Skip to content
#software testing Review Open access

PENGARUH PENGGUNAAN MEDIA GADGET TERHADAP PENGUATAN PROFIL LULUSAN DI KELAS VIII SMP NEGERI 1 ATINGGOLA

Unknown authors
Sep 2026 · LEARNING Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran · 0 citations

Abstract

Information and communication technology developments have driven the utilization of gadgets as potential learning media. However, student gadget use is still dominated by entertainment. This quantitative research, employing a survey method, aims to determine the effect of gadget media usage on reinforcing the Graduate Profile of 8th-grade students at SMP Negeri 1 Atinggola. The research sample consisted of 84 students selected through a purposive sampling technique. Data were collected via questionnaires and analyzed using SPSS software, involving validity, reliability, normality, descriptive analysis, simple linear regression, t-test, and the coefficient of determination. The instrument tests indicated that all data were valid, reliable (Cronbach’s Alpha = 0.991), and normally distributed (sig. 0.200 > 0.05). Simple linear regression analysis yielded the equation Y = 0.954 + 0.783X, indicating a positive relationship. The t-test resulted in a significance value of 0.000 < 0.05, thereby accepting the hypothesis. The coefficient of determination (R2) of 0.535 shows that gadget media contributes 53.5% to reinforcing the Graduate Profile, while the remaining 46.5% is influenced by other factors. In conclusion, the use of gadget media has a positive and significant influence on reinforcing the Graduate Profile of 8th-grade students at SMP Negeri 1 Atinggola. ABSTRAK Perkembangan teknologi informasi dan komunikasi memicu pemanfaatan gadget sebagai media pembelajaran yang potensial. Namun, mayoritas siswa masih menggunakannya untuk hiburan. Penelitian kuantitatif dengan metode survei ini bertujuan untuk mengetahui pengaruh penggunaan media gadget terhadap Penguatan Profil Lulusan siswa kelas VIII SMP Negeri 1 Atinggola. Sampel penelitian berjumlah 84 siswa yang dipilih melalui teknik purposive sampling. Pengumpulan data dilakukan dengan penyebaran angket, lalu dianalisis menggunakan program SPSS melalui uji validitas, reliabilitas, normalitas, analisis deskriptif, regresi linier sederhana, uji t, serta koefisien determinasi. Hasil uji instrumen menunjukkan seluruh data valid dan reliabel (Cronbach’s Alpha = 0,991) serta berdistribusi normal (sig. 0,200 > 0,05). Analisis regresi linier sederhana menghasilkan persamaan Y = 0,954 + 0,783X, yang membuktikan adanya hubungan positif. Uji t menunjukkan nilai signifikansi 0,000 < 0,05, sehingga hipotesis diterima. Nilai koefisien determinasi (R2) sebesar 0,535 menandakan bahwa media gadget berkontribusi sebesar 53,5% terhadap Penguatan Profil Lulusan, sedangkan sisanya dipengaruhi faktor lain. Dapat disimpulkan bahwa penggunaan media gadget berpengaruh positif dan signifikan terhadap penguatan Profil Lulusan siswa kelas VIII SMP Negeri 1 Atinggola.    

Read PDF

Similar papers

Review Open access Aug 2026

PENGARUH MEDIA PEMBELAJARAN INTERAKTIF EDUCAPLAY TERHADAP MOTIVASI BELAJAR SISWA KELAS XI PADA MATA PELAJARAN PKK

Low learning motivation and student passivity in PKK instruction caused by conventional media dominance represent the primary issue at SMKN 1 Bulango Utara. This quantitative survey study aimed to analyze the effect of using Educaplay interactive learning media on the learning motivation of eleventh-grade students. Dat...

Yulin Duhe, Melizubaida Mahmud, Imam Prawiranegara Gani et al. · 0 citations
Open access Aug 2026

Analisis Kebutuhan Pengembangan Media Pembelajaran Digital Berbasis Microlearning dan Gamifikasi pada SMA/SMK

This study aims to analyze the development needs of microlearning and gamification-based learning media at the Senior High/Vocational School (SMA/SMK) level. A descriptive quantitative approach was employed using a questionnaire instrument distributed to 32 respondents (teachers and students). The instrument consisted...

Sunarti Rasdin, N. H., Abdul Hakim et al. · 0 citations
Open access Aug 2026

Pengaruh Penggunaan Gadget terhadap Ketertarikan dan Keterlibatan Belajar Siswa IPS di SMP Negeri 2 Kauman Tulungagung

Although gadgets provide students with rapid access to a wide range of learning resources, their presence in instructional settings may also generate off-task attention when academic use is not properly regulated. This research assessed the statistical influence of gadget use on the learning interest and learning engag...

Muhammad Agil Fcahrudin, N. I. Khusna · 0 citations
Open access Aug 2026

Pengaruh Penggunaan Media Interaktif Berbasis Aplikasi Kahoot Terhadap Motivasi Belajar pada Mata Pelajaran PAI Kelas 4 SD Negeri 3 Purwawinangun

This study aims to determine the effect of using Kahoot-based interactive media on the learning motivation of fourth-grade students in the Islamic Religious Education (PAI) subject at SD Negeri 3 Purwawinangun. The study was motivated by low student learning motivation evidenced by a lack of attention, active participa...

Riska Ayu Rahmatik, Dina Munawaroh · 0 citations
Open access Sep 2026

Pengembangan Media Interaktif Kuis Berbasis Canva pada Pembelajaran IPAS Kelas V SD Negeri 17 Lubuklinggau

This study aims to develop an interactive quiz media based on Canva for Grade V IPAS learning. The study employed the Research and Development (R&D) method using the ADDIE development model. The subjects of this study were 27 fifth-grade students. Data collection techniques included observation, interviews, questionnai...

Dira Khoirun Dzaky, Y. Satinem, Akmal Rijal · 0 citations
Open access Sep 2026

PENGARUH PENGGUNAAN APLIKASI TIKTOK TERHADAP MOTIVASI BELAJAR SISWA KELAS VI DI SDN INPRES SARJO

Abstract: This study aimed to determine the effect of TikTok application usage on the learning motivation of sixth-grade students at SDN Inpres Sarjo. This research employed a quantitative approach using a correlational method. The population of this study consisted of all sixth-grade students at SDN Inpres Sarjo, with...

Rahmani, Abdul Rahman, Sinta Satria Dewi Pendit et al. · 0 citations

Related blog posts

Microsoft Research Blog Oct 30, 2026

From synthetic enterprise data evaluations to real Microsoft Copilot AI confidence

Evaluating Microsoft Copilot at enterprise scale requires test data that captures the full complexity of real organizations, yet real enterprise data contains sensitive information that cannot be used for evaluation under any circumstances. The post From synthetic enterprise data evaluations to real Microsoft Copilot AI confidence appeared first on Microsoft Research.

Microsoft Research Blog Oct 29, 2026

Microsoft Research Focus – Edition #97

Host Sowbhagya Suresh shares some of the latest news and cutting-edge research from across Microsoft—from understanding the challenges facing coding agents to uncovering how people use AI at work and improving extended-range weather forecasting. The post Microsoft Research Focus – Edition #97 appeared first on Microsoft Research.

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.