUNGAN ANTARA KEMAMPUAN CRITICAL THINKING DENGAN HASIL BELAJAR CODING SISWA PADA MATA PELAJARAN INFORMATIKA KELAS X SMA KRISTEN CITRA BANGSA MANDIRI KUPANG Evander Taneo, Rizaldy; Yanni Ariswati Fallo, Diana; Magdalena Beatrice Sogen, Maria
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61323

Abstract

The rapid development of digital technology has increased the importance of critical thinking skills in Informatics learning, particularly in coding, which requires students to analyze problems, design algorithms, and evaluate program solutions. This study aimed to determine the relationship between students' critical thinking skills and their coding learning outcomes in the Informatics subject among tenth-grade students at SMA Kristen Citra Bangsa Mandiri Kupang. This research employed a quantitative correlational design involving 40 students selected as the research sample. Data were collected using a critical thinking questionnaire and coding achievement tests, then analyzed through descriptive statistics, normality testing, Pearson Product Moment correlation, and coefficient of determination using IBM SPSS Statistics. The findings revealed that students' critical thinking skills were generally in the moderate category with a mean score of 79.58, while coding learning outcomes were also in the moderate category with a mean score of 69.75. Pearson correlation analysis indicated a positive and significant relationship between critical thinking skills and coding learning outcomes (r = 0.501; p = 0.001 < 0.05), indicating a moderate level of correlation. The coefficient of determination showed that critical thinking contributed 25.1% to students' coding learning outcomes, while the remaining 74.9% was influenced by other factors beyond the scope of this study. Therefore, improving students' critical thinking skills is expected to support better coding learning outcomes in Informatics education