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Pengaruh Teknik Permainan Tradisional Engklek Terhadap Perkembangan Pada Anak Usia Dini Di RA Fatahlah Cahyani, Nur Dwi; Islami, Chitra Charisma; Gustiana, Eva; Cahyani, NIka
Jambura Early Childhood Education Journal Vol 7 No 2 (2025): Jambura Early Childhood Education Journal
Publisher : JURUSAN PENDIDIKAN GURU PENDIDIKAN ANAK USIA DINI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37411/jecej.v7i2.4161

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh teknik permainan tradisional engklek untuk meningkatkan perkembangan kognitif pada anak usia dini, latar belakang penelitian ini adalah kemampuan kognitif anak sangat penting untuk perkembangan intelektual dan akademik, melalui permainan tradisional engklek ini dengan mengenalkan lambang bilang dan warna dapat mengembangkan perkembangan kognitif pada anak usia dini. Metode penelitian yang digunakan adalah metode kuantitatif dengan teknik pengumpulan data melalui obsevasi dan dokumentasi. Adapun populasi dalam penelitian ini adalah seluruh anak didik di RA Fatahilah Pangkalan yang berjumlah 41 anak didik. Sedangkan sampel penelitian ini menggunakan simple random sampling karena pengambilan nya secara acak. Teknik analisis data penelitian ini menggunakan uji normalitas data dimana untuk mengetahui apakah distribusi sebuah data mengikuti atau mendekati distribusi normal, kemudian uji homogenitas untuk mengetahui apakah beberapa varian populasi adalah sama atau tidak, dan uji hipotesis (Uji wilcoxen) untuk melihat perbedaan pretest eksperimen dan posttest eksperimen untuk melihat seberapa besar pengaruh permainan tradisional engklek terhadap perkembangan kognitif pada anak usia dini, dengan bantuan program SPSS dengan basis windows.33.
Pengaruh Media Pembelajaran Kahoot terhadap Hasil Belajar Siswa pada Mata Pelajaran Bahasa Indonesia Kelas 8 di MTs Pui Kuningan Lusiana, Ega Maigita; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3777

Abstract

This study is based on the low level of student engagement and unsatisfactory learning outcomes due to the continuous application of conventional teaching methods. The purpose of this research is to analyze the effect of using Kahoot as a learning tool on the learning outcomes of eighth-grade students at MTs PUI Kuningan in the Indonesian Language subject. The method used is a one-group pretest-posttest design with a quantitative approach. The sampling technique used was total sampling, 19 students from class 8 at MTS Kuningan were used as research samples. Data collection procedures included questionnaires, tests (pretest and posttest), and observations. Data were analyzed using descriptive statistics, normality testing, N-Gain analysis, and hypothesis testing with Paired Sample T-Test. The findings from the N-Gain test indicate an increase in student learning outcomes after using Kahoot, which is categorized as effective. In addition, the analysis shows a significant difference between the pretest and posttest scores, as reflected by the t-test significance value which is below 0.05. The results obtained in this study confirm that Kahoot is an effective tool for improving student learning outcomes and offers a fun and interactive alternative compared to conventional language teaching methods, especially in learning Indonesian.
Pengaruh Game Interaktif Wordwall dalam Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran Al-Qur’an Hadist di Kelas VII MTsS Persatuan Umat Islam Kuningan Fatimah Az-Zahra; Eva Gustiana
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3982

Abstract

This study aims to determine the effect of using interactive game-based learning media Wordwall on increasing student learning motivation in the subject of Al-Qur'an Hadith in class VII MTsS Persatuan Umat Islam (PUI) Kuningan. The study used a quantitative approach with pre-experiment method and One-Group Pretest-Posttest design. The research sample consisted of 30 seventh grade students. The research instrument was a learning motivation questionnaire given before and after treatment. Data analysis was conducted using IBM SPSS Statistics software version 26. The results showed an increase in the average score of learning motivation from 36.13 to 47.37. The Wilcoxon Signed Ranks test resulted in a significance value of 0.000 (p < 0.05), which indicates that the use of Wordwall interactive games has a positive and significant effect on increasing student learning motivation.  
Penerapan Media Quizizz pada Mata Pelajaran Matematika untuk Meningkatkan Minat Belajar Siswa Kelas VII SMP Negeri 2 Kadugede Akbar, Mochammad Ibram; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3991

