Awalludin Nugraha, Yoga
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EFEKTIVITAS PENGGUANAAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMNET BERBANTUAN APLIKASI KAHOOT TERHADAP HASIL BELAJAR IPAS SISWA KELAS IV SEKOLAH DASAR Anjani, Safira; Rahmawati, Septina; Manggalastawa; Cahya Rohim, Dhina; Awalludin Nugraha, Yoga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.33029

Abstract

This study aims to analyze the improvement of learning outcomes, measure the effectiveness, and determine the classical completeness of students in Science and Social Science (IPAS) learning using the Teams Games Tournament (TGT) model assisted by the Kahoot application. The research was motivated by the low student achievement in the topic of the photosynthesis process, attributed to the u se of conventional teacher-centered teaching methods with minimal interactive media. A quantitative approach with a quasi-experimental nonequivalent pretest-posttest control group design was employed. The sample consisted of 26 fourth-grade students from SD 3 Pedawang (experimental class) and 24 fourth-grade students from SD 1 Pedawang (control class). Data were collected through observation, interviews, tests, and documentation, and analyzed using normality and homogeneity tests, paired sample t-test, independent sample t-test, N-Gain, and classical completeness analysis. The results showed a significant difference between the experimental and control classes (Sig. 0.005 < 0.05). The experimental class's average score increased from 52.50 to 84.23, while the control class improved from 46.67 to 72.71. The N-Gain score for the experimental class was 63.71% (moderately effective), compared to 46.99% (less effective) for the control class. Classical completeness reached 100% in the experimental class and 66.67% in the control class. In conclusion, the TGT model assisted by Kahoot is proven effective in improving fourth-grade students' IPAS learning outcomes, outperforming conventional methods, and fulfilling the criteria for classical completeness.
PENGARUH MEDIA TAKALINTAR BERBANTUAN QUIZIZZ PADA MATERI PERKALIAN BILANGAN CACAH TERHADAP HASIL BELAJAR SISWA KELAS III SEKOLAH DASAR Noor Faizah, Apriliya; Cahya Rohim, Dhina; Awalludin Nugraha, Yoga
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13271

Abstract

The research is motivated by the low mathematics learning outcomes of third-grade elementary school students on multiplication of whole numbers, caused by a lack of innovative learning media, resulting in monotonous and uninteresting learning. This study aims to determine the effect of Takalintar media supported by Quizizz on student learning outcomes and to assess student responses to its use. This studyemployed a quantitative approach with a quasi-experimental design and a nonequivalent control group design. The study population consisted of 30 students, consisting of 16 in the experimental class and 14 in the control class. The sampling technique used purposive sampling. Data were collected through tests (pretest and posttest), questionnaires, interviews, and documentation. Data analysis included normality tests, homogeneity tests, independent sample t-tests, paired sample ttests, and N-Gain tests using SPSS. The results indicate that Takalintar media supported by Quizizz has an impact on the learning outcomes of third-grade emenetary school students. This is indicated by higher posttest scores in the experimental class than in the control class. Keywords: Takalintar Media, Quizizz, Learning outcomes, Multiplication of whole numbers, Elementary School.