Crossmark

Main Article Content


Abstract

Mathematics learning aims to make it easier to solve various problems in everyday life, ranging from simple problems to very complex problems. Therefore, all participants are encouraged to enjoy, master and understand mathematics well. To master and understand mathematics well, every student needs a high interest in learning mathematics. There are many ways to arouse students' interest in learning, one of which is by creating a pleasant learning atmosphere. So, the way to arouse students' interest in learning lies in the teacher's ability to design and implement fun learning strategies. The aim of this research is to examine the influence of fun learning on student learning outcomes in class VII SMP Negeri 3 Pontianak. Examining how much influence fun learning has when applied to classroom learning. This study employs a quantitative research method. The findings indicate a substantial impact on student learning outcomes. Obtained from the results of research data which shows sig (2-tailed) is 0.000, which means 0.000 < 0.05.

Keywords:
Download Full-Text PDF Direct PDF file • 3532.pdf

Share Article:

Citation Metrics:

Scopus

Downloads

Download data is not yet available.

Citation Metrics & Similar Scopus Articles

Data source Crossref
1
citations
Citation counts are source-specific and may differ because database coverage, reference matching, and update schedules are different. Counts are not added together. Crossref values represent citation links registered and matched by Crossref.
Check Secondary Documents in Scopus
Open this article in Scopus, then check the Secondary documents tab. Use Manual Citation Fallback only for counts you have verified manually.
Open in Scopus
Similar Scopus Articles
Scopus
  1. Ratnaningsih E. (2027)
    Designing a Data-Driven E-Learning Module for Teaching English to Young Learners: Integrating Needs Analysis and the ISAV Learning Model
    Asean Journal of Educational Research and Technology, 6(2), 269-286
  2. Unyaphatariyakool S. (2027)
    Science Teachers’ Learning Management Competency through Professional Learning Communities to Promote Scientific Creativity and Sustainable Development Goals (SDGs)
    Asean Journal of Educational Research and Technology, 6(2), 241-252
  3. Ding S. (2027)
    Digital Renewal of University Education: Barriers, Opportunities, and Contributions to Sustainable Development Goals (SDGs)
    Asean Journal of Educational Research and Technology, 6(2), 229-240

Article Details

How to Cite
Sulindra, D., Munaldus, M., & Rustam, R. (2024). Pengaruh Pembelajaran Menyenangkan terhadap Hasil Belajar Peserta Didik pada Kelas VII SMP Negeri 3 Pontianak. TSAQOFAH, 4(5), 3693-3701. https://doi.org/10.58578/tsaqofah.v4i5.3532

References

Darmansyah. (2010). Strategi Pembelajaran Menyenangkan dengan Humor.
Dave Meier. (2000). The Accelerated Learning Hanbook. McGraw-hill.
Maswar, M. (2019). Strategi Pembelajaran Matematika Menyenangkan Siswa (Mms) Berbasis Metode Permainan Mathemagic, Teka-Teki Dan Cerita Matematis. Alifmatika: Jurnal Pendidikan Dan Pembelajaran Matematika, 1(1), 31. https://doi.org/10.35316/alifmatika.2019.v1i1.28-43
Rudi hartono. (2013). Ragam Model Mengajar yang Mudah diterima murid. Yogyakarta : Diva Press.
Subana M, S. (2011). Dasar dasar penelitian ilmiah. Bandung : CV Pustaka Setia.
Sugiyono. (2016). Metode penelitian kuantitatif, kualitatif, dan kombinasi (mixed methods). ALFABETA.