R. Koroh, Taty
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Pengaruh Penggunaan Media Pembelajaran Augmented Reality (AR) Terhadap Hasil Belajar Siswa Tentang Ekosistem Di Kelas III SD Inpres Noelbaki Kabupaten Kupang Miha Balo, Joyvinitra; R. Koroh, Taty; Bon Nifu Benu, Adam
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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Abstract

This study aims to test the significant influence of the use of Augmented Reality technology-based learning media on the learning outcomes of third-grade students on Ecosystem material in third-grade SD Inpres Noelbaki, Kupang Regency. The type of research used is quantitative experimental research. The population in this study were third-grade students of SD Inpres Noelbaki with the research sample being students of class III C. Data were obtained through observation and testing, which were then analyzed in two stages, namely test analysis in the form of validity and reliability tests, then data analysis in the form of normality tests, homogeneity tests and hypothesis tests. The results of the study showed a significant influence of Augmented Reality learning media on student learning outcomes, this was indicated by an increase from the pretest to the posttest results and the results of the hypothesis test stating that H_0 was rejected and H_a was accepted with a significance level obtained of 0.000 <0.05.
PENGARUH MODEL PEMBELAJARAN GAME BASED LEARNING DALAM PEMBELAJARAN IPAS MATERI KEANEKARAGAMAN HAYATI TERHADAP HASIL BELAJAR PESERTA DIDIK KELAS IV DI SD GMIT OEBOBO KOTA KUPANG fallo, odiliadiana; R. Koroh, Taty; Triastuti R. A. Ratu, Kurniayu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.26779

Abstract

This study aims to determinate the effect of the Game Based Learning (GBL) model on the learning outcomes of fourth-grade students on biodiversity material at SD GMIT Oebobo, Kupang City. This research used a quantitative approach with a preeksperimental one group pretest-posttest design. The sample consisted of 18 students selected using a saturated sampling thechnique. Instruments used included test (pretest and posttest), observations, and documentations. The validity of the instruments was assessed through expert judgement, while reliability was tested using Cronbach’s Alpha, resulting in a velue of 0,717. Data alalysis using SPSS showed that the data were normally distributed and homogeneous. The paired sample T-Test resulted in a significance velue of 0,000 < 0,005, indicating a significant difference between pretest and posttest scores. These results prove that the Game Based Learning model has a positive impact on student’s learning outcomes. The model not only improves academic performance but also enhances student engagement and motivation during the learn process. Therefore, Game Based Learning can be use as an innovative alternative teaching model in primary schools.