scholarly journals Pengaruh Permainan Mobile Edukasi Terhadap Proses Pembelajaran Berhitung Anak Tunagrahita Ringan

2021 ◽  
Vol 5 (2) ◽  
pp. 315-324
Author(s):  
Wenda Novayani ◽  
◽  
Shumaya Resty Ramadhani ◽  
Irvandy Hartono ◽  
◽  
...  

The difficulty of learning to count for Mentally Disabled Students (MDS) is not only because their intelligence is below the average of regular students and difficult to concentrate, but also because the material presented is less exciting and theoretical. The purpose of this study was to see the effect of the snake and ladder mobile game on the ability and speed of counting mentally disabled students in the process of count-learning. Data collection techniques in this study were interviews with teachers, User Accepted Test (UAT) questionnaires for measuring games, and research instruments in the form of summation essay questions. The research method used is an experiment with a one-group pre-test and post-test. The research subjects are four mentally disabled students at Pelita Hati Special School (SLB PH). Data analysis compares the score acquisition, the time it takes students to work on the questions during the pre-test and post-test, and UAT data analysis. The Results showed that this game made MDS interested in count-learning, improving learning outcomes, and increasing students' speed in learning counting at SLB PH compared with before playing this educational-game. Thus, the snake and ladder educational mobile game positively influences the count learning process of MDS.

2021 ◽  
Vol 4 (2) ◽  
pp. 307
Author(s):  
Rina Yuliana Pratama

When explaining the material, the teacher only uses blackboard learning media and is monotonous. This has an impact on student learning outcomes are low. This study aims to analyze the effectiveness of the Quizizz Game learning media in increasing enthusiasm and learning outcomes. This type of research is classroom action research. The research subjects were fourth-grade students with 23 students. The data in this study were obtained through pretest, post-test questions contained in the Quizizz Game application from observations and documentation. The instruments used to collect data are questionnaires and tests. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of the study were that students obtained a percentage of learning completeness of 43.47%. After being given action I, the average score was 72, with a learning completeness percentage of 60.86% in Cycle I. In Cycle II, the average score increased to 85 with a learning completeness percentage of 95.65%. From the analysis above, it can be concluded that the application of the Quizizz Game learning media can increase students' interest and learning achievement. This research implies that teachers can use the application of the Quizizz Game learning media to increase student interest and learning outcomes.


2018 ◽  
Vol 4 (1) ◽  
pp. 18-23
Author(s):  
Agustin Dwi Utami ◽  
Dedy Setyawan

This study aims to describe the activities of fifth-grade students of SDN Telangkah-1 in learning the Indonesian language by using role-playing models assisted by comic media as well as improving Indonesian language learning outcomes of fifth-grade students of SDN-1 Telangkah by using role-playing models supported by humorous media participants fifth-grade students of SDN-1 Telangkah. The method used by the researcher was Classroom Action Research (CAR) with research subjects 31 students consisting of 12 men and 19 female class V SDN-1 Telangkah. Data collection techniques in this study used observation and tests. Data analysis uses qualitative and quantitative data analysis. The results of this study indicate that the activities of fifth-grade students of SDN-1 Telangkah at the time of learning took place by using a role-playing model assisted by comic media on Indonesian language subjects about material Playing the Drama in the first cycle was in an outstanding category. Also, there was an increase in the results of learning the Indonesian Language by applying the role-playing model assisted by comic media to the fifth-grade students of SDN-1 Telangkah. This can be seen from the learning outcomes data of students, in the pre-test, the average score of 61 with classical completeness was 45.16%, while the post-test results in the first cycle the average rating of 78 and integrity in the traditional, i.e. 100%.


2019 ◽  
Vol 5 (2) ◽  
pp. 104-111
Author(s):  
Dian Puspita Eka Putri

This study aims to review  the effectiveness of using android-based multimedia learning  to improve achievement cognitive learning outcome of students. The research method is the analysis of field studies. The focus in this research is Multimedia which can influence cognitive learning outcomes of students. data obtained in this study from the literature and direct field observations. The research subjects were high school students in Yogyakarta. The result of analysis and discussion of research indicate that there is the influence of multimedia learning to increase student achievement, which is indicated by increasing post-test result  than before  not using multimedia learning. Posttest value is greater than pretest.


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


2019 ◽  
Vol 10 (2) ◽  
pp. 96-100
Author(s):  
Joko Siswanto

This study aims to analyze the effectiveness of the IBMR learning model assisted by phet to improve the ability of representation in physics learning. The research design used quasi-experiment one group pre-test and post-test conducted on 20 students of Information Technology Education at Universitas PGRI Semarang who programmed basic physics courses. The research data was collected from pre-test and post-test the ability of representation supported by observations of the implementation of learning. Data analysis uses paired t-test and n-gain to calculate and determine the criteria of increase of the representation ability. The results showed that the implementation of the IBMR model assisted by phet simulation was effective in increasing the ability of representation of students with gain score <g> = 0,59 (moderate criteria).


