scholarly journals Penerapan Multimedia Interaktif Untuk Meningkatkan Motivasi Belajar Dan Hasil Belajar Siswa Pada Pembelajaran IPA

JURNAL PETIK ◽  
2021 ◽  
Vol 7 (1) ◽  
pp. 63-70
Author(s):  
Martin Kahfi ◽  
Nurparida Nurparida ◽  
Erna Srirahayu

Abstract — The purpose of this study is to use interactive multimedia in learning so that teachers can learn abstract information to be more concrete. The method used was an experimental method with a population of class V SDN 2 Keresek and a sample of 21 students. The results showed an increase in learning motivation based on the test results of 0.72 with high interpretation. Furthermore, the increase in student learning outcomes is 0.33 in the medium category. The application of interactive multimedia can increase learning motivation and student learning outcomes in grade V SDN 2 Keresek learning science.Keywords— Learning Outcomes, Learning Motivation, Interactive Multimedia. Abstrak  —  Tujuan penelitian ini menggunakan multimedia interaktif dalam pembelajaran agar guru dapat mempelajari informasi yang bersifat abstrak menjadi lebih konkret. Metode yang digunakan adalah metode eksperimen dengan populasi kelas V SDN 2 Keresek dan sampel yang diambil sebanyak 21 siswa. Hasil penelitian menunjukan peningkatan peningkatan motivasi belajar berdasarkan hasil uji sebesar 0,72 dengan interpretasi tinggi. Selanjutnya peningkatan hasil belajar siswa sebesar 0,33 dengan kategori sedang. Penerapan multimedia interaktif dapat meningkatkan motivasi belajar dan hasil belajar siswa kelas V SDN 2 Keresek pembelajaran IPA. Kata Kunci : Hasil Belajar, Motivasi Belajar, Multimedia Interaktif. 

2021 ◽  
Vol 1 (3) ◽  
pp. 189
Author(s):  
Jessica Ayudia

<p>This study aims to determine the implementation of Problem-Based Learning in Mathematics, as well as determine the increase motivation, creativity and mastery of the concept of student learning outcomes through the implementation of Problem-Based Learning in Class 5A SDS Lentera Harapan Curug. Subjects were students in class 5A in SDS Lentera Harapan by the number of students by 36 students consisting of 19 female students and 17 male students. The study was conducted using a model of classroom action research conducted three cycles, each cycle consisting of four stages: planning, action, observation and reflection. The data collection is done by using observation observer, student test results, and additional instruments such as interview sheets, sheet learning motivation and creativity sheet. The results showed that the Problem Based Learning Math can help the learning process. Stages Problem Based-Learning helps students to understand the issues in the matter and the process to get a response. The development is seen in students' motivation in cycle 1 to cycle 3 to increase. Creativity and mastery of the concept of student learning outcomes have not been able to increase in cycle 1 to cycle 3 with entirely due process of problem-based learning-Learning newly conceived and performed by students. Math learning outcome of the results of the summative second cycle in which more than 70% the number of students successfully meet the KKM.</p>


2018 ◽  
Vol 1 (1) ◽  
pp. 271
Author(s):  
Lilis Retno Sundari ◽  
Suroso Suroso ◽  
Yustinus Yustinus

Abstrak:: Penelitian ini bertujuan 1)mengembangkan multimedia interaktif menggunakan Adobe Flash CS3 Profesional untuk meningkatkan hasil belajar IPS Kelas 4 SD. 2) pengembangan multimedia interaktif menggunakan Adobe Flash CS3 Profesional dapat meningkatkan hasil belajar IPS Kelas 4 SD. Penelitian ini menggunakan jenis penelitian pengembangan dengan Model pengembangan ASSURE. Hasil validasi pakar materi 70% (tinggi) dan validasi pakar media 92% (sanggat tinggi). Kemudian Rata-rata nilai tahun 2017 dan tahun 2018 mengalami kenaikan  74 menjadi 81. Hasil uji T diperoleh taraf signifikansi α 0,017. Berdasarkan perolehan hasil belajar siswa setelah menggunakan multimedia interaktif lebih tinggi dari sebelum menggunakan multimedia interaktif. Abstrak:: This study aims to 1) develop interactive multimedia using Adobe Flash CS3 Professional to improve learning outcomes IPS Class 4 SD. 2) development of interactive multimedia using Adobe Flash CS3 Professional can improve learning result of IPS Class 4 SD. This study uses a type of development research with ASSURE development model. Expert material 70% (high) material validation and media experts validation 92% (high conformity). Then the average value of 2017 and 2018 increased 74 to 81. T test results obtained significance level α 0.017. Based on the acquisition of student learning outcomes after using interactive multimedia is higher than before using interactive multimedia.


