The results of data analysis, hypothesis testing, and discussion concluded that this study aimed to determine the effect of gadgets on students’ learning outcomes in the IT subject at grade V of SD St. Antonius Bangun Mulia Medan in the academic year 2020/2021. The population of this study consisted of 55 students, and all students were selected as the sample. A quantitative method with a survey design was used to obtain the required data. The samples were selected using a random sampling technique. Data were collected through observations, questionnaires, and document studies. The hypothesis was tested using correlation analysis and a t-test. The results showed that the initial average score of students’ learning outcomes was 66.90, which was categorized as fair with a percentage of 32.72%. After using gadgets in learning, the average score of students’ learning outcomes increased to 85.36, which was also categorized as fair with a percentage of 34.54%. Furthermore, the hypothesis testing results showed that rcount = −0.169 and tcount = −1.248, while ttable = 1.673 at a significance level of 5%. Since tcount < ttable (−1.248 < 1.673), H0 was accepted and Ha was rejected. This indicates that gadgets had no effect on the learning outcomes of fifth-grade students at SD St. Antonius Bangun Mulia Medan.
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