scholarly journals Persepsi Mahasiswa terhadap Pembelajaran Daring Berbasis Video dengan Bantuan Pen Tablet Selama Pandemi Covid-19

2021 ◽  
Vol 5 (2) ◽  
pp. 124-136
Author(s):  
Muhammad Reza ◽  
Rosi Hamama ◽  
Sulmia Maulida ◽  
Nurmalahayati Nurdin ◽  
Adean Mayasri ◽  
...  

Online learning requires students to be more independent in learning. For example, chemistry learning tends to contain abstract concepts (very theoretical), so it requires a more detailed description and explanation. To help solve this problem, we need a media that can make it easier for students to learn during online learning. The purpose of this study was to determine student perceptions or responses to learning using teaching videos. The method used in this research is descriptive quantitative, which will produce a description of quantitative data related to student perceptions of the results of the Cronbach Alfa test. The instruments in this study were questionnaires, and learning outcomes test questions. The sample consisted of 102 students. Before being used, video-based learning media with the help of a pen tablet were validated by media and material experts, both in terms of construction and concepts contained in the learning media. The validation results obtained an average value of 0.91 which means it is very valid. Further analysis using reliability showed the Cronbach Alfa coefficients were 0.88, respectively; 0.92; 0.93 consecutively for aspects of knowledge, media and convenience. In order to be accepted by the media as learning media, it is necessary to look at student responses to aspects of knowledge (P) where the average value is 3.96 which is classified as good, media (M) 4.02 and convenience (K) 3.81 are also included in good category.

2021 ◽  
Vol 3 (2) ◽  
pp. 191
Author(s):  
Ramlan Silaban ◽  
Pelita Ananda Sianturi

This study aims to see whether the learning outcomes of students who are taught with Android-based chemistry learning media are higher than the KKM scores, determine the feasibility of Android-based chemistry learning media developed based on BSNP standards and determine student responses to ChamRaAte media. The media feasibility data and student responses were analyzed descriptively, while the learning outcome data were statistically analyzed with the left side t test. Based on the results of data analysis, the Android-based chemistry learning media developed met the BSNP eligibility standards with an average feasibility of 3.8 with very valid criteria and did not need to be revised. The results of student responses to ChamRaAte media obtained a total percentage of 98%, which means that students received and responded to the media very well. The results of the t test using SPSS 25 obtained sig (2-tailed)> 0.05 (0.142> 0.05) and - t table <t count (-1.729 <1.531), which means that the learning outcomes of students who are taught with Android-based chemistry learning media are higher than KKM value.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Arpina Saleha ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Okviyoandra Akhyar

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh media permainan ular tangga senyawa terhadap hasil belajar siswa.Penelitian ini menggunakan nonequivalentcontrolgroupdesign. Populasi dalam penelitian ini adalah seluruh siswa kelas X MIA, sedangkan sampel penelitian yang digunakan yaitu X MIA 2 dan X MIA 3.Pada penelitian ini kedua kelas diberikan perlakuan yang berbeda,kelas X MIA 2 dibelajarkan tanpa menggunakan permainan media ular tangga senyawa, sedangkan kelas X MIA 3 dibelajarkan menggunakan media permainan ular tangga senyawa.Teknik pengumpulan data yang digunakan adalah soal tes pilihan  ganda.  Data  yang diperoleh dianalisis  menggunakan  uji mann whitney u.Data hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas kontrol lebih rendah daripadanilai rata-rata kelas eksperimen.Sehingga dapat disimpulkan bahwa terdapat pengaruh media permainan ular tangga senyawa pada materi tata nama senyawa terhadap hasil belajar siswa di SMA Negeri 1 AlalakThis study aimed to determine whether or not the influence of snake and compound compound media play on student learning outcomes. This study used nonequivalent control group design. The population in this study were all students of class X MIA, while the research samples used were X MIA 2 and X MIA 3. In this study both classes were given different treatments, class X MIA 2 was taught without using snake ladder compound media games, while classes X MIA 3 was taught using the media game snake ladder compound. Data collection techniques usedwere multiple choice test questions. The data obtained were analyzed using the Mann Whitney test. The data of the research showed that the average value of the control class post-test is lower than the average value of the experimental class.  So  it  can  be  concluded  that  there  were  the influence  of  snake  ladder compound  media  on  compound  nomenclature material  on  student  learning outcomes in SMA Negeri 1 Alalak.


