Some students in Madrasahs do not like Arabic because they think it is difficult and boring. In this regard, the description in this thesis departs from the problem of whether the Wordwall game-based learning model influences students' ability to master Arabic vocabulary. This type of research is a quasi-experimental involving two class VIII consisting of 68 students. Collecting data in this study used a test, namely the pretest to determine the initial ability and the posttest to determine the final ability. The results of the homogeneity test show that all data have homogeneous variants, as well as the normality test which shows that the data is normally distributed so that a hypothesis test is carried out using an independent t-test. The results of the Independent t-test showed sig 2 tailed 0.486 > 0.05, which means that H0 is accepted and H1 is rejected, which means that there is no effect of the Wordwall game-based learning model on the ability of students in mastering Arabic vocabulary for class VIII MTs Negeri 2 Palu City. The conclusions obtained are expected that educators use appropriate learning models to improve the quality of learning. For future researchers to be able to develop research using variables that are considered to have an influence on the level of mastery of students' Arabic vocabulary and choose the right learning model so that they can influence the improvement of student learning outcomes.
This research aims to determine effect of audiovisual media in improving student learning outcomes in science learning at SDN 3 Ampana City, Tojo Una-una Regency on theme 9 "Exploring Outer Space". This research is descriptive quantitative with with one group pretest-posttest design. The research sample was 27 students of class VI. Data collection was carried out through written test using multiple choice question. The results of the research indicate the influence of audiovisual media in improving student learning outcomes. This is evidenced by the average results of the pretest of 38.52 and the posttest of 73.70. This result is higher than the KKM 70. Runs test in the posttest obtained a value of 0.101 with a significance level of 5% (0.05), which means that H0 is rejected and H1 is accepted.
This training aims to provide a technical understanding of Microsoft Office for students of SMA Saribuana Makassar. In addition, to optimize the role of the Saribuana Makassar High School teacher in providing Microsoft Office training for students. The results of the training are expected to contribute to the development of skills for students of SMA Saribuana Makassar in accessing important information regarding the operation of Microsoft Office as one of the requirements in adapting to the world of the Industrial Revolution 4.0. Learning Microsoft Office is a medium in bridging the graduates of SMA Saribuana Makassar in accessing the world of work that is ready to be used by companies, government agencies, and other social institutions that require high school graduates who are ready to adapt to information technology.
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