Abstract

Mathematics learning in schools is generally still dominated by conventional methods and monotonous material delivery, making it less interesting for students to learn. This study aims to increase students' interest in learning by using the interactive learning media Quizizz. The method used in this research is quantitative with a quasi-experimental design using the research design known as Nonequivalent Control Group Design. The study was conducted at SMP Negeri 2 Kadugede with subjects from class VII B (28 students) as the experimental class and VII C (30 students) as the control class. Data were collected through observation, questionnaires, and interviews. Data analysis techniques using t-test. The results of the analysis show that the average learning interest of students in the experimental class using Quizizz media is 43.75, which is higher than the control class at 32.47, with a difference of 11.28 points. This difference is statistically significant (p = 0.000). The Independent Samples T-Test shows a significance value of 0.000 (< 0.05), which means there is a significant difference in learning interest between the two groups. Thus, H₁ is accepted and H₀ is rejected, indicating that the use of Quizizz media is proven to be effective in increasing students' interest in learning Mathematics at SMP Negeri 2 Kadugede.
Pengaruh Media Pembelajaran Video Animasi Menggunakan Powtoon untuk Meningkatkan Minat Belajar Matematika Kelas V di SDN Cipari Kecamatan Cigugur Kabupaten Kuningan Firdaus, Alamsyah; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4059

Abstract

This study aims to determine the effect of using Powtoon-based animated video learning media on the learning interest in mathematics among fifth-grade students at SDN Cipari, Cigugur Subdistrict, Kuningan Regency in the 2025 academic year. The research employed a quantitative approach with a quasi-experimental design of the Nonequivalent Control Group Design type. The population and sample consisted of all 35 fifth-grade students. Data were collected through observation, interviews, questionnaires, and pretest–posttest assessments. The instruments were validated by media and subject matter experts, and reliability was tested using SPSS. Data analysis included validity, reliability, normality, and homogeneity tests, as well as paired t-tests. The results showed that the use of Powtoon animated videos had a significant positive effect on students’ interest in learning mathematics, as evidenced by the difference in mean scores before and after treatment in the experimental group compared to the control group. Furthermore, the student satisfaction questionnaire results were in the “very satisfied” category regarding the use of this media. Therefore, Powtoon-based animated video media is effective as an alternative learning method for mathematics that is engaging, interactive, and capable of increasing elementary school students learning interest.
Pengaruh Penggunaan Aplikasi Google Play Books Terhadap Tingkat Pemahaman Belajar Siswa pada Mata Pelajaran Informatika di SMK Al-Ihya Selajambe Fahri, Amar; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4223

Abstract

This study aims to examine the effect of using the Google Play Books application on students' learning comprehension levels in Informatics at SMK Al-Ihya Selajambe. The background of this study stems from the need for innovative digital learning media that can increase student engagement and deepen their understanding of the material. This study uses a quantitative experimental method with a pretest-posttest control group design. The research population consisted of all 10th grade students, with a purposive sample of two classes, each consisting of 32 students, namely the experimental class and the control class. The research instrument was a validated learning comprehension test, while data were collected through pretest and posttest administration and then analyzed using an independent t-test with a significance level of 0.05. The results showed that the average posttest score in the experimental class (90.75) was higher than that in the control class (85.06). The hypothesis test produced a significance value of <0.001, indicating a significant difference between the two groups. Thus, the use of Google Play Books was proven to have a positive and significant effect on improving students' learning comprehension.
Media Pembelajaran Visual Berbasis Apilkasi Canva dalam Meningkatkan Motivasi Belajar Anak Usia Dini Haerudin, Dodi Ahmad; Gustiana, Eva
Jurnal Pelita PAUD Vol 8 No 1 (2023): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v8i1.3656

Abstract

Penelitian ini bertujuan untuk mengetahui media pembelajaran visual berbasis aplikasi canva dalam meningkatkan motivasi belajar anak usia dini. Penelitian ini menggunakan kualitatif deskriptif, subjek penelitian ini adalah guru dan anak PAUD Kecamatan Kuningan Kabupaten Kuningan. Dalam penelitian ini menggunakan instrumen wawancara, observasi dan studi dokumentasi untuk mengumpulkan data. Teknik analisis data yang digunakan adalah reduksi, penyajian dan verifikasi data untuk memilah data dan menarik kesimpulan penelitian. Berdasarkan hasil dari analisis data dan pembahasan dapat disimpulkan bahwa pemanfaatan media pembelajaran visual berbasis aplikasi canva membuat anak lebih aktif dan antusias dalam belajar, karena tampilan media canva yang menarik, tampilan-tampilan gambar dan warna yang sesuai dan menarik minat belajar anak yang didukungan dengan rasa ingin tahu anak tentang media visual tersebut sangat tinggi. Setelah menggunakan aplikasi canva secara keseluruhan hasil observasi pelaksanaan proses pembelajaran menggunan media visual berbasis Canva didapatkan data 89,8% tergolong kategori sangat aktif.
Dampak Ibu Bekerja Terhadap Perkembangan Emosional Anak Cahyati, Nika; Gustiana, Eva; Charisma Islami, Chitra
Jurnal Pelita PAUD Vol 9 No 1 (2024): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v9i1.4417

