scholarly journals Upaya Peningkatan Hasil Belajar Daring Pada Tema Globalisasi Melalui Media Belajar Berbasis Game Edukasi Quizizz Siswa Kelas VI SD Negeri Kesongo 01 Kabupaten Semarang

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 ◽  
Vol 32 (2) ◽  
pp. 57-68
Author(s):  
Sigit Pamungkas

ABSTRAKPenelitian 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 Gentan 04 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, Media Game. ABSTRACTThis 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 Gentan 04 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, Game Media.


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):  
Anik Hariyastuti

<p><em>This study aims to determine the increase in learning outcomes in online learning through learning video media assisted by quiziz educational games. This research is a classroom action research with 29 students of class V SDN Adiwerna 01 as the research subjects. This research was conducted in 2 cycles, each cycle of 2 meetings. 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 research, in the first cycle, the average student learning outcomes were 72.07 with 72% student completeness success, still below the 85% success indicator. Whereas in cycle II the average student learning outcomes were 82, 07 and the completeness success increased to 93% in this case it was more than the 85% achievement indicator. So from cycle I and cycle II there was an increase in student learning outcomes. So, in this study it can be concluded that using video learning media assisted by quiziz educational games can improve student learning outcomes in online learning science subjects human digestive organs material.</em></p>


2020 ◽  
Vol 16 (2) ◽  
pp. 241
Author(s):  
Afnan Mochammad Najmudin ◽  
N Hani Herlina ◽  
Diki Najib Fuadi

The preliminary study through preliminary observations found the fact that the learning outcomes of students in the mathematics subjects in grade 3 of SD Plus Al-Mu'aawanah were still low. This is because there are still many students who experience difficulties in working on math problems. Thus, it seems that one of them is needed for geoboard media to improve student learning outcomes on the subject of the concept of flat building. The purpose of this class action research implementation is to improve student learning outcomes in mathematics subjects the subject of the concept of flat building using geoboard media. This research method uses Classroom Action Research (CAR) in the subject of Grade 3 SD Plus Al-Mu'aawanah, amounting to 35 students. This study consisted of 3 cycles, data collection techniques with observation, tests and interviews. Data analysis uses analysis techniques of individual completeness and classical completeness. After conducting research in grade 3 of SD Plus Al-Mu'aawanah, the results showed that: 1) The teacher experienced an increase in the ability to develop RPP using geoboard media with an average value in the first cycle 87.75, cycle II 90.05, and cycle III 92.45. 2) The performance of teachers in the process of implementing learning using media geoboard has increased with an average value in the first cycle 89.72, cycle II 91.47, and cycle III 92.26. 3) Student learning outcomes using geoboard media have increased, with an average value in the first cycle 66.42, cycle II 72.28 and cycle III 81.42. Thus, if the preparation of the RPP and the implementation of learning using geoboard media optimally it will improve student learning outcomes.


2018 ◽  
Vol 2 (1) ◽  
pp. 110
Author(s):  
Asmah Asmah

This study is a classroom action research, which aims to improve the learning outcomes of math students class IISD Negeri 016 Buluh Kasap. This research is based on low student learning outcomes, from 25 students the totalnumber of students who completed is 11 students (44.00%) with an average value of 54.28. On this basisresearchers apply direct learning models to improve student learning outcomes. The result of research indicatethat the result of student learning have improvement in every cycle in cycle I increase with total student which iscomplete is 16 student (64,00%). And on the second cycle increased to 21 students (84.00%). In addition, theaverage student learning outcomes experienced an increase in the cycle I average student score increased withthe acquisition of 68.76. And on the second cycle the average value of students increases with an averagestudent score of 75.68.


2021 ◽  
Vol 15 (2) ◽  
pp. 184-192
Author(s):  
Nelly Rosmiati

This study aims to determine the increase in the learning outcomes of first grade students at SD Negeri 43 Lubuklinggau on the flat-shaped material with online learning. This research is a classroom action research (CAR) referring to the Kemmis and Mc. Taggart which includes action planning, action implementation and observation, and reflection. Based on the results of the implementation of classroom action research that has been carried out 1) Online learning can improve student learning outcomes about Bangun Datar, this increase can be seen from student learning outcomes in pre-cycle 4 students complete (21.05%) increasing in cycle 1 to 11 students complete ( 57.89%) and in cycle 2 managed to increase to 17 students completed (89.47%). 2) Online learning can also increase student activity and involvement in the learning process. This can be seen from the active involvement of students in the pre-cycle only 4 active students (21.05%), increased in cycle 1 to 11 students (57.89%) active and in cycle 2 managed to increase to 17 students (89.47%) active.


