ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study examines the effect of the interactive learning media Educaplay on students’ interest in learning mathematics at the fourth-grade level of MI Ma’arif NU 5 Sekampung. The study is grounded in the issue of low student interest caused by monotonous and less interactive teaching methods. The objective of this research is to determine whether the use of Educaplay significantly influences students’ learning interest. This research employs a quantitative approach with a quasi-experimental design involving 21 students selected through total sampling.The research design used is Non-Equivalent Control Group Design. Data were collected using questionnaires, observations, and documentation, while data analysis was conducted using validity, reliability, normality, and paired sample t-test. The findings reveal that the use of Educaplay has a significant effect on students’ learning interest, as indicated by a significance value of 0.001 (0.05). The results also show improvements in students’ attention, participation, enthusiasm, and overall engagement in learning mathematics. The novelty of this study lies in the application of interactive digital media specifically in the context of Madrasah Ibtidaiyah, focusing on learning interest rather than cognitive outcomes. This study implies that integrating interactive media into mathematics learning can enhance student engagement and create a more meaningful learning experience.
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
The main objective of this study was to determine whether the use of the flashcard method of the chain whisper game technique helps in memorizing and improving English vocabulary. The method used in this study is known as Classroom Action Research (CAR). Data were collected through documentation, observation, field notes, interviews, and tests. The researcher chose class VII, consisting of 24 students, as the subjects in this study. Based on the data obtained, it can be seen that there was a significant increase in students' vocabulary memorization abilities. This is evidenced by the average value of students in the pre-test and post-test 1, which increased from 56.25 to 67.91, or 11.66, while in post-test 1 and post-test 2, it increased from 67.91 to 77.08, or 9.17. This means that the use of the flashcard method through the chain whisper game technique in memorizing vocabulary can improve English vocabulary in class VII students of SMP 2 PGRI Rengas Bekri Lampung Tengah. It can be seen that this study concludes that the technique of memorizing English vocabulary with the chain whisper game can improve the memorization and understanding of class VII students of SMP 2 PGRI Rengas Bekri, Central Lampung, especially students' interest in learning to memorize vocabulary in learning English.
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This research examines the effectiveness of Wordwall as an interactive learning medium to improve students' vocabulary mastery at SMKN 3 Metro. A quantitative method with a quasi-experimental design was implemented, involving 30 students from the XI TKL class, split equally berween a control group of 15 pupils and an experimental group of 15 students. Wordwall was used to teach vocabukary to the experimental group, while traditional education was given to the control group. Pre-test and post-test evaluations were used to gather data, and SPSS 29.0 was used for analysis, which applied the Mann-Whitney U Test and the Wilcoxon Signed Ranks Test. According to the findings, pupils in the experimental group outperformed those in the control group in terms of vocabulary acuistion. According to descriptive analysis, the mean pre-test score for the experimental group grew from 60.53 to 79.20, while the mean score for the control group increased from 44.27 to 56.27. additionally, the experimental group achieved a higher mean rank of 23.00, compared to 8.00 in the control group, indicating a statistically significant difference in post-test scores between the two groups, according to the Mann-Whitney U Test. These resukts support the idea that Wordwall is a useful tool for learning outcomes for children.