scholarly journals Aplikasi Smartphone dalam Pembelajaran Biologi

2017 ◽  
Author(s):  
Iwan Setia Kurniawan ◽  
Topik Hidayat

AbstrakUlasan ini menginformasikan mengenai penggunaan aplikasi smartphone dalam pembelaja- ran. ulasan ini mencakup tiga bahasan utama yaitu: aplikasi smartphone, kemampuan iden- tifikasi dan literasi konservasi. Beberapa penelitian menunjukan bahwa penggunaan aplikasi smartphone yang diintegrasikan dalam pembelajaran lebih baik daripada pembelajaran dengan cara tradisional. Selain itu aplikasi smartphone efektif untuk meningkatkan hasil belajar siswa, meningkatkan kolaborasi, meningkatkan motivasi siswa dalam pembelajaran, meningkatkan pemahaman konseptual, meningkatkan kemampuan identifikasi siswa mengenai berbagai spesies dan meningkatkan literasi konservasi serta membantu memper- mudah akses materi pembelajaran secara online. Aplikasi smartphone yang dikembangkan dengan prosedur yang tepat akan membantu dalam pembelajaran. Dalam hal ini, beberapa penelitian menunjukan dengan menggunakan aplikasi smartphone siswa memiliki kemam- puan identifikasi yang baik, hal ini penting karena kemampuan identifikasi sangat dibutuh- kan dalam upaya konservasi. Pembelajaran inovatif sudah seharusnya mengembangkan teknologi khususnya smartphone untuk menunjang pembelajaran. Studi lebih lanjut diper- lukan untuk mengembangkan berbagai aplikasi smartphone dalam pembelajaran.Kata kunci: Aplikasi Smartphone, Inovasi Pembelajaran, Keterampilan Identifikasi, Literasi KonservasiAbstractThis review informs about the use of smartphone applications in learning. This review covers three main topics, namely: applications of smartphones, the ability of identification and con- servation literacy. Some studies showed that the use of smartphone applications that are integrated in learning is better than learning in a traditional way. In addition, smartphone applications are effectively able to improve student learning outcomes, collaboration, stu- dent motivation in learning, conceptual understanding, identification skill of students on a variety of species conservation, and promote literacy and facilitate access to online learning materials. Smartphone applications developed with proper procedures will assist in learn- ing. In this regard, several studies have shown using smartphone applications students have proper identification ability, this is important because the ability of identification is required in conservation efforts. Innovative learning should develop technologies to support learning, especially smartphone. Further studies are needed to develop a variety of smartphone ap- plications in learning.Keywords: Conservation Literacy, Identification Skills, Innovative Learning, Smartphone Applications

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 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


2019 ◽  
Author(s):  
Nadira Harika

Innovative learning emphasizes the process of student learning activeness, which is focused on the application of knowledge in students' lives, so learning is more meaningful to students. In order to improve the learning of Indonesian language and literature that is innovative and fun, the use of learning media, and the development of learning media which are basically to improve student learning outcomes. Media innovation in learning becomes a demand for teachers in the learning process so that it can foster students' creativity in understanding learning. learning and teaching media are components to enhance the process of teacher and student interaction and student interaction with the learning environment.


2021 ◽  
Vol 5 (2) ◽  
pp. 84-90
Author(s):  
Febrian Solikhin ◽  
Weni Inda Sari ◽  
Krisna Dewi

This research is a Classroom Action Research conducted at Public Senior High School 3 Bengkulu City, especially class XI MIPA 4. Online learning in this class reduces student learning activities. Many students are passive in learning. This affects decreasing their learning outcomes. For that, it is necessary to provide the appropriate treatment for solving the problem. This treatment is to apply a learning model that requires students to be more active in learning. One of them is the Numbered Head Together (NHT) learning model. This study aims to increase student activeness in the online learning process and improve student learning outcomes using the NHT model, especially chemical equilibrium material. The subjects of this study were 34 students of class XI MIPA 4. The instruments used were the student activeness observation sheet and the learning outcome test instrument. This research runs in 2 cycles, with each cycle consisting of planning, implementing, observing, and reflecting. The results obtained, overall, there was an increase in student activity in the online learning process and student learning outcomes. The percentage of student activeness in online learning increased from 40.19% in cycle I to 85.29% in cycle II. Meanwhile, the percentage of student learning outcomes completeness was risen from 55.88% in the first cycle to 82.35%. Both have achieved the target set, which is 75%.


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 4 (2) ◽  
pp. 107-113
Author(s):  
Moh. Farid Anwar ◽  
Kardiana Metha Rozhana

Abstract: Conventional learning models are less effective for use in the 2013 curriculum which emphasizes scientific approaches. Innovative learning models are needed for learning in the 2013 curriculum. One form of innovative learning models is the GI learning model. The purpose of the research is to describe the application of GI learning models and Talking Chips methods to improve student learning outcomes and activities. This type of research is used by CAR, with four steps including planning, treatment and observation, reflection. While the techniques for obtaining data through observation, tests, interviews, and documentation. Learning outcomes cycle 1 gained a score of 84 to 89 and cycle 2 a score of 92 to 96. Abstrak: Model pembelajaran konvensional kurang efektif untuk digunakan pada kurikulum 2013 yang menekankan pada pendekatan scientific. Model pembelajaran inovatif diperlukan untuk pembelajaran pada kurikulum 2013. Salah satu bentuk model pembelajaran inovatif adalah model pembelajaran GI. Tujuan penelitian yaitu mendeskripsikan penerapan model pembelajaran GI dan metode Talking Chips untuk meningkatkan  hasil dan aktivitas belajar siswa. Jenis penelitian yang digunakan PTK, dengan empat langkah diantaranya planning, treatment and observation, reflection. Sedangkan teknik untuk memperoleh data melalui observasi, tes, wawancara, serta dokumentasi. Hasil belajar siklus 1 memperoleh skor 84 menjadi 89 serta siklus 2 skor 92 menjadi 96.


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.


Author(s):  
Annisa Hasna QA

<p><em>This research is a Classroom Action Research (CAR) which consists of two cycles.</em><em> </em><em>The research subjects were the fifth grade students of SDN Tambakreja 09 Cilacap, Central Java with a total of 23 students. The data technique used test and non-test techniques. The assessment instrument uses items. The data analysis used in the study included a comparative descriptive technique, namely a statistical technique by comparing the scores between cycles, the mean, the minimum score, the maximum, and the proportion.</em><em> </em><em>The results showed that the powerpoint video media with the discovery learning model could improve student learning outcomes in Theme 5 of the 5th grade ecosystem of SDN Tambakreja 09 Cilacap, this was evidenced by the learning outcomes in cycle I, namely 6 students out of 23 students or 26% who had not completed. while 17 students out of 23 students or 74% who completed. In cycle II, there were 5 students out of 23 students who had not completed, or 22%, while 18 students out of 23 students or 78% who had completed it. With online learning using discovery learning model, student learning outcomes increased by 4% from cycle I to cycle II</em><em>. </em><em>The conclusion of this research is that online learning using powerpoint video media with discovery learning models can improve student learning outcomes in Theme 5 of the fifth grade ecosystem of SDN Tambakreja 09 Cilacap. </em><em></em></p>


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.


Sign in / Sign up

Export Citation Format

Share Document