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Journal : Jurnal Armada Pendidikan

Penerapan Pembiasaan Kegiatan Keagamaan dalam Membentuk Karakter Disiplin Siswa di SMPN 17 Pekanbaru Radiatul Aisy Funny; Sukmawati; Muhammad Syafi'i
JURNAL ARMADA PENDIDIKAN Vol 1 No 1 (2023): JURNAL ARMADA PENDIDIKAN
Publisher : Kilau Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60041/jap.v1i1.4

Abstract

Instilling character education, especially discipline, is an important thing to instill in students from a young age. The purpose of this study was to determine the objective conditions of the habituation of religious activities, to know the discipline and religious character of students, and to know the influence of the habituation of religious activities on the character of student discipline at SMPN 17 Pekanbaru. This research is a qualitative descriptive study using observation and documentation data collection techniques. The results showed that the habituation of religious activities at SMPN 17 Pekanbaru had a significant effect on student discipline.
Pemanfaatan Media Pembelajaran Aplikasi Quizizz dalam Meningkatkan Motivasi dan Hasil Belajar Siswa SMK Migas Bumi Melayu Riau Ramadhani; Esti Suryani Putri; Muhammad Syafi'i
JURNAL ARMADA PENDIDIKAN Vol 1 No 1 (2023): JURNAL ARMADA PENDIDIKAN
Publisher : Kilau Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60041/jap.v1i1.8

Abstract

Education is one aspect that is very influential in the quality of human resources in a country. Improving the quality of education will improve the quality of human resources in the country. Success in carrying out learning activities can be seen from the results achieved by students. One of the efforts made to see the success of learning activities is to use learning methods that can attract the attention of students. Learning methods that utilize current technological developments can be used to increase student motivation and learning outcomes, one of the methods that can be used is by using the Quizizz application as a learning medium that can attract students' attention. Quizizz is an application that can be used as a medium for learning activities. This application combines education, games and technology. The purpose of this study is to describe how the use of the Quizizz application affects student motivation and learning outcomes. This study uses observation and descriptive methods. The approach used is a qualitative approach with descriptive data. Descriptive data, namely data collected from research results using words. The results of research using Quizizz are very effective in the process of learning activities at SMK MIGAS Bumi Melayu Riau.