scholarly journals The Effectiveness of Educational Games on Post-Pandemic Learning

2021 ◽  
Author(s):  
Yogi Dwi Satrio ◽  
Cipto Wardoyo ◽  
Sheerad Sahid ◽  
Slamet Fauzan ◽  
Dudung Ma’ruf

Learning through interactive media gives additional value to the educational world because it enables learners to represent themselves. Game-based learning promotes learners’ creativity, critical thinking and cognitive skills related to technology use. Previous research discovered that game-based learning has a positive effect on learners. Therefore, in this research, an applied study was conducted on the use of the E-CrowdWar educational game with high school students. The purpose of this study was to determine the effectiveness of using games in learning to improve student learning outcomes. The study was conducted with 100 high school students in Blitar and 100 in Kediri. E-CrowdWar was used during the classroom activities along with in-class learning. An independent sample t-test was used to measure the effectiveness of game-based learning. The integration of games into online learning had a significantly positive effect on student learning outcomes. The pre-test results showed that the average student learning outcome score in both cities was the same, namely 65 points. After implementing game-based learning, student learning outcomes in Kediri increased to 90.74 points and in Blitar to 86.95 points. The study discovered that game-based learning through E-CrowdWar was effective in promoting the students’ academic outcomes, although there were differences in the mean score. Based on the results, game-based learning provides tremendous improvements in learning outcomes and so should be applied, especially in the economic field. Keywords: Gamification, Education, Learning Result

Author(s):  
Mira Juwita Eva Distyasa ◽  
Elizabeth Titiek Winanti ◽  
I G P Asto Buditjahjanto ◽  
Tri Rijanto

The main problem in education today is the lack of effectiveness in the learning process. This can be seen from the average student learning outcomes which are always still low. Especially for vocational high school students who emphasize learning skills in order to produce work-ready graduates, but it is inversely proportional to the facts in the field. Low learning outcomes are indicated because the learning conditions are still conventional (lectures, practicum, and discussions) where teachers are still a source of learning (teacher centered). This study aims to determine the effect of the project based blended learning model on learning outcomes of vocational high school students. This research was conducted through a literature review and relevant research results and was continued through a Focus Group Discussion (FGD). From the research it was found that there was a significant positive influence between the variable model of project based blended learning and student learning outcomes, which means that student learning outcomes can be improved through the application of a project based blended learning model.


2020 ◽  
Vol 8 (3) ◽  
pp. 358-366
Author(s):  
Armi Nuridah ◽  
Partaya Partaya

The problem that occurs in the education world right now is the low learning outcomes and student creativity. Based on references, the roles playing method is an effective learning method for increasing student creativity and learning outcomes. The purpose of this study is to determine the effectiveness of the roles playing method on creativity and student learning outcomes and to find out the effectiveness of the roles playing method on learning the immune system. This research is a quasi-experimental research with nonequivalent control group design. The population are all students of grade 11 in MIA MAN 2 Semarang 2018/2019 school year. The sample is determined by purposive sampling and 2 classes have selected as the experimental class and the control class. In this study the experimental class carried out immune system learning using the roles playing method while the control class used the lecture method. The results showed that 85.56% of the experimental class students has creativity with creative to very creative categories while the control class is only 41.67% of students included in the creative and very creative categories. Student learning outcomes data show that the classical learning completeness of the experimental class is higher than the control class with a difference of 36.12%. The average value of learning outcomes and the average N-Gain score of the experimental class students also have a higher average value of the control class. The implementation of learning the roles playing method gained a score of 95.56%. Based on the description it can be concluded that the role playing method is effective on the creativity and learning outcomes of high school students and it can be concluded that the role playing method is effectively applied to learning the immune system because the results of the study already meet all the indicators that have been set.


