Yoyo Zakaria
Universitas Muhammadiyah Kuningan

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PENGEMBANGAN MEDIA PEMBELAJARAN INOVATIF BERBASIS GAME QUIZIZZ UNTUK MENINGKATKAN PEMAHAMAN SISWA PADA MATA PELAJARAN BAHASA INDONESIA DI MADRASAH TSANAWIYAH Syifa Khoerunnisa; Yoyo Zakaria
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025.
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8507

Abstract

This study aims to develop an innovative game-based learning media, Quizizz, to improve students' understanding of Indonesian language at Islamic Junior High Schools (Madrasah Tsanawiyah), specifically the topic "Upholding Human Values through Dramatic Texts." The background of this study was the low level of student understanding of the material taught, caused by a lack of variety in learning media, less interactive teaching methods, and low student motivation. The research method used was Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects were eighth-grade students of Islamic Junior High Schools (MTsN). The research instruments consisted of tests (pretest and posttest), validation sheets from material experts and media experts, and student response questionnaires. Data were analyzed using quantitative descriptive analysis and paired sample t-test statistical tests. The results of the study indicate that the Quizizz-based learning media developed met the criteria of "Very Good" based on validation by material experts and media experts. The results of the Paired Sample t-Test showed a significance value of 0.000 < 0.05, indicating a significant difference between the pretest and posttest scores. The average student score increased from moderate to high after using the media. Student responses to the media achieved a percentage score above 80%, falling into the "Very Good" category. The conclusion of this study is that the Quizizz-based learning media is effective for improving student understanding of drama texts. This media can be an innovative alternative for teachers in delivering material in a more interactive, engaging manner, and in line with developments in educational technology.
PEMANFAATAN ARTIFICIAL INTELLIGENCE CHATGPT DALAM MENINGKATKAN KREATIVITAS SISWA DI SMK PERTIWI KUNINGAN Galuh Dwi Andika; Yoyo Zakaria
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18564

Abstract

The rapid development of Artificial Intelligence (AI), particularly ChatGPT, has opened new opportunities to support the learning process and to foster students' creativity. This study aimed to analyze differences in students' creativity in using ChatGPT between students who participated in an AI Course and those who did not at SMK Pertiwi Kuningan, to determine the appropriateness of ChatGPT responses based on students' prompts, and to describe students' responses toward the use of ChatGPT in enhancing creativity. A quantitative approach was employed using a Quasi Experimental method with a Posttest-only Nonequivalent Group Comparison design. The sample consisted of 40 students divided into an AI Course group and a Non-AI Course group. Data were collected through a performance test assessed with a creativity rubric and a questionnaire, both validated through expert judgment, with empirical validity and reliability tested using SPSS on 40 respondents outside the main sample. All questionnaire items were valid (r-count > r-table 0.312) with a Cronbach's Alpha of 0.718. The AI Course group achieved a mean posttest score of 30.00, while the Non-AI Course group obtained 13.20. The Independent Samples t-Test yielded a significance value of 0.000 (p < 0.05), indicating a statistically significant difference in creativity between the two groups. Both groups responded positively toward ChatGPT use; however, students who had learned prompt engineering produced more relevant ChatGPT responses and demonstrated higher creativity.
PENERAPAN MEDIA PEMBELAJARAN EMAZE TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN INFORMATIKA DI SMK NEGERI 1 KUNINGAN Rama Ubaidillah. M; Yoyo Zakaria
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18567

Abstract

The selection of appropriate learning media plays an important role in improving student learning outcomes, particularly in Informatics subjects. This study aimed to determine the effect of applying the Emaze learning media on student learning outcomes in Informatics at SMK Negeri 1 Kuningan. This research used a quantitative approach with a quasi-experimental method and a Nonequivalent Control Group Design. The sample consisted of two classes: class XI TKR 1 as the experimental group (30 students) using Emaze, and class XI TKR 2 as the control group (32 students) using conventional learning media, selected through purposive sampling. Data were collected through tests, questionnaires, observation, and documentation, and analyzed using descriptive statistics, normality tests (Shapiro-Wilk), homogeneity tests (Levene), and the Paired Sample t-Test with SPSS. The results showed that the mean posttest score of the experimental class (79.67) was higher than that of the control class (70.94), with an increase of 27.00 points in the experimental class compared to 25.00 points in the control class. The Paired Sample t-Test showed a significance value of 0.000 (p < 0.05) for both classes, indicating a significant difference between pretest and posttest results. Furthermore, the student response questionnaire showed a positive response toward the use of Emaze, with a percentage of 78.2%. It is concluded that the application of the Emaze learning media has a positive effect on improving student learning outcomes in the Informatics subject.
PENERAPAN MEDIA PEMBELAJARAN GENIALLY TERHADAP HASIL BELAJAR SISWA PADA PELAJARAN INFORMATIKA Imran Jamaluddin; Yoyo Zakaria
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18681