2020 ◽  
Vol 3 (2) ◽  
pp. 73
Author(s):  
Muh. Eko Tirto Noviyantoro

This research aims to improve learning outcomes under passing on volleyball game using the play method. This research using the Classroom Action Research (PTK) approach. The subject of this research  of class V of elementary school at SDN Pandan 1 Omben. This research was conducted with six meetings consisting of two cycle, every cycle 3 times meeting. The first cycle that is realized through action according to the plan and learning method, the result is 74% of students graduate. In the second cycle which is realized through reflection action results from cycle 1, the result is the average value of students in underpass learning increases to 92% of students graduating. Based on the results of the study can be concluded that passing under learning using the play method can improve student learning outcomes in class V at SDN Pandan 1 Omben


Author(s):  
Dini Setyaningrum

<p><em>The purpose of this research was to improve student learning outcomes online through the application of</em><em> the Quantum Teaching-Learning model at SD Negeri 1 Mewek, Kalimanah, Purbalingga. This type of research is called collaborative Classroom Action Research. The research took place in two cycles of action. Each cycle consisted of planning, implementing, observing, and reflecting activities. After the action research with the Quantum Teaching learning model in the first cycle, the average value of learning outcomes increased to 79, and students who achieved KKM were 76% of 17 students, while in the second cycle it increased to 82 and students who achieved KKM were 94% of 17 students. In addition, the application of Quantum Teaching in learning can also encourage students to be active physically, mentally, and socially.</em></p>


2019 ◽  
Vol 2 (1) ◽  
pp. 77-85
Author(s):  
Lisbeth Hutapea

This study aims to improve student learning outcomes in the three dimensional material with the Discovery Learning model assisted by the 3D CABRI program. The type of research used is Classroom Action Research. The results showed that discovery learning learning models assisted by Cabri 3D media can improve student learning outcomes. This is evidenced by an increase from the pre cycle with the class average value of 63.06 increasing to 63.89 in the first cycle and in the second cycle the average increased again to 83.13. Classical learning completeness also increased from 9.26% in the pre-cycle to 38.89% in the first cycle and increased again in the second cycle to 80%.


2019 ◽  
Vol 10 (1) ◽  
pp. 29
Author(s):  
Sapii Sapii

Abstrak: Penelitian ini bertujuan mencari gambaran yang sekaligus menjawab permasalahan penelitian dengan paparan deskripsi tentang penerapan Pendekatan CTL Dengan Model PASA (Picture and studen Active) dapat meningkatkan Ranah Kofnitif  Dan Afektif Peserta Didik Kelas VI SDN 1 Pengenjek Pada Mata Pelajaran Matematika. Penelitian ini menggunakan pendekatan penelitin tindaka kelas (PTK) dengan subjek siswa kelas VI sebanyak 25 orang siswa. Berdasarkan hasil penelitian Pendekatan CTL mampu meningkatkan hasil belajar siswa pada mata pelajaran Matematika. Pada tahap prasiklus yaitu dari 25 siswa diperoleh data bahwa terdapat 17 atau 68% anak yang memperoleh nilai kurang dari KKM 75  dan 8 atau 32% anak yang nilainya lebih dari KKM dengan nilai rata-rata sebesar 67.6 Selanjutnya siklus I dari 25 siswa diperoleh data bahwa terdapat 12 atau 48% anak yang memperoleh nilai kurang dari KKM 75  dan 13 atau 52% anak yang nilainya lebih dari KKM 75 dengan nilai rata-rata sebesar 76.8, dan pada siklus II 25 siswa diperoleh data bahwa terdapat 5 siswa atau 20%  yang memperoleh nilai kurang dari KKM 75 dan 20 atau 80% anak yang nilainya lebih dari KKM 75 dengan nilai rata-rata sebesar 83.2.. Abstract: This study aims to find a picture that simultaneously answers research problems with a description of the description of the application of the CTL Approach With Pasa Model (Picture and studen Active) can improve the Positive and Affective Domain of Class VI Students in SDN 1 Applicants in Mathematics. This study used a classroom action research (CAR) approach with 25 grade students as many as 25 students. Based on the results of the research CTL approach is able to improve student learning outcomes on Mathematics subjects. In the pre-cycle stage, 25 students obtained data that there were 17 or 68% of children who obtained less scores from KKM 75 and 8 or 32% of children whose grades were more than KKM with an average value of 67.6 Then cycle I of 25 students obtained data that there are 12 or 48% of children who get less grades from KKM 75 and 13 or 52% of children whose grades are more than KKM 75 with an average value of 76.8, and in cycle II 25 students get data that there are 5 students or 20% who get less value than KKM 75 and 20 or 80% of children whose grades are more than 75 KKM with an average value of 83.2.


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