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Iqbal Syahputra; Ainul Mardhiyah

Penelitian ini bertujuan untuk mengetahui pengaruh penerapan Model Pembelajaran Berbasis Proyek berbantuan Media Baamboozle terhadap motivasi belajar dan hasil belajar ekonomi siswa kelas XI SMA Swasta Tunas Harapan. Metode penelitian yang digunakan adalah penelitian eksperimen semu dengan rancangan kelompok kontrol non-ekuivalen. Populasi penelitian ini adalah seluruh siswa kelas XI SMA Swasta Tunas Harapan yang berjumlah 50 orang. Teknik pengambilan sampel menggunakan sampel jenuh, sehingga diperoleh sampel sebanyak 25 siswa kelas XI-1 (kelas eksperimen) dan 25 siswa kelas XI-2 (kelas kontrol). Pengumpulan data menggunakan angket motivasi belajar siswa dan soal pilihan ganda. Analisis data menggunakan uji-t sampel independen. Hasil penelitian menunjukkan bahwa: 1) Terdapat pengaruh yang signifikan penerapan Model Pembelajaran Berbasis Proyek berbantuan Media Baamboozle terhadap motivasi belajar ekonomi siswa, 2) Terdapat pengaruh yang signifikan penerapan Model Pembelajaran Berbasis Proyek berbantuan Media Baamboozle terhadap hasil belajar ekonomi siswa kelas XI SMA Swasta Tunas Harapan.

Like Marissa Veronika Simatupang; Aruan, Linda

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

The objective of this research is to develop interactive learning media using the Baamboozle application with the topic “Zeit mit Freunden” on reading skill level A1. The present study was conducted in the language laboratory of the Faculty of Language and Arts, State University of Medan. The present research employs the developmental model of Richey and Klein, which comprises three distinct stages: (1) planning, (2) making, and (3) evaluation. The data presented herein were collected through a combination of interviews, observations, and a thorough literature study, with the material drawn from the publication entitled Netzwerk neu A1. The result of this research is a digital game-based interactive learning media designed to improve students reading ability at A1 level. The aspects that are assessed include content, interactivity, ease of use, and design. The validation process was conducted by media and material experts, and the result was 92, which is classified as very good.