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Enhancing Network Security Skills using a Problem-Based Learning Approach in Cisco Packet Tracer Simulation Practices Azizah, Suti Mega Nur; Suswanto, Hary; Ramadhani, Syaifudin
Edunesia : Jurnal Ilmiah Pendidikan Vol. 6 No. 3 (2025)
Publisher : Research, Training and Philanthropy Institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v6i3.1268

Abstract

The lack of understanding among students with kinesthetic learning styles regarding computer network concepts, particularly in digital security skills, requires a more practical and contextual learning approach. This study evaluates the efficacy of the Problem-Based Learning (PBL) approach, supported by Cisco Packet Tracer simulation, in enhancing student competencies in informatics subjects. This study used a pre-experimental design with a one-group pretest-posttest design approach. One experimental class was given learning using simulation-based PBL, and measurements were taken before and after treatment. The findings indicated that the implementation of PBL via Cisco Packet Tracer simulation markedly enhanced students' network security competencies and fostered critical thinking and problem-solving abilities. This study demonstrates that integrating PBL and digital simulation can be an effective strategy in informatics education. Recommendations for future research include the use of more robust experimental designs with comparison groups, as well as the exploration of immersive learning technologies such as augmented reality (AR) to create more interactive and industry-relevant learning experiences.
IMPLEMENTASI PENGGUNAAN MEDIA QUIZZIZ TERHADAP PENINGKATAN HASIL BELAJAR MATA PELAJARAN INFORMATIKA SMA NEGERI 4 MALANG Arwani, Wafiq Nur Muhammad; Suswanto, Hary; Ramadhani, Syaifudin; Nisrina, Salma Huwaida; Azizah, Suti Mega Nur; Nurkolis, Veri; Setyawan, Wahyu Dwi
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 5 No. 4 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v5i4.6573

Abstract

This study aims to determine the application and implementation of Quizizz as a learning medium in improving the learning outcomes of 10th grade students in Informatics at SMA Negeri 4 Kota Malang. The main problem faced is that the learning model in the evaluation strategy is so monotonous that students lack motivation and interest in the subject of informatics. This study employs a quasi-experimental method with a quantitative approach across two classes. Data were collected through learning outcome tests in the form of pre-tests and post-tests. Data analysis was conducted using descriptive quantitative methods to observe improvements in student learning outcomes using the learning media, supplemented by an independent sample T-test to assess the statistical significance of differences between the experimental class and the control class. The results indicate that the Quizizz medium significantly improves student learning outcomes compared to using the Google Forms medium. The independent sample T-test revealed a significant difference between the posttest scores of the experimental class (82.15) and the control class (74.23), confirming a statistically significant difference. This study suggests that teachers can incorporate and integrate the interactive Quizizz platform into teaching and assessment practices to enhance student engagement and learning outcomes. However, this study is limited to the Quizizz platform alone, and further research could be conducted on different and more interactive learning platforms. ABSTRAKPenelitian ini bertujuan untuk menentukan penerapan dan implementasi Quizizz sebagai media pembelajaran dalam meningkatkan hasil belajar siswa kelas X jurusan Informatika di SMA Negeri 4 Kota Malang. Masalah utama yang dihadapi adalah model pembelajaran dalam strategi evaluasi yang begitu monoton sehingga siswa kehilangan motivasi dan minat terhadap mata pelajaran informatika. Penelitian ini menggunakan metode quasi-eksperimental dengan pendekatan kuantitatif pada dua kelas. Data dikumpulkan melalui tes hasil belajar berupa pre-test dan post-test. Analisis data dilakukan menggunakan metode kuantitatif deskriptif untuk mengamati peningkatan hasil belajar siswa dengan menggunakan media pembelajaran, dilengkapi dengan uji t sampel independen untuk menilai signifikansi statistik perbedaan antara kelas eksperimen dan kelas kontrol. Hasil menunjukkan bahwa media Quizizz secara signifikan meningkatkan hasil belajar siswa dibandingkan dengan penggunaan media Google Forms. Uji t sampel independen menunjukkan perbedaan yang signifikan antara skor post-test kelas eksperimen (82,15) dan kelas kontrol (74,23), yang mengonfirmasi adanya perbedaan yang signifikan secara statistik. Penelitian ini menyarankan agar guru dapat mengintegrasikan platform interaktif Quizizz ke dalam praktik pengajaran dan penilaian untuk meningkatkan keterlibatan siswa dan hasil belajar. Namun, penelitian ini terbatas pada platform Quizizz saja, dan penelitian lebih lanjut dapat dilakukan pada platform pembelajaran yang berbeda dan lebih interaktif.