Abstract

Penelitian ini membahas dampak ibu bekerja terhadap perkembangan emosional anak, yang merupakan salah satu aspek penting dalam pertumbuhan anak. Peran ibu sebagai pengasuh utama sering kali menghadapi tantangan ketika harus menyeimbangkan tanggung jawab pekerjaan dan keluarga. Hal ini dapat memengaruhi kualitas waktu yang dihabiskan bersama anak, yang secara langsung maupun tidak langsung berdampak pada perkembangan emosional mereka. Penelitian ini menggunakan pendekatan kualitatif dengan studi literatur, penelitian ini dilakukan pada bulan januari 2024 sampai pada November 2024 di desa Darma Kecamatan Darma Kabupaten Kuningan. Subjek penelitian ini yaitu orangtua pada anak usia 5 tahun sebanyak 10 orang, pada anak yang memiliki orangtua bekerja, khusunya pada ibu yang bekerja. Teknik analisis data berupa wawancara dan angket yang disebar pada orang tua. Hasil kajian menunjukkan bahwa dampak ibu bekerja terhadap anak dapat bersifat positif maupun negatif, tergantung pada berbagai faktor, seperti durasi kerja ibu, dukungan keluarga, kualitas pengasuhan, dan lingkungan sosial anak. Ibu yang bekerja dengan dukungan keluarga yang baik dan pengelolaan waktu yang optimal cenderung mampu memberikan teladan yang positif bagi anak, seperti nilai kemandirian dan kerja keras. Sebaliknya, kurangnya kehadiran emosional dan waktu berkualitas dapat menyebabkan anak merasa kurang perhatian, yang berpotensi mengganggu perkembangan emosional mereka.
Penerapan Media Pembelajaran Kahoot untuk Meningkatkan Minat Belajar Siswa pada Mata Pelajaran Informatika di MTsN 9 Kuningan Kelas VII Husaini, Mochammad Fahri Akbar; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1812

Abstract

This study aims to find out the extent of the application of kahoot media in increasing students' interest in learning informatics subjects in MTsN 9 Kuningan school. The research method used is a quantitative method. The design used was quasi-experimental which was part of the experimental method, this study grouped the respondents into two parts, namely the first class as an experimental class that was given treatment using Kahoot media and the second class as a control class that was given treatment using conventional learning. The instrument in this study is in the form of a questionnaire that uses kahoot media which has previously been tested for validity and reliability. Data analysis includes normality and homogeneity tests, linearity and the use of paired sample t-tests. The results of this study indicate that there are differences in terms of increasing the learning interest of students taught using conventional learning methods with students taught using kahoot learning media. The use of kahoot learning media in learning Informatics class VII MTsN 9 Kuningan is better than conventional media. This is evidenced by the results of the pretest and posttest questionnaire calculations for the experimental class, the pretest was 71.44 and the posttest was 80.25. This shows a significant increase in student interest in learning after the kahoot learning media treatment with an increase value of 5.81
Efektivitas Penggunaan Media Wordwall untuk Meningkatkan Minat Belajar Siswa Kelas VII SMPN 1 Cipicung Ramanda, Rio; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1831

Abstract

The purpose of this study is to increase the effectiveness of woodwall media on the learning interest of SMPN 1 Cipicung students. The method used in this study uses a quantitative approach with pre-experimental designs (non-designs) in the form of intact-group comparison). The instruments used are observation, interviews, and questionnaires. The research data obtained from the data of the results of the questionnaire that was declared valid using the instrument test, namely the validity and reliability test. Data analysis techniques used normality tests, homogeneity tests, and t-tests. The results of data analysis show that ICT learning using wordwall media has been effectively applied to increase the learning interest of grade VII students of SMPN 1 Cipicung. In the delivery of learning materials, it shows the effect of direct involvement between teachers and students so that it can facilitate the teaching and learning process so that the expected goals can be achieved, especially in increasing students' interest in learning.