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Dendi Juniansyah
Universitas PGRI Palembang

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Pengaruh Strategi Word Square Berbantuan Media Gambar terhadap Hasil Belajar Matematika Siswa Kelas IV SD IT Kamiliyah Palembang Dendi Juniansyah; Nora Surmilasari; Jayanti Jayanti
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.4061

Abstract

This study aims to prove that there is an influence of the word square learning model on student learning outcomes in mathematics at SD IT Kamiliyah Palembang. The population of this research is all class IV even semester of 2022/2023 academic year. This study uses a purposive sampling technique, which means data collection techniques with certain considerations in taking the sample. The samples in this study were students of class IVA as the control class and students of IVB as the experimental class. This research is a quantitative research with a quasi-experimental type. The research design used in this research is the Post Test Only Control Group Design. In this design there are 2 groups selected randomly (R). Research on class IVB as an experimental class using the word square learning model. Based on the results of the analysis of hypothesis testing on the posttest values ​​of the experimental class and control class using the t-test (Independent sample T-test) with the help of SPSS, the sig. (2-tailed) of 0.000 <0.05. So it can be concluded that Ha is accepted. This means that there is a significant influence of the word square learning strategy assisted by media images on the learning outcomes of Mathematics for class IV SD IT Kamaliyah Palembang. It is suggested that this model can improve students' skills and activeness in answering and solving various questions from easy questions to difficult questions.
Pengaruh Implementasi Game Duolingo terhadap Kemampuan Linguistik pada Siswa Dendi Juniansyah; Fikry Kurniawan; Syarifuddin Syarifuddin
Journal on Education Vol 6 No 4 (2024): Journal on Education: Volume 6 Nomor 4 Mei-Agustus 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i4.6266

Abstract

The rapid development of technology encourages the emergence of the latest innovations in various aspects of human life, including education. One popular innovation in education is the use of gamification-based educational applications. This application is packaged in an interesting and interactive way, like a game, for example, the duolingo game. The duolingo game is an application that presents language learning materials in the form of interactive and fun games or challenges. Apart from being an educational game, this duolingo application can also improve linguistic abilities in students. This study aims to determine the effect of the application or implementation of the duolingo game on linguistic abilities in students. The research method uses a descriptive qualitative approach by collecting literature related to the title of the study or discussion taken. From the research that has been done, the results show that the implementation of the duolingo game has a significant positive effect on students' linguistic abilities, and can increase students' enthusiasm or enthusiasm for learning.