scholarly journals PERAN DAN FUNGSI MULTIMEDIA PEMBELAJARAN INTERAKTIF (MPI) UNTUK PAUD

2015 ◽  
pp. 049-056
Author(s):  
M. Miftah

Abstrak:TK Hidayatullah merupakan salah satu lembaga pendidikan ternama di daerah Banyumanik Semarang, namun pembelajaran yang diselenggarakan dirasa masih kurang berhasil karena guru tidak mengunakan media yang mendukung. Hal ini menyebabkan hasil belajar siswa kurang maksimal. Oleh karena itu perlu adanya pemecahan masalah yaitu dengan menggunakan media pembelajaran yang efektif dan mudah didapat seperti Multimedia Pembelajaran Interaktif (MPI). Tujuan penelitian ini untuk mendeskripsikan keterlaksanaan pembelajaran hasil belajar siswa dan mendeskripsikan kendala yang muncul pada saat kegiatan pembelajaran dengan menggunakan MPI. Penelitian ini menggunakan rancangan penelitian tindakan kelas. Subyeknya adalah guru dan siswa TK Hidayatullah Banyumanik Semarang yang berjumlah 50 siswa. Teknik pengumpulan data menggunakan observasi, tes, dan catatan lapangan. Selama menggunakan MPI, keterlaksanaan pembelajaran mengalami peningkatan dengan rata-rata nilai siklus I adalah 90,62% dan siklus II meningkat menjadi 93,75%. Nilai ketercapaian pelaksanaan pembelajaran siklus I rata-rata 82,9 dan pada siklus II mengalami peningkatan menjadi 93,7. Hasil belajar siswa juga mengalami peningkatan dengan nilai ketuntasan klasikal 77,5% pada siklus I dan pada siklus II meningkat menjadi 92,5%. Kendala yang ditemukan dapat diatasi oleh peneliti dengan baik. Dari hasil tersebut dapat disimpulkan bahwa MPI dapat meningkatkan hasil belajar siswa TK Hidayatullah.Kata Kunci: Multimedia Pembelajaran Interaktif (MPI), hasil belajar, PAUD.Abstract:Hidayatullah kindergarten is one of the leading educational institutions in the area of Semarang Banyumanik, but it is less successful learning because teachers do not use media tosupport. This causes less than the maximum student learning outcomes. It is necessary to solve the problem by using instructional media effectively and easily obtainable as Multimedia Interactive Learning (MPI). The objectives of this study are to describe the learning activities by study describing student learning outcomes and problems encountered during the learning activities using MPI. This study uses classroom action research design. The subject is kindergarten teachers and students of Hidayatullah Banyumanik Semarang totaling 40 respondents. Data collection techniques use are observation, testing, and field notes. Durig the use of MPI, the learning execution increases the average value of the first cycle was 90.62% and the second cycleincreases to 93.75%. The value of the implementation of learning achievement first cycle average of 82.9 and the second cycle increases to 93.7. Student learning outcomes also increases the value of classical completeness 77.5% in the first cycle and the second cycle increases to 92.5%. The existing constraints can be overcome by the researchers. From these results it can be concluded that MPI can improve student learning outcomes of Kindergarten Hidayatullah.Keywords: Multimedia Interactive Learning (MIL), learning outcomes, early childhood.

