Rakhmadi Pratama , Apriliyanus
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PENGARUH PENGGUNAAN MEDIA PROJECTOR TERHADAP MOTIVASI BELAJAR PESERTA DIDIK PADA MATA PELAJARAN PAI DI SMP NEGERI 1 TAPA KABUPATEN BONE BOLANGO Apriliani Gani, Nadia Apriliani Gani; Rakhmadi Pratama , Apriliyanus
EDUCATIVA Vol 3 No 1 (2025): Vol. 3 No. 1 : Mei (2025)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat STAI Brebes

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Abstract

Finding out how projection media affects students' motivation to learn in Religious Education in Islam (PAI) classes at SMP Negeri 1 Tapa, Bone Bolango Regency, is the primary goal of this study.quantitative approach was employed using simple linear regression analysis. The research sample consisted of 68 eighth-grade students selected through probability sampling based on the Slovin formula. The study's questionnaire was developed using indicators of projector media usage and learning motivation. The results revealed a significant influence of projector media use on students’ gaining knowledge motivation, at a 0.000 significance level (p < 0.05) and a coefficient of determination (R²) of 0.312. This suggests that the use of projector media contributed 31.2% to the increase in students’ learning motivation. These findings support previous studies and theoretical perspectives suggesting that visual media, such as projectors, enhance students' attention, interest, and engagement during the learning process. Therefore, projector media is recommended as an effective instructional strategy help boost pupils' enthusiasm for learning, particularly in Religious Education in Islam.
PENGARUH PENERAPAN METODE GAME EDUKASI TERHADAP HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN PENDIDIKAN AGAMA ISLAM MATERI AKU ANAK SALEH KELAS V DI SEKOLAH SDN 7 PALELEH KABUPATEN BUOL Nursafitri S. Hasani, Dewi; Rakhmadi Pratama , Apriliyanus
EDUCATIVA Vol 3 No 1 (2025): Vol. 3 No. 1 : Mei (2025)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat STAI Brebes

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Abstract

This study aims to determine the effect of implementing educational games on students' learning outcomes in Islamic Religious Education (IRE) subjects for fifth-grade students at SDN 07 Paleleh, Buol Regency. The research employed a quantitative approach with a quasi-experimental design using a nonequivalent control group model. The subjects consisted of two classes: an experimental class that received treatment through educational games and a control class that used conventional teaching methods. Data collection was conducted through learning outcome tests administered in the form of pretests and posttests. The data were analyzed using prerequisite tests (normality and homogeneity tests), paired sample t-tests, and effectiveness analysis using the normalized gain (N-Gain) method. The results revealed a significant improvement in learning outcomes in the experimental class. The average posttest score in the experimental class was 81.33, higher than the control class average of 62.00. The paired sample t-test showed a significance value of 0.000 (p < 0.05), indicating a significant effect of the educational game method on learning outcomes. Furthermore, the N-Gain score of the experimental class was 57.75%, categorized as “moderately effective,” while the control class scored only 20.28%, categorized as “ineffective.” These findings suggest that the educational game method is an effective instructional strategy for improving student learning outcomes in Islamic Religious Education at the elementary school level.