scholarly journals Active Learning Using Quizizz in Procedure Text Class XI SMK Nusantara 02 Kesehatan

2021 ◽  
Vol 1 (2) ◽  
pp. 76-84
Author(s):  
Rerin Maulinda

In this COVID-19 situation, it is a challenge for teachers to still be able to create fun, interesting and active learning. Although learning is carried out remotely or online, teachers must be able to increase student activity. Although learning is carried out remotely or online, teachers must be able to increase student activity. Student activity can be created through the application of interesting learning media. One of the interesting learning media in online learning is using the Quizizz educational game. This quizizz educational game usually uses a laptop or smartphone and can be carried out anywhere. The Quizizz educational learning is used for learning Procedure Text in class XI SMK Nusantara 02 Kesehatan. Through the descriptive method, this learning is supported by material observation, evaluation and interviews. The results obtained are that students enjoy this educational game and understand the material available in the Quiziz application faster.

2020 ◽  
Author(s):  
Anna-Karin Larsson ◽  
Sonja Gullberg ◽  
Malin Ekstrand

How the learning environment is designed is an important part of creating good conditions for a professional education. The design of the physical and the online learning environment affects what students are expected to do in these spaces (Leijon 2016). A learning environment designed for student activity creates better conditions for activity, while an environment designed for instruction gives a different signal. A so-called Active Learning Classroom (ALC) can encourage student activity and increased learning. In an ALC environment, students become co-creators of knowledge. (Rands & Gansemer-Topf, 2017) It is impossible to know what competencies needed for the future. Therefor it is important to create a learning environment that support critical reflection, collaboration, creativity and innovation (Barnett, 2004). Flexible learning or blended learning aims to combine the strengths of online learning activities with those conducted on campus. There is a variety of ways to combine online learning activities with those conducted in the physical classroom (Vaughan, Cleveland & Garrison, 2013). For example, flipped classroom, podcast and peer learning. Adequate ICT pedagogical support can stimulate and find ways to expand the pedagogical palette with various creative online learning activities. During the round table discussion, we want to discuss the possibilities of using online learning activities, online examination and Active Learning Classroom to promote information literacy. The questions we want to discuss are: How can we combine online learning with facilitating information literacy and ALC? In what way do student’s expectations of teaching and learning affect the implementation of online learning and ALC? How can we collect student experiences of teaching online and in ALC? How can information literacy support learning and subject knowledge in higher military education?


2000 ◽  
Vol 24 (1) ◽  
pp. 30-37 ◽  
Author(s):  
J R Moy ◽  
D W Rodenbaugh ◽  
H L Collins ◽  
S E DiCarlo

Traditional review sessions are typically focused on instructor-based learning. However, experts in the field of higher education have long recommended teaching modalities that incorporate student-based active-learning strategies. Given this, we developed an educational game in pulmonary physiology for first-year medical students based loosely on the popular television game show Who Wants To Be A Millionaire. The purpose of our game, Who Wants To Be A Physician, was to provide students with an educational tool by which to review material previously presented in class. Our goal in designing this game was to encourage students to be active participants in their own learning process. The Who Wants To Be A Physician game was constructed in the form of a manual consisting of a bank of questions in various areas of pulmonary physiology: basic concepts, pulmonary mechanics, ventilation, pulmonary blood flow, pulmonary gas exchange, gas transport, and control of ventilation. Detailed answers are included in the manual to assist the instructor or player in comprehension of the material. In addition, an evaluation instrument was used to assess the effectiveness of this instructional tool in an academic setting. Specifically, the evaluation instrument addressed five major components, including goals and objectives, participation, content, components and organization, and summary and recommendations. Students responded positively to our game and the concept of active learning. Moreover, we are confident that this educational tool has enhanced the students' learning process and their ability to understand and retain information.