2020 ◽  
Vol 4 (3) ◽  
Author(s):  
Wa Ode Arini Maut

ABSTRAK: Masalah pokok penelitian ini adalah apakah penggunaan model pembelajaran kooperatif tipe Talking Stick pada mata pelajaran IPS dapat meningkatkan hasil belajar siswa pada materi aktivitas ekonomi dan potensi sumber daya alam di kelas IV SDN 8 Tongkuno Kabupaten Muna? Tujuan penelitian adalah untuk meningkatkan hasil belajar siswa pada materi aktivitas ekonomi dan potensi sumber daya alam melalui penggunaan model pembelajaran kooperatif tipe Talking Stick pada mata pelajaran IPS di kelas IV SDN 8 Tongkuno Kabupaten Muna. Penelitian ini dilaksanakan di kelas IV SDN 8 Tongkuno Kabupaten Muna pada semester genap Tahun Pelajaran 2018/2019 dengan jumlah siswa 23 orang, yang terdiri dari 10 orang laki-laki  dan 13 orang perempuan. Data penelitian ini diperoleh dari tes hasil belajar untuk melihat keberhasilan belajar siswa setelah penerapan model pembelajaran Talking Stick,  lembar observasi untuk guru dan siswa untuk melihat kondisi pelaksanaan tindakan. Prosedur penelitian ini terdiri dari: (1) perencanaan, (2) pelaksanaan tindakan, (3) observasi dan evaluasi, dan (4) refleksi. Sumber data penelitian ini adalah guru dan siswa. Jenis data  dalam penelitian ini adalah data kuantitatif  adalah hasil belajar siswa yang diambil dengan menggunakan tes hasil belajar, dan data kualitatif diambil dari hasil  observasi aktivitas guru dan aktivitas siswa. Data hasil penelitian pada siklus I siswa tuntas berjumlah 14 siswa dengan persentase 60,9% dan siswa tidak tuntas berjumlah 9 siswa dengan persentase 39,1% dengan nilai rata-rata siswa 70,2. Keberhasilan aktivitas mengajar guru pertemuan pertama sebesar 63,64% dan pertemuan kedua sebesar 72,73%. Data hasil penelitian pada siklus II siswa tuntas berjumlah 20 siswa dengan persentase 87% dan siswa tidak tuntas berjumlah 3 siswa dengan persentase 13% dengan nilai rata-rata siswa 81. Keberhasilan aktivitas mengajar guru pertemuan pertama sebesar 90,91% dan pertemuan kedua sebesar 100%. Kata Kunci: Model, Hasil Belajar, Talking Stick ABSTRACT: The main problem of this research is whether the use of the Talking Stick type cooperative learning model in social studies subjects can improve student learning outcomes on economic activity material and natural resource potential in class IV SDN 8 Tongkuno Muna Regency? The research objective is to improve student learning outcomes on economic activity material and natural resource potential through the use of a Talking Stick type cooperative learning model in social studies subjects in class IV SDN 8 Tongkuno Muna Regency. This research was conducted in class IV SDN 8 Tongkuno Muna Regency in the even semester of the 2018/2019 Academic Year with a total of 23 students, consisting of 10 men and 13 women. The data of this study were obtained from the learning achievement test to see the success of student learning after the application of the Talking Stick learning model, observation sheets for teachers and students to see the conditions of action implementation. The procedure of this research consists of: (1) planning, (2) implementing actions, (3) observation and evaluation, and (4) reflection. Data sources of this research are teachers and students. The type of data in this study is quantitative data is the learning outcomes of students taken using learning outcomes tests, and qualitative data taken from observations of teacher activities and student activities. The results of research in the first cycle of students complete 14 students with a percentage of 60.9% and 9 students who did not complete the number of students with a percentage of 39.1% with an average value of 70.2 students. The success of the teaching activities of the first meeting teachers was 63.64% and the second meeting was 72.73%. The results of the research in the second cycle of students completed 20 students with a percentage of 87% and students who did not complete numbered 3 students with a percentage of 13% with an average value of students 81. The success of teaching activities of the first meeting teacher was 90.91% and the second meeting was 100 %. Keywords: Model, Learning Outcomes, Talking Stick


2020 ◽  
Vol 3 (2) ◽  
pp. 61
Author(s):  
Lidia Muri

The study aimed to describe the implementation of scaffolding game media to improve learning outcomes of thematic learning in VI-grade at SDN 27 Pontianak (Pontianak 27 State Elementary School). The research method used by researchers was descriptive. The form of research was Classroom Action Research. Data collection techniques in this study were observed and questionnaire responses of students. Research collection tools in the form of observation sheets. This research was conducted for two cycles. The results of this study included the ability of teachers to plan learning using scaffolding game media, namely cycle I (85.81%), increased 9.94% in cycle II (95.75%) with an average value of 87.41% (category very good). The ability of teachers to implement learning in the first cycle (76.19%) increased by 16.27%, and the second cycle to 92.46% with an average value of both cycles of 92.46% (very good category), an increase of 16, 27%. The first cycle learning activities with an average of 76.45% increased by 14.84% in the second cycle with an average value of 89.07%, the average score of the second cycle learning activities 81.65% (once category) and the questionnaire response positive students as much as 85.93% (very good category). The first cycle learning outcomes test with an average value was 76.45, and the second cycle was 79.48%, the average value of the learning outcomes test was 77.97% (good category), and an increase of 30.3%. Based on data analysis of student learning outcomes, shows that the use of Scaffolding Game media can improve student learning outcomes.


Author(s):  
Moch Sukardjo ◽  
Lipur Sugiyanta

Web usability, if evaluation done correctly, can significantly improve the quality of the website. Website containing multimedia for education shoud apply user interfaces that are both easy to learn and easy to use. Multimedia has big role in changing the mindset of a person in learning. Using multimedia, learners get easy to obtain information, adjust information and empower information. Therefore, multimedia is utilized by teachers in developing learning techniques to improve student learning outcomes. For students with self-directed learning, multimedia provides the ease and completeness of the courses in such a way that students can complete the learning independently both at school and at home without the guidance of teachers. The learning independence takes place in how students choose, absorb information, and follow the evaluation quickly and efficiently. The 2013 Curriculum 2013 for Vocational High School (SMK) requires teachers to create engaging teaching and learning activities that students enjoy in the classroom (also called invitation learning environment). The creation of learning activity environment is still problem for most teachers. Various researches reveal that teaching and learning activities will be more effective and easy when assisted by visual tools. Using multimedia, learning material can be presented more attractively that help students understand the material easily. The opposite is found in the learning activity environment who only rely on ordinary lectures. Usability is a quality level of multimedia with easy to learn, easy to use and encourages users to use it. The website Multimedia Interactive Learning for Mathematics SMK Class X is targeted object. Usability website in Multimedia Interactive Learning for Mathematics SMK Class X is important indicators to measure effectiveness, efficiency, and student satisfaction to access the functionality of website. This usability measurement should be done carefully before the design is implemented thoroughly. The only way to get test with high quality results is to start testing at the beginning of the design process and continuously testing each of the next steps. This research performs usability testing on of website by using WAMMI criterion (Website Analysis and Measurement Inventory) and will be focused on how convenience using the website application. Components of Attractiveness, Controllability, Efficiency, Helpfulness, and Learnability are applied. The website in Multimedia Interactive Learning for Mathematics SMK Class X can be in accordance with the purpose to be accepted by student to improve student learning outcomes. The results show that WAMMI method show the usability value of Multimedia Mathematics SMK Class X is about from 70% to 90%.