2021 ◽  
Vol 2 (1) ◽  
pp. 90-101
Author(s):  
Wulan Rahayu Syachtiyani ◽  
Novi Trisnawati

The covid-19 pandemic has shifted the learning system in Indonesia to distance learning, or better known as online learning. Various education units carry out online learning, this can bring about changes in learning activities. Whether it’s from students, teachers and the learning environment. From the existing phenomena, the researcher wants to conduct an analysis related to learning motivation and student learning outcomes during the covid-19 pandemic. This study aims (1) to find out how student motivation during the covid-19 pandemic and (2) to find out how student learning outcomes during the covid-19 pandemic. This research is qualitative descriptive study using a qualitative approach. The research subjects were students of X OTKP class, vocational high school 1 Ngawi while the value of student learning outcomes was taken in the General Administration subject. Data collection techniques using interviews, observation, and documentation. While the data analysis technique uses percentages. From the research conducted, it was found that the six indicators of learning motivation got an average of 84,28%, which means that student learning motivation falls into the high motivation category. While the average value of student learning outcomes got a percentage of 82,64%. Which means that student learning the category of good learning outcomes.


2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Alfera Bekti Susanti

Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar dalam pembelajaran daring melalui media game edukasi Quizizz. Penelitian ini merupakan penelitian tindakan kelas dengan subyek penelitian siswa kelas VI SD Negeri Kesongo 01 sebanyak 22 siswa. Penelitian ini dilaksanakan 2 siklus, masing-masing siklus 1 kali pertemuan. Setiap pertemuan terdisi dari 4 tahap yaitu perencanaan, pelaksanaan, observasi dan refleksi. Pelaksanaan tahap-tahap penelitian sedikit berbeda dari pembelajaran dalam kelas karena pembelajaran dilakukan secara terpisah atau siswa berada dirumah masing-masing. Berdasarkan hasil penelitian, pada siklus I diperoleh nilai rata-rata hasil belajar siswa 51,36 dengan katagori cukup. Sedangkan pada siklus II diperoleh nilai rata-rata hasil belajar siswa 93,45 dengan katagori tinggi. Jadi dari siklus I dan siklus II terjadi peningkatan hasil belajar siswa sebanyak 42,09. Dengan demikian penelitian dapat disimpulkan bahwa media belajar berbasis game edukasi quizizz dapat meningkatkan hasil belajar siswa dalam pembelajaran daring pada tema Globalisasi.Kata Kunci: Hasil  Belajar, Pembelajaran Daring, Game Edukasi This study aims to determine the increase in learning outcomes in online learning through quizizz educational game media. This research is a classroom action research with 22 students of grade VI SD Negeri Kesongo 01 as subjects. This research was conducted in 2 cycles, each cycle 1 meeting. Each meeting consists of 4 stages, namely planning, implementing, observing and reflecting. The implementation of the stages of research is slightly different from classroom learning because learning is carried out separately or students are at home. Based on the results of the study, in the first cycle the average value of student learning outcomes was 51.36 with a sufficient category. Whereas in the second cycle the average value of student learning outcomes was 93.45 with a high category. So from cycle I and cycle II there was an increase in student learning outcomes as much as 42.09. Thus the study can be concluded that learning media based on educational games quizizz can improve student learning outcomes in online learning on the theme of globalization. Keywords: Learning Outcomes, Online Learning, Education Game


2019 ◽  
Vol 4 (2) ◽  
pp. 111-116
Author(s):  
Sukardi Sukardi ◽  
Muhammad Hudan Rahmat

