scholarly journals TEACHER COMPETENCIES AND THEIR RELATIONSHIP WITH THE DEVELOPMENT OF INTERACTIVE MEDIA

2021 ◽  
Author(s):  
Larasati

In an effort to develop national education, teachers (educators) are urgently needed with guaranteed quality standards of competence and professionalism. learning at this time is an educator must be able to create creativity and the latest innovations in the learning process in order to improve student learning achievement. One form of innovation is to create effective and technology-based learning resources. So that the learning process with the aim of improving student learning achievement can be achieved, the media needed is right to support the maximum learning process

Author(s):  
Yope Bintang Anugerah ◽  
Agus Efendi ◽  
Dwi Maryono

<p>The research aims to (1) find out the differences on attention levels of students between using Kahoot and without using learning media in Basic Graphic Design subjects, (2) knowing the effectiveness of using Kahoot in Basic Graphic Design subjects compared to without using learning media in terms of student learning achievement, (3) knowing the level of students’ attention between using the Kahoot compared to without using learning media in Basic Graphic Design subjects. The population of this research were students of Multimedia class in SMK Negeri 3 Surakarta. The sample were from X MM 1, X MM 2, and XI MM 1. This type of research is quantitative research. This research uses the quasi-experimental design method, with pretest-posttest control design experiment. The sampling technique uses simple random sampling. Research data collection techniques use tests to determine student learning achievements before and after being given treatment, and questionnaires to determine the level of attention of students before and after being given treatment, other than that carried out observations and interviews as supporting data. The research data use test and questionnaires which were distributed to the experimental class and the control class consisted of 36 students for each class. Hypothesis testing uses an independent t-test to see the differences of attention levels between students who follow the learning process by using Kahoot and those who follow the learning process without using learning media. Then a normalized gain test was carried out to see the effectiveness of using Kahoot to improve student learning achievement. The result showed that: 1) there were differences in the attention levels between the experimental class and the control class as evidenced by the results of the t-test &gt;Ttable 6.699 &gt; 2.6479(70). 2) using Kahoot is effective to improve student learning achievement as evidenced by the results of the normalized gain test in experimental class which has a medium criterion of 0.60 compared to the control class which has a low criterion of 0.03.</p>


2018 ◽  
Vol 2 (3) ◽  
pp. 287
Author(s):  
Ni Made Warsiki

This research was conducted in Class IX-8 of Singaraja 2 Public Middle School in the even semester of the 2017/2018 school year, with the aim of improving student learning achievement in science learning by applying discovery methods. Data was collected through a learning achievement tests. Furthermore, the data were analyzed using quantitative descriptive methods. Data was presented in the form of average learning achievement and learning completeness process. The results showed that the learning achievement at the beginning of the average student learning achievement was only 73.63 with learning completeness only 40.74%, then after the implementation of the study it turned out that the student's learning achievement in the first cycle became an average of 79.81. With learning completeness reaching 59.26%, and in the second cycle student learning achievement reached an average of 82.61 with 88.89% learning completeness. Thus the conclusion of this study is that the application of the discovery method can improve student learning achievement in class IX-8 Singaraja SMP Negeri 2 semester even academic year 2017/2018 Keywords: discovery learning method, learning achievement


Author(s):  
Siti Namiroh

The purpose of this study is to produce multimedia product that is useful for use in the learning process and can improve student learning outcomes. This study uses the Dick and Carey research and development methodology. The research instruments used in this study were interviews, questionnaires, and observations. The product feasibility is carried out by media experts, material experts and students. The results obtained from experts and students showed that the media developed showed feasibility as a learning medium.


2020 ◽  
Vol 3 (2) ◽  
pp. 75
Author(s):  
Helman Helman

This research was a classroom action research (CAR) carried out to improve the learning process with the steps of planning, implement, observing, and reflecting. This research was carried out in mathematics by utilizing the media of crime tests on integer count material. The formulation of the problem in this research were: (1) Can the media of crime be able to improve mathematics learning outcomes in integer counts ?; (2) What are the learning outcomes of each cycle by utilizing the learning outcomes of students ?. The results of the study showed that the use of stikrim media in mathematics learning integer count material could improve student learning outcomes. The results of the first cycle test were obtained by six students or 60% complete, and four students or 40% incomplete. Then the results of the second cycle test showed nine students or 91% complete and three students or 10% not complete. The increase occured in students who have reached 88% of students have completed and exceeds 75% indicators of success, and it is stated that the improvement of this learning has been successful.


2020 ◽  
Vol 8 (1) ◽  
Author(s):  
Nurfajriyanti Nurfajriyanti.

In accordance with the demands of the development of technology and information teachers are required to innovate in learning, one of them teachers should master the various uses of media in learning. The problems examined in this study are how the activities of teachers and students in the use of media variations and whether the use of media variations in Civics material can improve student learning outcomes in class IV MIN Adan Beureunuen. This study aims to see the activities of teachers and students in using media variations on the Civics material to improve student learning outcomes in class IV MIN Adan Beureunuen. The approach used in this study is qualitative with a type of classroom action research (CAR). Data collection is done by observation and tests. Observations were made to see the use of variations in the media in the learning process, while the test to see student learning outcomes. Furthermore, all data is processed using a percentage formula. The results of the first cycle showed that there were still many shortcomings. Both in terms of the media, teachers, and student activities. So the learning outcomes of students in the first cycle under the KKM. So it continues in the next cycle. In cycle II shows that there are better changes in the media, teacher activities, and students. So that student learning outcomes increase. In the first cycle the teacher's activity reached 90% with a very good category, but in the second cycle it had increased to 96% with a very good category too. In the first cycle the activity of students reached 66% in the good category, but in the second cycle it had increased to 79% in the very good category. Likewise in cycle 1 learning outcomes 52% of students are complete and in cycle II it increases to 79% which is complete. This means that the use of media variations can improve student learning outcomes in grade IV MIN Adan Beureunuen.


