Elis Yuningsih
Universitas Swadaya Gunung Jati

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UTE (Ular Tangga Edukatif ) : Permainan Edukatif Matematika Berbasis Kearifan Lokal Sebagai Upaya Menciptakan Penunjang Pembelajaran yang Menyenangkan dalam Menghadapi Revolusi Industri 4.0 Elis Yuningsih
Jurnal Didactical Mathematics Vol 2, No 1 (2019)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (296.797 KB) | DOI: 10.31949/dmj.v2i1.1669

Abstract

Saat ini kualitas pendidikan di Indonesia masih sangat rendah. Sebuah studi terbaru (Amanda dkk, CFEE Annual Digest 2018) menyatakan bahwa selama sekian tahun sejak masuk SD hingga lulus SMA sekolah hanya meningkatkan keterampilan menghitung atau aritmatika sederhana dari peserta didik sebanyak nol koma nol sekian persen. Rendahnya kemampuan matematika siswa tersebut karena kurangnya latihan pengerjaan soal yang beragam sehingga apa yang diterangkan oleh guru tidak dapat dipahami sepenuhnya oleh siswa. Disamping itu, sifat anak anak yang pantang menyerah dan masih haus akan bermain membuat siswa kekurangan waktu belajar. Untuk mengatasi permasalahan tersebut, peneliti menciptakan sebuah penunjang pembelajaran matematika berupa permainan Ular Tangga Edukasi (UTE) yang diharapkan dapat membantu para siswa melakukan melakukan kegiatan bermain dan belajar dengan soal-soal matematika yang ada pada desain permainan tersebut.
Utilization of Kahoot Application as a Learning Evaluation Tool on the Basics of Accounting Material for Service Companies in Class X Rochanda Wiradinata; Elis Yuningsih
Jurnal Edusci Vol 1 No 3 (2024): Vol.1 No.3 2024
Publisher : Annpublisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62885/edusci.v1i3.173

Abstract

This study aims to determine the improvement of the Kahoot X application of as a learning evaluation tool on learning the basics of accounting and how students respond to the Kahoot application. In this study, using quantitative methods with an experimental method approach with a research design, one group pretest and one group posttest, with the population in this study being class X totaling 33 students, one class was taken as a purposive research sample. In the data collection technique in this study, using tests, namely pre-tests and post-tests, to find out how students improve and questionnaires to find out their responses. Then for data analysis using several tests, namely validity tests, reability, classical assumption tests, and hypothesis tests. The results showed that the Kahoot evaluation tool significantly affected student learning outcomes. This can be shown from the increased N-Gain value and the acquisition of a calculated T-value of 19.022, which means that the Thichung is greater than the ttabel (19,022 1,697) with a significance of 0.000 less than 0.05. As well as a good response from students, there were results of 70% of students who agreed that the Kahoot application could be used for evaluation tools on learning the basics of accounting. So that the kahoot application can be used as a learning evaluation tool and improve learning outcomes.