scholarly journals PENGARUH PENGGUNAAN FACEBOOK SEBAGAI MEDIA PEMBELAJARAN TERHADAP HASIL BELAJAR MAHASISWA

2017 ◽  
Vol 2 (2) ◽  
pp. 74
Author(s):  
Rohmah Indahwati ◽  
Hasan Basri

This study aims to determine (1) the influence of social usage of Facebook on student learning outcomes, (2) student response in solving problems using Facebook and (3) obstacles and suggestions in implementing learning using social networking site Facebook. This finding is useful for educators to make Facebook as one of the media that can be used in teaching. This study is a combined study between quantitative and qualitative research. Quantitative research methods with the use of quasi-experimental, while the qualitative data obtained from the observation data and questionnaire responses of students about learning using Facebook media. Based on the results of pre test and post test analysis, concluded that the pre test and post test data are normally distributed so that t-test can be performed. Based on the calculation obtained and , because  concluded there is influence of the use of Facebook as a medium of learning on student learning outcomes, student responses to learning through the media Facebook can be quite good enough indikasinya is the number of comments from students related to questions posted, as many as 13 students or 76% expressed happy with learning using Facebook,  10 students or 59% who stated more freely in convey opinions, 11 students or 65% who claimed to understand the material using Facebook, 14 students or 82% who expressed interested in solving the problem through Facebook, and 12 students or 71% who said can understand the strategies in solving problems using Facebook. While the obstacles faced by most students are poor networks, limited quota and difficulty in expressing opinions through writing

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.


2018 ◽  
Vol 2 (1) ◽  
pp. 9-12
Author(s):  
Fajar Fitri ◽  
Laifa Rahmawati

The purpose of this study is to describe the grant of science based learning media Kinect to support the improvement of students’ learning outcomes from cognitive aspect. This research is an educational development research which is adapted from the development model according to Borg Gall. The research was conducted in four main stages, that are (1) needs analysis, (2) instructional design, (3) media development, (4) validation. Instruments used in this research are assessment sheets by validator, student response questionnaires, pretests, and post test. After being validated, the media was tested to ten students, so that the results obtained of student responses and the effectiveness of improving students' cognitive learning outcomes. The result of the development is Kinect-based science learning media. From the results of research and development stage as well as experiments that have been done can be concluded that the product can improved student learning outcomes in cognitive aspect


2017 ◽  
Vol 1 (2) ◽  
pp. 63
Author(s):  
Tiara Anggraeni ◽  
Akhsanul In'am ◽  
Marhan Taufik

This study aims to determine the level of response, the level of motivation,student learning outcomes and learning process using Problem Based Learningon learning mathematics. This research is descriptive research where there isno manipulation only to describe and to analyze the data obtained. Thisresearch uses quantitative research methods with the subjects of the studywhich amounted to 33 people. Data collection techniques used includequestionnaires, observations, interviews and tests. Data analysis used in thisresearch is qualitative analysis technique and quantitative analysis. The resultof the research indicates that the students response level to Problem BasedLearning is high with the percentage of achievement of 72.02% and thestudents' motivation level with the percentage of achievement of 70.05%.Student learning outcomes obtained using Problem Based Learning are quitesatisfactory. With the percentage of achievement level reached 75.75%. Withthe Minimum Exhaustiveness Criteria (KKM) score at the school is 75, so thatall students meet the given KKM.