Jurnal Qiroah ◽  
2021 ◽  
Vol 11 (2) ◽  
pp. 1-14
Author(s):  
Kholifatul Azizah ◽  
Ahmad Haromaini ◽  
Sugih Suryagalih

This research was conducted with the aim to be achieved, namely to find out how much influence online learning has on the learning motivation of 8th and 9th grade students in Islamic religious education subjects at SMP Plus Al-Ijtihad 2 Kutabaru, Pasar Kemis Subdistrict, Tangerang Regency. The research method used is a descriptive method with a quantitative approach. A method that describes a phenomenon in the field with a data analysis approach. The instrument in this study is to use a questionnaire (questionnaire) and interviews as a source of data. And the sample used in the study used systematic random sampling. Respondents of this study amounted to 54 students. Based on the results of data processing and discussion that the effect of online learning on the motivation of students in Islamic religious education subjects can be proven by calculating the Product Moment correlation, the result is 0.557. In variable X online learning during the Covid-19 pandemic and variable Y student learning motivation in the PAI folder, there is an influence between variables X and Y, the correlation is moderate/sufficient in the coefficient interval 0.40-0.599. So it can be concluded that the effect of online learning on students' learning motivation in PAI subjects is 31.0% and the remaining 69.0% is influenced by other factors which may be family environment factors, the environment between friends and so on.


2021 ◽  
Vol 3 (4) ◽  
pp. 332
Author(s):  
Hasmalena Lena ◽  
Rukiyah Rukiyah ◽  
Syafdaningsih Syafdaningsih ◽  
Mahyumi Rantina ◽  
Febriyanti Utami ◽  
...  

Alat Peraga/Permainan Edukatif (APE) bagi anak usia dini memegang peranan penting sebagai media stimulasi, pembelajaran dan permainan, sedangkan bagi guru merupakan sarana yang membantu dalam penyampaian pembelajaran. Pelatihan ini bertujuan agar guru PAUD dapat membuat APE serta untuk mengembangkan keterampilan-keterampilan guru dalam membuat inovasi dalam pembuatan APE untuk anak usia dini. Kegiatan ini dilakukan pada hari Sabtu, 8 Agustus 2020 secara online melalui aplikasi Zoom Meeting. Materi yang disampaikan meliputi, (1) Hakikat alat permainan edukatif, (2) Jenis-jenis APE, (3) Keterampilan pembuatan APE, (4) Langkah-langkah pembuatan APE, dan (5) Praktik pembuatan APE dalam proses pembelajaran sesuai karakteristik anak. Kegiatan pelatihan dilaksanakan melalui aplikasi zoom meeting dengan jumlah 36 orang peserta guru PAUD. Model kegiatan yaitu pendampingan dan metode kegiatan yang digunakan presentasi dan peragaan serta unjuk kerja. Berdasarkan hasil evaluasi terjadi peningkatanan pengetahuan guru-guru PAUD setelah pelatihan, hal ini ditunjukkan dengan hasil bahwa guru mampu membuat rancangan alat permainan edukatif, , guru mempu menerapkan alat permainan edukatif walapun dilakukan secara daring dan guru mampu mengimplementasikan kepada anak tentang alat permainan edukatif berbasis pendekatan saintifik. Teaching aids/educational games (APE) for early childhood play an important role as a medium of stimulation, learning and games, while for teachers, it is a tool that helps in learning delivery. This training aims to make PAUD teachers make APE and develop teaching skills in making innovations in making APE for early childhood. This activity was carried out on Saturday, August 8, 2020, online through the Zoom Meeting application. The materials presented include (1) The nature of educational game tools, (2) Types of APE, (3) Skills for making APE, (4) Steps for making APE, and (5) Practice of making APE in the learning process according to children's characteristics. . The training activities were carried out through the Zoom Meeting application with a total of 36 PAUD teacher participants. The activity model is mentoring and activity methods used by presentations and demonstrations as well as performance. Based on the evaluation results, there was an increase in the knowledge of PAUD teachers after training, and this was shown by the results that teachers were able to design educational game tools, teachers were able to apply educational game tools even though they were done online. Teachers were able to implement to children about scientific approach-based educational game tools.