One of the effort to overcome the ineffectiveness of face-to-face learning is to extend the interaction outside the classroom framework. In this case, advances in information technology can be utilized. The use of technology that functions like classroom face-to-face is through online learning. This study aims to find out: (1) student perceptions of online learning (a Moodle platform); and (2) the effect of student perceptions of online learning on the learning outcomes of Vocational Theory course. The research object was 117 students. The data analysis being used were descriptive statistics and Kendall's tau. The results of the study indicate that online learning is an excellent medium to complement face-to-face learning. The contribution of the perception of learning outcomes found in this study is only 1.70%. It can be said that 98.0% of learning outcomes are determined by other factorsUpaya yang dapat dilakukan untuk mengatasi masalah ketidak efektifan pembelajaran tatap muka adalah dengan membuat ekstensi berinteraksi di luar kelas. Dalam hal ini, kemajuan teknologi informasi dapat dimanfaatkan. Penggunaan teknologi informasi yang memiliki fungsi seperti layaknya tatap muka dalam kelas tersedia melalui pembelajaran online. Penelitian ini bertujuan untuk mengetahui: (1) persepsi mahasiswa terhadap pembelajaran online (plat form Moodle); dan (2) pengaruh persepsi mahasiswa pada pembelajaran online terhadap hasil belajar Teori Kejuruan. Objek penelitian berjumlah 117 orang mahasiswa. Teknik analisis data menggunakan statistik deskriptif dan Kendall's tau. Hasil penelitian menunjukkan bahwa pembelajaran online merupakan media yang sangat baik untuk melengkapi pembelajaran tatap muka. Besarnya nilai kontribusi persepsi terhadap hasil belajar yang ditemukan dalam penelitian ini hanya 1,70%, atau 98,30% hasil belajar ditentukan oleh faktor lain.


2021 ◽  
Vol 15 (1) ◽  
pp. 22
Author(s):  
Tiarima Marbun

This classroom action research (CAR) was conducted to increase student success in learning History with the Google Classroom (GC) application. The class as the subject is that of XI IPS-2 SMA Negeri 2 Tarakan, consisting of 36 students, with 19 male and 17 female students. They were chosen,  because the class saw a very large level of online learning problems such as: students often missed class, attended late, did not do assignments, did not have data packages so they did not participate in learning , and very passive learning activities.This research was conducted in two cycles, with  three meetings in each. It employed GC as the media to hold the learning process done online in the pandemic era. The results of the analysis has proved that the use of GC can help in improving student learning outcomes, based on all aspects of observation and action so that learning outcomes increase in each meeting and cycle. The learning outcomes in the first cycle showed 47.2%, while in the second cycle it increased to 83.3%. There were 5 students or 13.9% who had failed to reach the minimum completeness and a student was not present at the last meeting of the cycles. A remedial will be given in a separate meeting so that they can achieve the required mastery in learning. In short, learning with GC media can improve the results of learning history subject for the students in high school. Therefore, it is recommended that teachers or teachers be able to use GC in online learning.


2021 ◽  
Vol 7 (2) ◽  
Author(s):  
Ketut Nurhayanti

<p><em>This study aims to describe the effectiveness of online learning in vocational colleges in Hindu theory courses and electrical installation practices. Assessment indicators are student learning outcomes, learning completion, student interests and motivations as well as attractive learning experiences experienced by students during online learning. Quality research with qualitative descriptive research approach is used in this study. Data collection techniques using questionnaires in the form of essays are disseminated through the google form platform and interviews conducted with google meet. Respondents numbered 50 students. The results of online learning research are effective if reviewed from indicators of the value of learning outcomes and complete materials but are not effective if reviewed from behavior changes. Indicators of attractive learning experience will be fun assuming the media used and lecturers can package materials in an interesting, interest and motivational learning students more to the obligation to get value and no other learning alternatives except online</em>.</p><p><em><br /></em></p>


Author(s):  
Muhsin Muhsin

This study aims to improve students' chemistry learning outcomes with a cooperative approach through demonstrations and guided study groups. This research method uses classroom action research with research subjects are students of class X IPA2 SMAN 1 Takalar, amounting to 35 people. This research was conducted in two cycles and each cycle was conducted in four meetings including a test at the end of each cycle. Data were collected using observations and tests. The data obtained were analyzed using quantitative analysis and descriptive statistics. The results showed that the chemistry learning outcomes of class X IPA2 students of SMAN 1 Takalar could be improved with a cooperative approach through demonstrations and guided study groups with an average value of 73.00 (high category), and based on the observation results showed an increase in the frequency of student attendance and student activeness in following the learning process.