2021 ◽  
Vol 14 (2) ◽  
pp. 137-147
Author(s):  
Bayu Fitra Prisuna

Google meet merupakan sebuah aplikasi video conference yang salah satunya dapat digunakan untuk proses kegiatan belajar mengajar. Penelitian ini bertujuan untuk mengetahui seberapa besar pengaruh penggunaan aplikasi Google Meet terhadap hasil belajar mahasiswa pada mata kuliah metodologi penelitian kuantitatif. Penelitian menggunakan pendekatan kuantitatif dengan jenis penelitian pre-Eksperimen, dengan desain penelitian adalah one group pretest-posttest design. Populasi penelitian adalah seluruh mahasiswa semester V pada mata kuliah metodologi penelitian kuantitatif yang berjumlah 30 orang. Pengambilan sampel menggunakan teknik total sampling. Jenis instrumen yang digunakan adalah pretest dan posttest hasil belajar berupa soal pilihan ganda. Berdasarkan hasil penelitian dan pembahasan dapat ditarik kesimpulan bahwa terdapat pengaruh yang signifikan antara penggunaan aplikasi Google Meet terhadap hasil belajar mahasiswa sebesar 51.4%. Rata-rata keseluruhan hasil posttest lebih besar dibandingkan nilai rata-rata keseluruhan hasil pretest. Nilai rata-rata N-Gain score pada mahasiswa sebesar 56.9%, sehingga termasuk ke dalam kategori “cukup efektif”. Kegiatan pembelajaran mahasiswa menggunakan aplikasi Google Meet berlangsung relatif kondusif walaupun terdapat beberapa kendala seperti jaringan tidak stabil, dan kuota internet yang terbatas pada saat perkuliahan sedang berlangsung. The Effect of Using Google Meet Applications on Learning Outcomes Google meet is a video conferencing application, one of which can be used for teaching and learning activities. This study aims to determine how much influence the use of the Google Meet application has on student learning outcomes in quantitative research methodology courses. The research uses a quantitative approach with the type of pre-experimental research, with the research design being a one group pre-test-post-test design. The research population is all students in the fifth semester of the quantitative research methodology course, totalling 30 people. Sampling using total sampling technique. The type of instrument used is pre-test and post-test learning outcomes in the form of multiple-choice questions. Based on the results of research and discussion, it can be concluded that there is a significant influence between the use of the Google Meet application on student learning outcomes by 51.4%. The overall average of the post-test results is greater than the average value of the overall pre-test results. The average N-Gain score for students is 56.9%, so it is included in the "fairly effective" category. Student learning activities using the Google Meet application were relatively conducive even though there were several obstacles such as unstable networks, and limited internet quota during lecture. 


2019 ◽  
Vol 1 (1) ◽  
pp. 01-05
Author(s):  
Admin JPTM

From the results of observations and interviews with the teacher who taught the material understand the working principle of an electronic ignition system at SMK Negeri 2 Katingan Hilir, it’s known that the value of TBSM class XI students has not been fully achieved. This is related to the learning outcomes of some students who scored below 65, which did not meet the KKM score set by the school. This study aims to find out how student learning outcomes after applying the picture and picture learning model. The collection is done by using test methods in the form of pre-test and post-test, student response questionnaire, observation in the form of teacher activity sheets and student activity sheets, as well as documentation. The application of the picture and picture learning model to the material understanding the working principle of electronic ignition system of the students of Vocational High School 2 Katingan Hilir, which has been able to make students who take this model successfully obtain complete results and exceed the KKM set by the school which is 70 with 85.67 and lowest value 69 and classical completeness 95.83%. There is a significant increase in student learning outcomes


2020 ◽  
Vol 1 (1) ◽  
pp. 8-17
Author(s):  
Rina Rusdiana ◽  
Udjang Pairin M. Basir ◽  
Muhammad Nuruddin

The study was backed by teachers who did not use the learning media while learning to teach and students felt difficulties in remembering and understanding fractional matter so that many students gained value under the embassy. Based on the background, the research aims to describe the influence of the use of media puzzles on student learning outcomes. This method of research is Pre-Experimental Design with One Group Of Pre-Test Post-Test which only involve one class. The purpose of this research is to learn the students ' learning outcomes before and after using the media puzzle in grade III students at SDN Pucangsimo 1. The samples in this study were grade III students numbering 49 children. This study was conducted for two meetings with a 1-week time interval. The results showed that in pretests activities (without using media) There are 30 students in the category of incomplete, there are 10 students who are in the category completed or reach the value of the KKM and there are 9 students who value above the KKM. As for the average student learning results when Pretests reaches 68 in the classical has not fulfilled the KKM, while in post-test activities There are 35 students who obtained a value above the KKM with an average of 83. The influence of learning the fractional material mathematics of grade III students at SDN Pucangsimo 1 shows that there is a significance difference of 0.00 smaller than the significance of 0.05 (0.000 < 0.05), then the hypothesis (H1) in this study was declared acceptable. This means that the variable use of media puzzles affects students ' learning outcomes before and after using the media puzzle in the learning process.


