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Implementasi Media Pembelajaran Google Classroom Pada Mata Pelajaran TIK Terhadap Motivasi Belajar Siswa Di SMPN 1 Cibingbin Ainur Rafik; Sofhian Fajrin Nasrulloh
Jurnal Pendidikan Sains dan Teknologi Terapan | E-ISSN : 3031-7983 Vol. 2 No. 4 (2025): Oktober - Desember
Publisher : CV.ITTC INDONESIA

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Abstract

This study aims to implement Google Classroom as a learning medium in Information and Communication Technology (ICT) subjects at SMPN 1 Cibingbin and to analyze its effect on students’ learning motivation. The background of this research is the low student motivation caused by conventional teaching methods that tend to be monotonous. The research employed a quantitative approach with a pre-experimental design, specifically the One Group Pretest-Posttest Design. The subjects were 30 eighth-grade students who were given a learning motivation questionnaire before (pretest) and after (posttest) the use of Google Classroom. Data analysis was conducted using the Wilcoxon Signed Rank Test and effect size calculation. The results showed a significant increase in students’ learning motivation, with the average score rising from 34.50 in the pretest to 40.17 in the posttest. The Wilcoxon test yielded Z = -3.633 with a significance value of 0.000 (<0.05), while the effect size r = 0.663 indicated a large effect. These findings prove that Google Classroom is effective in enhancing students’ motivation in learning ICT. Supporting factors include the availability of digital devices, school support, and teacher readiness, while inhibiting factors consist of limited internet connectivity and students’ varying abilities in operating the application.
Implementasi Game Based Learning dalam Meningkatkan Pemahaman Bahasa Indonesia Siswa Kelas III MI Nurul Islam Lumajang Alvi Syafa’atu Rosidah; Maulida Putri Rizkiyah; Anzilna Qotrun Nada; Ainur Rafik; Sofyan Hadi; St. Mislikhah
Bersatu: Jurnal Pendidikan Bhinneka Tunggal Ika Vol. 3 No. 6 (2025): November: Jurnal Pendidikan Bhinneka Tunggal Ika
Publisher : LPPM Politeknik Pratama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/bersatu.v3i6.1511

Abstract

Penelitian mini ini mengkaji dampak penerapan Game Based Learning (GBL) pada mata pelajaran Bahasa Indonesia di kelas III MI Nurul Islam Kunir Lor, Lumajang. Selama satu hari intervensi, tiga jenis permainan: tebak kata/gambar, memory kosakata, dan Role-Play “Petualangan Cerita” diintegrasikan ke dalam rencana pembelajaran yang berfokus pada peningkatan kosakata, struktur kalimat, dan motivasi belajar. Data dikumpulkan melalui pre-test  dan post-testpemahaman bahasa, observasi kelas, serta wawancara singkat dengan wakil kepala sekolah dan guru Bahasa Indonesia. Hasil analisis deskriptif menunjukkan kenaikan skor rata-rata pemahaman dari 65.4% menjadi 82.8% , peningkatan partisipasi aktif siswa, dan respons positif terhadap elemen tantangan serta penghargaan dalam permainan. Namun, meskipun GBL terbukti efektif dalam konteks singkat, keberhasilan jangka panjang memerlukan pelatihan guru untuk merancang dan menilai permainan secara objektif, penyesuaian kurikulum, serta dukungan fasilitas yang memadai. Penelitian ini memberikan gambaran awal tentang potensi GBL di lingkungan sekolah dasar dengan sumber daya terbatas dan merekomendasikan studi longitudinal serta pengembangan materi low-tech yang dapat direplikasi.