2020 ◽  
Vol 16 (2) ◽  
Author(s):  
Elma Mulia Sari Elma

ABSTRAK Penelitian ini memiliki tujuan untuk mengukur  peningkatan hasil belajar peserta didik dalam pembelajaran daring melalui media game edukasi Quizizz. Penelitian ini merupakan penelitian kuantitatif deskriptif yang terfokus pada evaluasi pembelajaran menggunakan media online. Populasi penelitian yakni seluruh peserta didik SD Negeri Kutowinangun 11 Kota Salatiga yang diajar pada mata pelajaran tematik menggunakan metode daring sebanyak 21 peserta didik. Penelitian ini dilaksanakan 2 siklus, masing-masing siklus 1 kali pertemuan. Setiap pertemuan terdisi dari 4 tahap yaitu perencanaan, pelaksanaan, observasi, dan refleksi. Pelaksanaan tahap-tahap penelitian sedikit berbeda dari pembelajaran dalam kelas karena pembelajaran dilakukan secara terpisah atau peserta didik berada di rumah masing-masing.  Berdasarkan hasil penelitian, pada siklus I diperoleh nilai rata-rata hasil belajar peserta didik 51,43 dengan kategori cukup. Sedangkan pada siklus II diperoleh nilai rata-rata hasil belajar peserta didik 91,90 dengan kategori tinggi. Jadi dari siklus I dan siklus II terjadi peningkatan hasil belajar peserta didik sebanyak 40,47. Dengan demikian dapat disimpulkan bahwa media belajar berbasis game edukasi quizizz dapat meningkatkan hasil belajar peserta didik dalam pembelajaran daring pada tema Globalisasi.Kata Kunci: Hasil  Belajar, Pembelajaran Daring, Game Edukasi ABSTRACT This study aims to measure the increase in student learning outcomes in online learning through educational game media Quizizz. This research is a descriptive quantitative study that focuses on evaluating learning using online media. The study population was all students of SD Negeri Kutowinangun 11 Kota Salatiga who were taught on thematic subjects using online methods as many as 21 students. This research was conducted in 2 cycles, each cycle 1 meeting. Each meeting consists of 4 stages, namely planning, implementing, observing, and reflecting. The implementation of the research stages is slightly different from classroom learning because learning is carried out separately or students are in their respective homes. Based on the results of the study, in the first cycle the average value of student learning outcomes was 51.43 in the sufficient category. Whereas in the second cycle the average value of student learning outcomes was 91.90 in the high category. So from cycle I and cycle II there was an increase in student learning outcomes by 40.47. Thus it can be concluded that learning media based on quizizz educational games can improve student learning outcomes in online learning on the theme of Globalization.Keywords: Learning Outcomes, Online Learning, Educational Games


Author(s):  
Mauliza Mauliza

This study aimed to determine the increase in student cognitive learning outcomes within material of occupational health and safety at the laboratory by implementing the Numbered Heads Together model, as well as obtains the students’ perspective toward the implementation of the model. This research was conducted with a quasi-experimental method through one group pretest-posttest design conducted at University of Samudra. Data collection was done by pretest and posttest to find the escalation in cognitive learning outcomes, as well as a questionnaire to determine student responses to the numbered heads together learning model. The average value of N-gain cognitive learning outcomes was 0.51, which was categorized as moderate category; it meant that in general, there was an increase in cognitive learning outcomes of students. Descriptively, students also gave a positive response toward implementation of the Numbered Heads Together model, so it can be concluded that learning with the Numbered Heads Together Model can improve student cognitive learning outcomes.


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