Author(s):  
Rohayati Rohayati

<em>The problem of this research is the students' learning outcomes in the science subject of simple aircraft for class V SD Negeri Citepus 01 in the 2015/2016 academic year. The purpose of this study is to improve student learning outcomes. This research was conducted in 2 cycles consisting of planning, implementation, observation and reflection. The subjects of this study were the fifth grade students of SD Negeri Citepus 01, totaling 35 students. The technique of collecting the results of the short and descriptive test results. Data analysis was carried out by analyzing quantitatively and qualitatively, to find out whether or not student learning was complete or not. Based on the learning outcomes from the pre-cycle, cycle I and cycle II experienced a significant increase. In the pre-cycle learning outcomes were 43% and increased in the first cycle by 69%, while the second cycle increased even more, namely learning outcomes reached 91%. The conclusion of this study is that the application of the experimental method can improve the learning outcomes of fifth graders at SDN Citepus 01 in science subjects about simple machines</em>


Author(s):  
Rudy Widyanarko

<p><em>This classroom</em><em> action research was used to measure the learning outcomes of science students on water cycle material and natural appearances consisting of pre-cycle, cycle 1, and cycle 2. the interaction of teachers with students is still monotone, so it is proven that the student learning outcomes of 23 students, who completed only 5 students or 21.73% and the average grade of 57.39. Improvements to cycle 1 were carried out by applying the experimental method with audio-visual media tools, with practicum activities and group discussions, only then there was a change in learning outcomes from 5 students who completed to 11 students who completed with a percentage of 47.82% and an average score class 64.56. Then the repair was carried out again with cycle 2, where researchers made improvements by further increasing motivation and guidance to students and further optimizing audio-visual media appropriately, finally student learning outcomes where all students were able to achieve complete scores with a 100% completeness percentage and an average score. the class reached 79.13</em><em>. </em><em>The conclusion is that the application of the experimental method (experimental) with audio-visual media aids succeeded in improving the learning outcomes of class V students in the second semester of SD Muhammadiyah Boja, Boja District, Kendal Regency for the 2019/2020 school year.</em></p>


2021 ◽  
Vol 2 (2) ◽  
pp. 61
Author(s):  
Agri Bastiar ◽  
Raehang R ◽  
Pairin P

This study aims to increase motivation and learning outcomes of students in the Qur'an Hadith at MIN 1 Kendari through the implementation of the Student Facilitator And Explaining learning model. This is a classroom action research. The research subjects were students of class V B MIN 1 Kendari with 27 students. The research procedure includes planning, implementation, observation, evaluation and reflection. Data collection techniques used observations, tests, questionnaires, and documentation which were analyzed descriptively qualitatively. The results showed that the use of the Student Facilitator and Explaining learning model could increase the learning motivation of students at MIN 1 Kendari with the presentation of student learning motivation reaching 88.88% with very high category. There was also an increase in student learning outcomes after the implementation of the Student Facilitator And Explaining learning model with a good percentage of student learning outcomes of 81.48%.Keywords: Student Facilitator And Explaining (SFAE), Learning Motivation, Learning Outcomes of Al-Qur'an Hadith