Author(s):  
Asmuni Asmuni

<p><em>This research was carried out with the aim of improving student learning outcomes in online learning with interactive media for grade 4 SD Negeri 1 Sendang students. This type of research is classroom action research (PTK). The subjects were grade 4 students of SD Negeri 1 Sendang, Todanan District, Blora Regency, totaling 15 students. The design of CAR uses interactive media to improve student learning outcomes in Thematic Subject 5 for grade 4 students of SD Negeri 1 Sendang. Data collection techniques using observation and tests. The data analysis used descriptive quantitative and qualitative statistics. </em><em>The results showed an increase in student learning outcomes, this can be seen from the results of the evaluation of the pre-action activities and each cycle, namely the pre-action by 33.3%., In the first cycle it was 53.3%, in the second cycle it was 66%., while the third cycle was 87%. Thus it can be concluded that the use of interactive media can improve student learning outcomes in thematic learning.</em></p>


2017 ◽  
Vol 6 (2) ◽  
pp. 482
Author(s):  
Baharuddin Baharuddin

This study aims to describe learning outcomes by using the map media. The subjects of the study were students of grade V SDN 011 Teluk Pulai consisting of two cycles. Improvement of learning outcomes in this study in terms of four categories, namely the ability to absorb, the effectiveness of learning, mastery of student learning both mastery of individual and classical completeness, and mastery of learning outcomes. Instruments used for data collection are oral tests and written tests in the form of LKS conducted after the learning process. The results showed that the average learning achievement 83% is categorized very well, the effectiveness of learning is categorized very effective with an average of 8.5, while the students' learning result completeness is 100% complete. Based on the results above research can be concluded that through the media map can improve learning outcomes IPS SDN 011 Teluk Pulai.


2019 ◽  
Vol 10 (1) ◽  
Author(s):  
Jumadi Jumadi

This classroom action research aimed at improving learning quality and student learning achievement that are still low especially in the IPS learning process in class IX F of SMP Negeri 21 Pontianak. To overcome these problems, the cooperative method of Student Teams Achievement Division (STAD) was used. After applying the Student Teams Achievement Division (STAD), the students’ IPS learning achievement in class IX F was increased. This study was conducted in two cycles of 38 students. The technique of collecting data was through observation conducted by teachers and collaborators, and data analysis was carried out in descriptive with percentage techniques. The level of student and teacher activity stated as a very good, good, or moderate category. while the success of using the Student Teams Achievement Division (STAD) method was stated successfully, less successfully, or unsuccessfully.Based on the results of the research that had been done, it can be concluded as follows: 1) Student activity in the teaching and learning process was good because it had reached the specified criteria in which 81% of students were actively involved, 2) Teacher activities in learning process was very good because it reached 84%, 3) While the students’ learning achievement percentage reached 82% beyond the criteria of 75%. Thus, the use of the cooperative method of Student Teams Achievement Division (STAD) succeeded in improving student learning achievement in IPS learning in class IX F of SMP Negeri 21 Pontianak


2019 ◽  
Vol 3 (2) ◽  
pp. 248
Author(s):  
Nursian Nursian

This study aims to improve their learning achievement after using the adaptation of the learning model to make a match and talking stick in a Social Sciences subject at SMP Negeri 15 Dumai. This research is collaborative classroom action research with stages of planning, action, observation, and reflection. This research was conducted at SMP Negeri 15 Dumai with research subjects of class VIII students with a total of 26 students. The results showed that the adaptation of the learning model make a match and talking stick was able to increase the average student learning, indicated by the fact that in the first cycle the implementation of learning reached 78.08 and in Cycle II it was achieved. 87.31 increase student learning activeness, indicated by the fact that in Cycle I 60.23%, and in cycle II 94.32% and improve student learning achievement, indicated by the fact that in the pre-cycle the percentage of students who attained mastery level was 34, 62% (9 students) and students who did not reach the mastery level were 65.38% (17 students); in the first cycle the percentage of students who reached the mastery level was 73.08% (19 students) and students who did not reach the mastery level were 26.92% (7 students); in Cycle II the percentage of students who reached the mastery level was 88.46% (23 students) and students who did not reach the mastery level were 11.54% (3 students). Based on the results of the study, it can be concluded that the adaptation of the learning model make a match and talking stick is able to improve the learning achievement of social subjects in class VIII students at SMP Negeri 15 Dumai.


2018 ◽  
Vol 2 (2) ◽  
pp. 225
Author(s):  
Titik Umiyati

Abstrak:Tujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika danmenganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metodepenelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blorapada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptifkomparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasilpenelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematikadengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehinggaaktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkatditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus IInilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaranmatematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistarbilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semuasiswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkandalam permainan mistar bilangan. Abstract:The purpose of this research is to study the learningprocess ofmath and analyseincreasing of learning achievement through rulernumbers game. The method usedin thisresearch is class action which is done in2 cycles. The subject of the research are fourth gradestudents of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semesterof the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle,first cycle and second cycle. The results of the research that is done two cycles indicate thatmath learning process by using ruler numbers game can make the students feel pleased sothatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease,it can be showed from the average score of the first cycle is 60.48 and the completeness scorereaches57.1%. The average score of thesecond cycle is 75.24 and the completeness scorereaches 85.7%. The conclusion of the research ismath learning about addition and deductionof integer through ruler numbers game can improve learning activity and the results of studentlearning show that all students are interested to obtain the task and get moreenjoyableexperience in using rulernumbers game.


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