2019 ◽  
Vol 4 (3) ◽  
pp. 14-16
Author(s):  
Emma Rumahlewang ◽  
Lambertus J. Lokollo ◽  
Beatrix J.M. Salenussa

This study aims to determine the effect of learning motivation and study habits on the learning outcomes of high school students in Ambon City. Survey research was conducted at SMA Ambon samples included 200 students drawn at random(randomsampling).Testing the research hypothesis using multiple regression analysis with SPSS. The results of this study conclude that: (1) there is a significant effect of learning motivation on student learning outcomes, (2) there is a significant effect of learning habits on student learning outcomes, and (3) there is a joint effect of learning motivation and learning habits on learning outcomes students. Based on the results of this study, it was recommended that improving student learning outcomes required increased learning motivation and study habits.


Author(s):  
Sandri Irmawan

<p align="justify">The learning process is a part that plays an important role in the success of learning. The selection of the right method is one way for the learning process to work as expected. Peer tutoring method is one of the interactive learning methods involving students who are competent in the material taught so they can provide learning guidance to other students. This study aims to improve student learning outcomes in the realm of knowledge and skills through the application of peer tutoring methods. This research is a Classroom Action Research (CAR) conducted in 2 cycles with 4 stages, namely planning, implementation, observation and reflection. The subjects in this study were 34 vocational high school students. Data collection methods used include observation, tests, performance and interviews. Test the validity of the data using data triangulation. The research data was analyzed using a comparative descriptive percentage analysis technique. From the data obtained shows that the application of peer tutoring methods can improve student learning outcomes by 88.23% in the realm of knowledge and 91.17% in skills. From the results of the study it can be concluded that the application of peer tutoring methods can improve the learning outcomes of Vocational High School students.</p>


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Demitrius Jonathan

Abstract.This research was discussing the importance of improving the quality of the process and learning outcomes through various optimal learning models, while the teacher holds a very important role in involving students who take learning. The purpose of this study was to improve the learning outcomes of Zion High School students through the jigsaw cooperative learning model in biology subjects for the academic year 2017/2018. This research is a Classroom Action research, which discusses student factors, teacher factors and student learning outcomes. The location of this study was in Zion Makassar High School, 30th grade science as many as 30 students in the even semester of the academic year 2017/2018. Implementation of the action consists of 3 (three) cycles followed by Observation and Reflection activities. Cooperative learning type jigsaw can improve student learning outcomes. Cooperative learning type jigsaw learning is very positive, and student learning outcomes increase each cycle.Keywords: biology learning outcomes, type jigsaw cooperative learning.


Jurnal Kiprah ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. 84-90
Author(s):  
Andi Kaharuddin ◽  
Nasrun Syahrir ◽  
Trisniawati

Sipakatau, sipakalebbi dan sipakainge merupakan budaya moral Bugis di Sulawesi Selatan yang perlu dilestarikan di dalam pembelajaran. Tujuan penelitian ini untuk melihat peningkatan hasil belajar matematika siswa SMA dari implementasi budaya sipakatau, sipakalebbi, sipakainge. Penelitian ini termasuk metode penelitian tindakan kelas. Delapan puluh delapan siswa kelas IPA XI SMA Negeri 5 Makassar menjadi sampel penelitian. Instrumen yang digunakan dalam mengumpulkan data menggunakan instrumen observasi dan tes hasil belajar siswa. Hasil penelitian ini menunjukan bahwa: (1) Implementasi budaya sipakatau meningkatkan hasil belajar siswa sebanyak 87%; (2) Implementasi budaya sipakalebbi meningkatkan hasil belajar siswa sebanyak 88%; dan (3) Implementasi budaya sipakainge meningkatkan hasil belajar siswa sebanyak 85%. Secara umum disimpulkan bahwa implementasi budaya sipakatau, sipakalebbi dan sipakainge meningkatkan hasil belajar siswa kelas IPA XI SMA Negeri 5 Makassar sebesar 86%. Sipakatau, sipakalebbi, and sipakainge are bugis moral cultures in South Sulawesi that need to be preserved in learning. The aim to see the improving in mathematics learning outcomes of high school students from the implementation of the culture of Sipakatau, Sipakalebbi, Sipakainge. This research was a class action research method. 88 students of class XI IPA of SMAN Negeri 3 Makassar became the research sample. The instrument used to collect data uses student learning outcomes tests. The results of this study indicated that as many: (1) the application of sipakainge culture increases student learning outcomes by 87%. (2) the application of sipakalebbi culture increases student learning outcomes by 88%. and (3) the application of sipakainge culture increases student learning outcomes by 85%. In general, it is concluded that the implementation of sipakatau, sipakalebbi and sipakainge culture improves student learning outcomes of class XI IPA SMAN 5 Makassar by 86%.