Author(s):  
Wanty Astari ◽  
Retno Dwi Suyanti ◽  
Daulat Saragi

This study aims to determine the differences in learning outcomes with the use of guided inquiry learning models using collaborative-based macromedia flash and based on children's learning motivation attitudes, as well as the interaction between the two models with the level of children's learning motivation in influencing student learning outcomes improvement. The research was conducted at SD Angkasa 2 LANUD Medan in the even semester of the 2020/2021 school year. The sample in this study consisted of classes V-A and V-B which were taken by purposive sampling class. Class V-A is an experimental class that is taught using the guided inquiry learning model using collaborative-based macromedia flash, while for the control class, it is taught using the selected direct learning model, class V-B. This means that student learning outcomes with the guided inquiry learning model using collaborative-based macromedia flash is better than direct learning. Acquisition of calculated F value of 5,123 is greater than the F table of 4,001, with a significance value of 0.027 <0.05. This means that the learning outcomes of students with high learning motivation are better than students with low learning motivation, and the calculated F value of 0.189 is smaller than the F table, namely 4.001 with a significance value of 0.665> 0.05, then H0 is accepted and Ha is rejected, so in the study There is no interaction between learning motivation in the application of the guided inquiry learning model using collaborative-based macromedia flash or direct learning on student learning outcomes. This study shows that the learning model and learning motivation do not influence and reject the third hypothesis.


Author(s):  
Yunita Yunita ◽  
Hidayat Hidayat ◽  
Harun Sitompul

This study aims to: (1) investigate the effect of Jigsaw cooperative learning on students learning outcomes; (2) find the difference in learning outcomes between high and low learning motivation and (3) find the interaction between learning approaches and learning motivation towards learning outcomes. The population of the study is students of grade IVa, IVb, IVc at SD Kasih Ibu Patumbak and the sample in this study is grade IVa with 35 students and grade IVb with 35 students. The results show that: (1) the average student learning outcomes of jigsaw cooperative learning is 28.40 while conventional is 24.14. Thus, students learning outcomes that get cooperative learning of jigsaw type are higher than conventional learning, (2) Students who have high motivation get an average value = 30.74, while low motivation is 22.72. Thus, it can be concluded that there are differences in student learning outcomes having high learning motivation and low learning motivation, and (3) students learning outcomes  taught by jigsaw cooperative learning are high learning motivation groups (32.94), and low learning motivation groups (24.58), while students taught with conventional learning are high learning motivation groups (28.40 ), and low motivation groups (20,95). Thus, there is no interaction between learning approaches and learning motivation towards learning outcomes.


2020 ◽  
Vol 1 (1) ◽  
pp. 1
Author(s):  
Elya Yuliana

The purposes of this research are to increase the students asking activity and student learning outcomes in class V of MI Yusuf Abdussatar Kediri, totaling 23 people. Learning to apply the process skills approach, teaches students to discover and develop the facts by themselves. the concept of learning presenting, students' courage in ideas, opinions and questions, effort, activity and creativity in the learning process and the level of student attitudes that dominate in the learning process. This learning activity helps students to be more active in asking.This research is a classroom action research conducted in two cycles, consisting of the action planning stage, the stage of implementation of the action, observation, and the stage of evaluation and reflection. Students and teacher activity data derived from observations and interviews for the assessment process, while data on student learning outcomes obtained through tests given at the end of each cycle. Indicators of success of this study extend from the average value grade students can reach the KKM 65 and with a percentage of 85%. The results showed that the average value of students in cycle I and II increased from 72.70 into 82.43 with the difference in value of 9.73. While the percentage of students who earn a minimum value standard upward cycle I and II also increased from 73.91% to 86.95% by a margin of 13:04%. This means that action research is in compliance indicators to be achieved. The results showed that the application process can increase the skill of asking activity and science learning outcomes in science teaching class V.


2019 ◽  
Vol 1 (2) ◽  
pp. 107
Author(s):  
Frindly Makarawung ◽  
I Dewe Ketut Anom ◽  
John Lombok

This research aims to determine the effect of mind mapping learning methods on the basic laws of chemistry toward learning outcomes of students of class X MIPA in SMA Negeri 2 Langowan. The sample used in this study were all students of class X MIPA of SMA Negeri 2 Langowan. This research uses an experimental method, with the research method used is Quasi Experiment  with Nonequivalent Control Group Design design. The research data were obtained from post-test results. Obtained the average value of student learning outcomes Experiment class is 85. The results showed the value of tcount = 15.7> ttable = 2.21, so H0 was rejected and H1 was accepted. Based on the results of the research it can be concluded that there is an influence on student learning outcomes on the basic laws of chemistry using mind mapping learning methods.


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