Horizon ◽  
2021 ◽  
Vol 1 (4) ◽  
pp. 622-634
Author(s):  
Zulma Hendra ◽  
Alfi Yunita ◽  
Ainil Mardiyah

ABSTRACT This study aims to determine the effect of the application of blended learning on the learning outcomes of class X MIA students at SMA PGRI 2 Padang. This study used a pre-experimental design in the form of a One-Shot Case Study by taking research subjects by Purposive Sampling. The sample of this research was the students of class X MIA. This study used descriptive questions as a final test instrument. The data analysis technique used in this research was a t-test. Based on the data collection techniques and data analysis carried out, it was obtained that tcount = 1.81 and ttable = 1.68, because tcount > ttable, then reject H0 at a significant level of 0.05 so it can be concluded that there is an effect of applying blended learning on studensts’ learning outcomes of class X MIA at SMA PGRI 2 Padang. Keywords: Blended Learning, Learning Outcomes


PEDAGOGIKA ◽  
2020 ◽  
Vol 11 (1) ◽  
pp. 1-11
Author(s):  
Wahyuni Nadar

This research was conducted to describe the results of the analysis of the implementation of IT-based learning at the Bunga Bangsa Kindergarten Islamic School Bekasi. This analysis includes understanding the concept of IT-based learning implemented at the Bunga Bangsa Islamic School Kindergarten, knowing the obstacles in the implementation of IT-based learning at the Bunga Bangsa Kindergarten Islamic School Bekasi and describing the strategies carried out in implementing IT learning at the Bunga Bangsa Islamic School Kindergarten. This research was conducted for 3 months with a qualitative descriptive approach. Data collection is done by interviews, observation and analysis of documents in the form of curriculum documents, RPPH learning planning and assessment of children's learning outcomes and documentation of the use of IT tools used in learning. Data analysis begins by describing the findings of the study and then conducts an objective discussion with a theoretical approach. In this study, the learning process was described in the Bunga Bangsa Islamic School Kindergarten and the use of technological tools in various aspects of learning components such as media, learning resources and also as learning support. The learning process is more interesting and not monotonous, thus creating a fun and interactive atmosphere. The constraints found were that there was still a lack of teacher references to using IT tools in learning associated with activities in the theme and the lack of teachers' skills in using existing IT tools. Current efforts to overcome these obstacles are by providing various references in the form of videos, books and workshops on the use of IT in learning.


2021 ◽  
Vol 4 (2) ◽  
pp. 46-52
Author(s):  
Dewi Handayani

The current covid-19 pandemic has an impact on Capita Selecta Chemistry lectures. The difficulty of face-to-face learning in class makes lecturers have to be able to find solutions to these problems. One of the solutions used is the application of the Project Based Learning (PjBL) model assisted by the WhatsApp Group (WAG) application and face-to-face through the zoom meeting application.This research is a research pre-experimental research with one-group pretest posttest design, experiments conducted in one class without a comparison class. The research was conducted at a State University in Bengkulu. With the research subjects as many as 24 students who took capita selecta Chemistry course. The instruments used in this study are learning outcomes tests and response questionnaires towards applications that used in learning. Data analysis techniques include average value, normality test, and hypothesis testing using the t-test using SPPS computer program for windows version 23. The results showed that there was an increase in student learning outcomes with the implementation of  PjBL model assisted by WhatsApp and Zoom applications with  pretest scores of 66.042, postest scores of 84.625 and the N-gain value data obtained was 0.547 in the moderate category. Student’s response toward the use of  WAG and Zoom Meeting applications was very positive. As many as 91.67% of students considered that WAG application was a very practical application and it was easily accessible to students, especially access to learning materials. The use of zoom meeting according to 70% of students is also very interactive and can replace face-to-face meetings. Keywords: PjBL Model, WhatsApp, Zoom Meeting, Learning Outcomes, Capita Selecta                                                               


Author(s):  
Eris Oktaria ◽  
Chumi Fitriyah ◽  
Zetty Finnaly

AbstractThis research was conducted in class IV of Kepatihan Elementary School 01 Jember with 38 research subjects. The purpose of this study is to describe the process and find out the results of the development of audio visual as learning media with the theme of my residence area on the 4th grade students at SDN Kepatihan 01 Jember. This type of research is research and development. This development research uses ADDIE model type (Analyze, Design, Development, Implementation, Evaluation). The data analysis technique in this study used a validation sheet of audio visual learning media by the media expert validator and the material expert validator, and student learning outcomes assessment sheets and student responses. The results of the research data analysis showed the effectiveness of the results of the validation carried out by the two validators obtained results of 81,7 while the results obtained from the student learning outcomes test were 94,7% and student responses amounted to 73,7% so that it can be concluded that the audio visual learning media has very fasible and effective criteria try out. Keywords: audio visual media, effectiveness of learning outcomes and responses


2019 ◽  
Vol 17 (1) ◽  
pp. 34-51
Author(s):  
Euis Meinawati ◽  
Rifari Baron

Abstrak Penelitian ini adalah kajian tentang efektivitas penggunaan media sosial, yaitu facebook, untuk meningkatkan kemampuan mahasiswa dalam menulis deskriptif berbahasa Inggris. Penelitian ini adalah penelitian tindakan kelas. Data dikumpulkan dari observasi, dokumentasi, dan tes. Hasil analisis data menunjukkan bahwa: 1) proses pembelajaran menulis deskriptif bahasa Inggris menggunakan facebook lebih bervariasi dan menyenangkan, dan 2) ada peningkatan kemampuan menulis deskriptif bahasa Inggris yang ditandai dari peningkatan hasil tes. Hal tersebut terlihat pada hasil nilai rata-rata pre-test sebesar 66.25, dan hasil rata-rata post-test sebesar 80.15. Dengan demikian dapat disimpulkan bahwa facebook dapat dimanfaatkan untuk meningkatkan hasil belajar dalam pembelajaran bahasa Inggris. Abstract This research is a study of the effectiveness of using social media, namely Facebook, to improve students' ability to write descriptive English. This research is a classroom action research. The data are taken from observation, documentation, and tests. The results of data analysis show that: 1) the process of learning descriptive English using Facebook is more varied and enjoyable, and 2) there is an increase in students’ ability to write descriptive English which is marked by an increase in test results. This can be seen from the average of the pre-test and pos-test score, which is 66.25 and 80.15 respectively. Thus it can be concluded that Facebook can be used to improve learning outcomes in learning English.  


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