2018 ◽  
Vol 7 (4.33) ◽  
pp. 191
Author(s):  
Nafisa Firmania ◽  
Putu Sudira ◽  
Asnul Dahar Minghat

Assessment is an activity that must be done in each lesson. Educational assessment is the process of gathering and processing information to determine the achievement of student learning outcomes. A good assessment must be carried out both in the learning process and in the final learning outcomes. The teaching and learning process in Vocational High Schools includes an explanation of science or study subjects and practice. With the complexity of learning in the Vocational High School, the assessment that is applied must be appropriate and can include the assessment of students as a whole. The assessment applied at the Vocational High School at this time is authentic assessment, where the assessment assesses three aspects of each student. The three aspects namely knowledge assessment, skills assessment and attitude assessment. Authentic assessment measures the overall student learning outcomes because this assessment assesses the progress of student learning not just the end result of student learning. Vocational high school students are prepared to work, therefore not only knowledge and skills must be invested because attitude is more important than both aspects. In other words, vocational high school students must be able to balance their knowledge and skills and be accompanied by a good attitude in each process.  


2020 ◽  
Vol 8 (1) ◽  
pp. 27
Author(s):  
Setiono Setiono ◽  
Gina Nuranti ◽  
Mira Mariana Agustini

This class action research aims to improve student learning outcomes by implementing scientific activities and visualization of subject matter. Research subjects in this study were high school students of Muhammadiyah High School in Sukabumi City (n = 20). The instrument used in this study was a multiple choice test to measure student learning outcomes, student observation sheet activities and interviews. The research method is classroom action research. The results showed that there was an increase in student learning outcomes after the implementation of scientific activities and visualization. scientific activities and visualization of subject matter can learners construct knowledge so that student learning outcomes have increase.


Author(s):  
Lera Kurniatul Aslam ◽  
Suparji Suparji ◽  
Tri Rijanto

The main problem in formal learning is that teachers carry out learning with direct learning models and lectures. The right learning model can maximize student learning outcomes and learning objectives will be achieved. This study aims to determine the effect of the Problem Based Learning (PBL) learning model on the learning outcomes of vocational high school students. This research was conducted through a literature review and relevant research results and was continued through a Focus Group Discussion (FGD). From the research it was found that there was a significant positive influence between the problem-based learning (PBL) model variable and student learning outcomes, which meant that student learning outcomes could be improved through the application of the Problem Based Learning (PBL) learning model.


2016 ◽  
Vol 4 (1) ◽  
Author(s):  
Sudirman Sudirman

Learning science in junior high school raises many problems found on direct instruction, students learn such activity is very low. Students lacking the spirit to learn science, pretend to understand the teacher's explanations. Students in learning activities mediocre both classical learning and teamwork that ultimately student learning outcomes many incompletes. To overcome this, then do action research in order to improve the results of junior high school students learn science through learning model Think Pair Share for Class VIII.1 second-semester students of SMP Negeri 2 Metro in the academic year 2012/2013. This study time is 3 months. Based on the recapitulation of the data observation learning process and the work of the group, the student learning outcomes can be summarized as follows. In observation of the learning process from the first meeting until the meeting of the 6th, there is increased an activity of students in learning. This happened after learning that teachers undertake improvements at each meeting.


Sign in / Sign up

Export Citation Format

Share Document