2021 ◽  
Vol 4 (3) ◽  
pp. 89-95
Author(s):  
Muhammad Syahril Harahap ◽  
Rahmatika Elindra ◽  
Nurlintan Hutabarat

This study aimed to describe teachers’ readiness, teachers’ obstacles, and teachers’ efforts to overcome the obstacles in online learning in pandemic period of SMP Negeri 1 Sorkam.  The research was conducted by applying qualitative descriptive method. Interview, questionnaire, and documentation were used in collecting the data. The data was analysis by applying data reduction, data presentation, and taking conclusion. The result of Sthe research showed (1) the average of teachers’ readiness in online learning in pandemic period was 3.00 (good category), 2) teachers’ obstacles in online learning in pandemic period were included the internet network was not good and the electricity network often went out, and 3) teachers’ efforts to overcome the obstacles in online learning in pandemic period was conducted offline.


Author(s):  
Bayu Antrakusuma ◽  
Mohammad Masykuri ◽  
Maria Ulfa

<p class="Abstract">The aim of this research was to determine the analysis of science process skills in textbooks of chemistry grade XI in SMA N 1 Teras, Boyolali. This research used the descriptive method. The instruments were developed based on 10 indicators of science process skills (observing, classifying, finding a conclusion, predicting, raising the question, hypothesizing, planning an experiment, manipulating materials, and equipment, Applying, and communicating). We analyzed 3 different chemistry textbooks that often used by teachers in teaching. The material analyzed in the book was solubility and solubility product concept in terms of concept explanation and student activity. The results of this research showed different science process skill criteria in 3 different chemistry textbooks. Book A appeared 50% of all aspects of science process skills, in Book B appeared 80% of all aspects of science process skills, and in Book C there was 40% of all aspects of the science process skills. The most common indicator in all books was observing (33.3%), followed by prediction (19.05%), classifying (11.90%), Applying (11.90% ), planning experiments (9.52%), manipulating materials and equipment (7.14%), finding conclusion (4.76%), communicating (2.38%). Asking the question and hypothesizing did not appear in textbooks.</p>


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


2020 ◽  
pp. 084653712095390
Author(s):  
Yuhao Wu ◽  
Christina Theoret ◽  
Brent Edward Burbridge

Objectives: Exposure to radiology in undergraduate medical education is often restricted by other curriculum demands. Designing an effective radiology elective for medical students who choose to supplement their education can be challenging as it is often a passive observership-style elective. In this study, we examined the impact of incorporating an online learning platform and electronic book into radiology electives to stimulate active learning. Materials and Methods: We enrolled 23 students who pursued a 2-week diagnostic radiology elective at our institution. Their radiology knowledge prior to the elective was assessed using 2 pretests. Students had opportunities to work with radiologists to review clinical imaging, attend academic rounds, and learn from the online learning resources. Their knowledge after the elective was assessed by readministering the 2 tests as “posttests.” Students also ranked their perception of the elective experience and educational resources on a Likert scale from 1 to 5. Results: There were statistically significant increases of 13.4% ( P < .0001) in mean test 1 scores and 6.8% in mean test 2 scores ( P = .001). Students also had favorable perceptions of the radiology elective experience and rated the electronic book (median score: 5 of 5) and online learning platform (4.5 of 5) as valuable educational resources. Conclusion: The implementation of an electronic book and online learning platform improved knowledge in radiology and resulted in positive student perceptions of the elective experience. This supports the use of online resources to facilitate independent self-learning for future radiology electives.


2018 ◽  
Vol 51 (01) ◽  
pp. 183-189 ◽  
Author(s):  
Jerald Sabin ◽  
Andrea Olive

ABSTRACT Online learning in postsecondary institutions has increased dramatically across the United States and Canada. Although research demonstrates the benefits of online learning for student success, instructors face challenges in facilitating communication, delivering course content, and navigating outdated and cumbersome technologies. The authors examine the use of a free third-party platform called Slack as a tool to facilitate better communication among students and faculty, enable the delivery of diverse and dynamic course content, and reach students in an online course that supports both independent and collaborative learning. The authors present a case study of Slack’s use in an online second-year environmental politics course taught at a large Canadian public university. There is a significant and growing literature on how to best engage students in online learning, including active and social learning models as promising approaches to digital teaching. The authors argue that using collaborative social technologies such as Slack—which both replicates and integrates the online and social-media environments that students already inhabit—can assist faculty in meeting their pedagogical goals online. The article documents the instructors’ experience in managing discussion and involving students in their online learning through active learning exercises. Best practices are examined.


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