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PENGARUH PENERAPAN MEDIA PEMBELAJARAN WORDSEARCH TERHADAP MINAT BELAJAR AKUNTANSI SISWA KELAS X DI SMK ISLAM AL-AMIN CIKARANG UTARA Sundari, Septi; Aryani, Rita; Kurniawan, Luluh Abdillah
Science and Education Journal Vol 3 No 3 (2025): Science and Education Journal ( SNEJ )
Publisher : Yayasan Pendidikan Cahaya Budaya Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64626/snej.v3i3.475

Abstract

Penelitian ini menggunakan desain Quasi Eksperimen Pretest dan Posttest Group Design untuk menguji pengaruh media pembelajaran Wordsearch terhadap minat belajar akuntansi siswa kelas X di SMK Islam Al-Amin. Subjek penelitian adalah dua kelas eksperimen dan satu kelas kontrol yang dipilih menggunakan purposive sampling, dengan karakteristik akademik yang relatif sama. Penelitian dilakukan melalui tahap perencanaan, pelaksanaan, observasi/evaluasi, dan refleksi. Minat belajar siswa diukur melalui angket yang telah diuji validitas dan reliabilitasnya. Analisis data dilakukan secara kuantitatif deskriptif menggunakan IBM SPSS 22. Hasil menunjukkan rata-rata nilai pretest kelas eksperimen sebesar 68,00, dan kelas kontrol 66,07. Setelah pembelajaran, nilai posttest kelas eksperimen meningkat menjadi 83,30, sedangkan kelas kontrol hanya 72,93. Uji Paired Sample T-Test menunjukkan nilai signifikansi 0,000 < 0,05, sehingga Ha diterima dan Ho ditolak, menandakan adanya pengaruh positif penggunaan Wordsearch terhadap minat belajar. Uji Independent Sample T-Test juga menunjukkan hasil signifikan (0,000 < 0,05), dengan thitung > ttabel (6,083 > 1,670). Hasil ini menunjukkan bahwa penggunaan media Pembelajaran Wordsearch lebih efektif dibandingkan pembelajaran konvensional. Media ini membuat pembelajaran lebih menarik, memotivasi siswa mencari kata kunci, serta meningkatkan daya ingat, konsentrasi, dan pemahaman kosakata akuntansi.
MENINGKATKAN PARTISIPASI PESERTA DIDIK MELALUI GAME-BASED LEARNING “KAHOOT” PADA PEMBELAJARAN BAHASA INGGRIS Sundari, Septi; Prasetiya, Benny
AL IBTIDAIYAH: Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol. 5 No. 1 (2024): Januari
Publisher : LPPM STAI Muhammadiyah Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/ibtidaiyah.v5i1.1262

Abstract

This study is an action research aimed at improving participation and motivation among Grade IV B students at SDN Pegirian II/495 Surabaya in learning English through the use of the game-based learning platform "Kahoot". The research was conducted in two cycles with a focus on continuous improvement based on the evaluation of previous cycles. The first cycle involved lesson planning by developing interactive lesson plans and quizzes using Kahoot, followed by observations of student participation and feedback analysis. The results of the first cycle showed an increase in student participation, albeit with technical challenges that needed to be addressed. The second cycle continued with refining the teaching strategies, including the use of additional features within Kahoot to enhance student engagement. The results of the second cycle demonstrated a significant increase in student participation up to 95% and improvements in quiz scores above the average. Qualitative and quantitative analysis of the data confirmed that the implementation of Kahoot successfully increased student motivation through interactive and competitive learning. The implications of this research support the use of game-based learning as an effective approach to enhance English language learning in primary schools, with specific attention to technology adaptation and continuous improvement in the learning process.