2017 ◽  
Vol 1 (3) ◽  
pp. 206
Author(s):  
Shendi Kharisma Widiastuti

This study aimed to produce a product namely learning media in the form of flashcardon the theme of "Tempat Tinggalku" for elementary school students grade IV which suit for use and in accordance with the needs of students and to improve student learning outcomes. This type of research was research development (research and development). The initial product that has been created through the validation process is done by the learning media experts and subject matter experts. Furthermore, this product was tested to students through two stages namely, limited trials and extensive trials. The limited trial subjects consisted of 10 fourth graders of elementary school, and 36 students in extensive trials. Other data collected in this study was the response of teachers, students’ response and students’ learning outcomes after using flashcard media. The average result of students' written test on pretest was 51.86 while the post test was 87.28. This proves that there is significant increase of learning outcomes that was equal to 35,42. These results come from written tests before students used the media and after using the learning media. The average result of student learning outcomes increased after they participated in the learning activity by using flashcard media.


2020 ◽  
Vol 9 (4) ◽  
pp. 442
Author(s):  
Teguh Aryanto ◽  
Rasimin Rasimin ◽  
Abdul Ghoni

The development of science, technology and art (science and technology) brings global changes, including in the world of education. This development demands quality human resources to create increasingly attractive media and educational materials. This development research aims to look at the effectiveness of website products with wordpress applications to improve learning outcomes of fourth grade MI students. Based on the feasibility level of the media with a score of 82.89 and the material with a score of 96.25 shows that the media is valid enough to be tested in the experimental group. The trial results showed a significant improvement in student learning outcomes in the Social Sciences sub-topic Uniqueness of the Place Where I Live. This type of research is Research Reseach Development and Development (R&D) with ADDIE model procedures performed. The feasibility level of the media and material is 55 with. Student learning value is measured by the Minimum completeness Criteria (KKM) 70, the student learning outcomes achieved indicate an increase in class average from 55.00 to 85.50 of students totaling 20. The data was obtained in the experimental phase of the experimental class with the pretest instrument and post test. The conclusion of the research is that the website learning media with wordpress application effectively improves the learning outcomes of fourth grade students of MI Sunan Pandanaran (MISPA), Sardonoharjo Ngaglik Sleman Temple on Social Studies sub theme theme of Regional Uniqueness in my place.


2020 ◽  
Vol 2 (2) ◽  
pp. 65-80
Author(s):  
Nuraini Nuraini ◽  
Joni Helandri ◽  
Yesi Arikarani

A teacher's dilemma in implementing education is how to create learning innovations that aim to increase conceptual understanding. The multiple intelligences strategy can improve student learning outcomes and understanding and can also find some student intelligence to be more active and interactive. Experimental quantitative research approaches, One-group pre-test and post-test designs. The population is 81 students and the sample is class VIII.3 with 27 students. Data collection techniques are test techniques. t test analysis results with a level of confidence α = 0.05, obtained tcount (8.696)> ttable = 1.703 then Ha is accepted and Ho is rejected. So that it can be concluded that multiple intelligences strategy influences student learning outcomes in Islamic Religious Education subject matter of Fiqh (sunnah rawatib prayer) class VIII.3 SMPN Sumber Rejo Musi Rawas Regency.


2019 ◽  
Vol 2 (1) ◽  
pp. 05
Author(s):  
Maslachatul Choiroh

This research is motivated by demands in the development of the learning process. Student learning outcomes are redAnalyzing the influence of tangram media on student learning outcomes on mathematics subjects in 5rd students of Suced because the media used is less attractive in the learning process. Use of this tangram media, in order to have an impact on learning outcomes that are better than usual, especially in the material Identifying Flat Build Properties. Simo Angin-Angin Elementary School and to determine the influence of tangram media on student learning outcomes on mathematics subjects in class 5rd of Simo Angin-Angin Elementary School is a goal that researchers formulate. this was carried out at Simo Angin-Angin Elementary School, Wonoayu District. The researcher used quantitative research using Pre Experimental Design. With the design form of One Group Pretest-Posttest Design. The effect of tangram media on student learning outcomes can be analyzed from the analysis of relative value distribution and N-Gain. The research subjects were 20 students. Data were analyzed through pretest and posttest. Obtained results of N-Gain 0.72, it can be concluded that the tangram media has a high interpretation, so that from the test of the relative value distribution there is the influence of tangram media on student learning outcomes. From the N-Gain analysis the results of the value of 0.72 showed that the results of the high influence between tangram media on student learning outcomes.


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