Abstract

This study aims to determine the effect of using Genially-based interactive learning media on the learning outcomes of seventh-grade students in the Informatics subject at SMP IT Mumtaz Islamic School, particularly on Information Systems material. An experimental method with a One Group Pretest-Posttest Design was applied to 20 students. Data were gathered through a 20-item multiple-choice test and validation questionnaires completed by a media expert, a material expert, and the Informatics teacher. The average pretest score of 57.00 rose to 82.75 at posttest, yielding an N-Gain of 0.58 (57.76%), classified as moderate. The data were normally distributed (Shapiro-Wilk) and homogeneous (Levene), and the Paired Sample t-Test produced a t-value of 6.43, exceeding the t-table value of 2.042, so H0 was rejected and H1 accepted. Expert validation placed the media in the Very Feasible category, with scores of 92.50% (media expert), 90.00% (material expert), and 97.50% (teacher effectiveness). These findings indicate that Genially-based interactive learning media significantly improves students' learning outcomes in Informatics, although the absence of a control group and the small sample size mean the results should be read as preliminary evidence requiring further testing.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS CANVA PADA MATERI PECAHAN DI SLB C YPALB PERWARI KUNINGAN Mayang Siti Umayah; Yoyo Zakaria
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18684

Abstract

This study aimed to develop an interactive learning media based on Canva for fraction material for junior secondary students at SLB C YPALB Perwari Kuningan. The study was motivated by the limited use of technology-based learning media, which caused fraction concepts to remain difficult to understand because they are abstract and require concrete, visual, and gradual presentation. This study used a Research and Development (R&D) approach with the 4D model consisting of define, design, develop, and disseminate stages. Data were collected through observation, interviews, questionnaires, and documentation. Qualitative data were analyzed descriptively through data reduction and presentation, while quantitative data from validation and response questionnaires were analyzed using percentage scores. The define stage identified the need for simple, visual, and interactive media that matched the characteristics of students. The design stage produced a media structure consisting of an opening page, main menu, learning objectives, fraction material, examples, interactive exercises or quizzes, and a closing page. The develop stage focused on creating the product in Canva, expert validation, revision, and limited trials, while dissemination was conducted on a limited scale in the research setting. The product integrates text, images, colors, simple animations, audio or video, navigation, and practice activities to support more concrete learning of fractions. Based on the development process, the media was designed to support learning that is more attractive, visual, and aligned with students' learning needs. Penelitian ini bertujuan mengembangkan media pembelajaran interaktif berbasis Canva pada materi pecahan untuk siswa tingkat SMP di SLB C YPALB Perwari Kuningan. Penelitian dilatarbelakangi oleh penggunaan media pembelajaran berbasis teknologi yang belum optimal sehingga materi pecahan yang bersifat abstrak masih sulit dipahami dan membutuhkan penyajian yang konkret, visual, sederhana, serta bertahap. Penelitian menggunakan metode Research and Development (R&D) dengan model 4D yang meliputi tahap define, design, develop, dan disseminate. Data dikumpulkan melalui observasi, wawancara, angket, dan dokumentasi. Data kualitatif dianalisis secara deskriptif melalui reduksi dan penyajian data, sedangkan data kuantitatif dari angket validasi dan respons dianalisis menggunakan persentase. Tahap define menghasilkan identifikasi kebutuhan media yang sederhana, visual, dan interaktif sesuai karakteristik siswa. Tahap design menghasilkan rancangan media yang terdiri atas halaman pembuka, menu utama, tujuan pembelajaran, materi pecahan, contoh soal, latihan atau kuis interaktif, dan penutup. Tahap develop mencakup pembuatan produk menggunakan Canva, validasi ahli, revisi, dan uji coba terbatas, sedangkan tahap disseminate dilakukan secara terbatas di lingkungan penelitian. Produk dirancang dengan memadukan teks, gambar, warna, animasi sederhana, audio atau video, navigasi, dan latihan agar pembelajaran pecahan dapat disajikan lebih konkret dan menarik. Berdasarkan proses pengembangan, media yang dihasilkan dirancang sebagai alternatif media pembelajaran yang lebih visual, interaktif, dan sesuai dengan kebutuhan belajar siswa.