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Pengaruh Media Pembelajaran Aplikasi Canva Terhadap Hasil Belajar Siswa pada Mata Pelajaran Teknologi Informasi dan Komunikasi di MTsN 3 Kuningan Kurniawan, Ade; 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.v5i5.1870

Abstract

This research aims to find out the learning using the Canva application in the subject of Information and Communication Technology in grade VIII MTsN 3 Kuningan. This study is experimental research, with a classical experimental design Classical Experimental Design. The subjects of the study were 30 students in grade VIII of MTsN 3 Kuningan. Research data was taken by questionnaire and observation sheet. The validity and reliability of the questionnaire were tested using Corrected Item-Total Correlation. The normality test was used the Shapiro Wilk test because the samples studied were less than 50. The results showed that there was an influence of the canva application on the learning outcomes of grade VIII students of MTsN 3 Kuningan in the subject of Information and Communication Technology, as evidenced by the significance value of 0.032 for the learning outcome variable
Efektivitas Penggunaan Media Pembelajaran Interaktif Emaze Terhadap Motivasi Belajar Siswa Pada Mata Pelajaran Bahasa Inggris Nurjanah, Qori; Gustiana, Eva
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 12: Special Issue No. 1 (2024)
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v12i1.9818

Abstract

Berdasarkan hasil penelitian media pembelajaran yang umum dilakukan pada proses pembeljaran di SMP Negeri 1 Atap Cibulan masih menggunakan media konvensional yang menyebabkan Lemahnya motivasi intrinsik serta ekstrinsik siswa dalam mempelajari mata pelajaran Bahasa inggris. Tujuan pengkajian atau penelitian yaitu sebuah cara mengetahui seberapa efektif pembelajaran sebelum serta sesudah memakai media pembelajaran interaktif emaze terhadap motivasi belajar siswa. Jenis penelitian yang dipilih yaitu metode kuantitatif dengan metode pre-eksperimental yang menggunakan desain “One Group Pretest-Posttest Design”. Populasi pada penelitian ini yaitu semua peserta didik kelas VIII SMP Negeri 1 Atap Cibulan total 20 orang, serta menggunakan Teknik sampling purposive sampling. Data dikumpulkan pengumpulan data dilakukan menggunakan angket serta dokumentasi. Hasil dari analisis statistik deskriptif kuantitatif ini menunjukan rata – rata nilai angket pretest yaitu 72,90, sesertagkan nilai angket posttest yaitu 91,30 dengan nilai peningkatan sebesar 18,4. Penelitian ini juga memperoleh hasil analisis statistik inferensial menggunakan regresi sederhana diperoleh nilai t-hitung pretest yaitu 0,269 serta untuk posttest nilai t-hitungnya yaitu 3,398. Dapat disimpulkan bahwa nilai t-hitung posttest yaitu 3,398 > dari t-tabel yakni 2,100. Jadi, Ha  diterima jika thitung > ttabel. Maka terdapat efektivitas penggunaan media pembelajaran interaktif emaze terhadap motivasi belajar siswa pada mata pelajaran Bahasa inggris di SMP Negeri 1 Atap Cibulan.
Pengaruh Media Pembelajaran Genially terhadap Hasil Belajar Bahasa Indonesia Siswa Kelas X di SMK Al-Amanah Salem Alkindi Gagah Pracaya Maulana; Eva Gustiana
Journal Innovation In Education Vol. 3 No. 3 (2025): Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v3i3.3252

Abstract

This study aims to determine the effect of the use of Genially learning media on the Indonesian language learning outcomes of 10th-grade students at SMK Al-Amanah Salem. The background of this study is based on the low interest and motivation of students in learning Indonesian, which has so far been dominated by conventional methods. Genially, as an interactive technology-based learning media, is believed to be able to provide a more interesting, creative learning atmosphere, and in accordance with the needs of the digital generation. The research method used is a quantitative method with an experimental design of One Group Pretest-Posttest Design, where the research sample was determined through a purposive sampling technique. The study population included all 10th-grade students in the Automotive Engineering and Software and Game Development departments in the 2023/2024 academic year. Data collection instruments in the form of observation, questionnaires, documentation, and tests were used to measure student learning outcomes before and after treatment. The results of the study showed a significant increase in student learning outcomes after the implementation of Genially learning media. A comparison of pretest and posttest scores showed an increase in the average score, which indicates that students were better able to understand Indonesian language material after participating in learning using this interactive media. In addition, student responses to the use of Genially were very positive. Students felt more motivated due to the varied presentation of the material, attractive visuals, and interactive features that encouraged active engagement in the learning process. Based on these findings, it can be concluded that the use of Genially media in Indonesian language learning has a positive effect on improving student learning outcomes.