Author(s):  
Agung Heri Wibowo

<p><em>The purpose of this research is to improve mastery of learning. One of the approaches used in the learning process is a thematic approach. This research uses classroom action research (PTK). The techniques used were data collection techniques using: (1) observation sheets (teachers and students), (2) test questions then analyzed using a percentage formula. The results of this study indicate that (1) the teacher activity in the first cycle with an average score of 2.91 in the sufficient category and in the second cycle the average score of 4.52 was in the very good category (2) the student activity in the first cycle with an average value of 2.86 was in the sufficient category and in the second cycle got an average value of 4.42 in the very good category. While student learning outcomes in the first cycle with a percentage value of 60.3%, and in the second cycle with a percentage value of 86.7%. Based on the results of the research, it can be concluded that with a thematic approach to the theme of Clean and Healthy Living can improve student learning outcomes in the class of SDN Kedungoleng 06.</em></p>


Author(s):  
Ahmad Fakhri Hutauruk

This article discusses the application of the problem based learning model in history learning in the XI IPS class at SMA Erlangga Pematangsiantar, as well as its influence on students' historical learning outcomes. The research method used is classroom action research conducted with 2 cycles. Data collection uses observation sheet instruments, interviews, written tests, field notes, and student worksheets. The results showed that the application of the problem based learning model in historical learning was able to improve student learning outcomes. This is indicated by the value obtained by students in each cycle. In the first cycle, the average value of student activity reached 71, while the learning outcomes got an average value of 69. In the second cycle, the average value of the activity and student learning outcomes increased. The average value of activity reaches 75, while the average value of learning outcomes reaches 80.


2021 ◽  
Vol 2 (1) ◽  
pp. 34-38
Author(s):  
Mutia Sartika

The purpose of this study was to increase student activity and improve student learning outcomes in learning Biology by using a constructivism approach through a learning cycle model. This research was a classroom action research which was conducted in 2 cycles. The subjects of this study were teachers and students of class VII SMPN 18 Bengkulu City. The research instrument used was the observation sheet and the test sheet. From the data analysis, it shows that in the first cycle, the classical learning completeness percentage is 70.58% for the potential for understanding the concept with incomplete criteria. In the second cycle it was obtained percentage of classical learning completeness 91.17% with complete criteria. On the teacher observation sheet cycle I obtained an average value of 34 with good criteria and cycle II obtained an average of 35 with good criteria. On the observation sheet, students in cycle I obtained an average value of 32.5 with good criteria and in cycle II an average value of 34.5 was obtained with good criteria. From the results of data analysis, it shows that learning biology by applying the constructivism approach through the learning cycle model can increase teacher and student activity and improve student learning outcomes of class VII SMP Negeri 18 Bengkulu City.


Author(s):  
Nina Herowati

<p><em>The purpose of this research is to improve mastery of learning. One of the approaches used in the learning process is a thematic approach. This research uses classroom action research (PTK). The techniques used were data collection techniques using: (1) observation sheets (teachers and students), (2) test questions then analyzed using a percentage formula. The results of this study indicate that (1) the teacher activity in the first cycle with an average score of 2.91 in the sufficient category and in the second cycle the average score of 4.52 was in the very good category (2) the student activity in the first cycle with an average value of 2.86 was in the sufficient category and in the second cycle got an average value of 4.42 in the very good category. While student learning outcomes in the first cycle with a percentage value of 60.3%, and in the second cycle with a percentage value of 86.7%. Based on the results of the research, it can be concluded that with a thematic approach to the theme of Clean and Healthy Living can improve student learning outcomes in the class of SD NEGERI 02 NEGARADAHA.</em></p>


2020 ◽  
Vol 13 (1) ◽  
pp. 57
Author(s):  
Rosmarintan Sihombing

Abstrak: Tujuan penelitian ini adalah untuk mengetahui peningkatan hasil belajar siswa pada mata pelajaran produktif OTKP materi menerapkan prosedur kegiatan rapat di kelas XI OTKP 2 SMK Negeri 1 Sidikalang. Melalui penerapan model pembelajaran kooperatif Giving Question anda Getting Answer. Model pembelajaran kooperatif Giving Question and Getting Answer merupakan salah satu strategi pembelajaran aktif. Penelitian ini dilaksanakan di SMK Negeri 1 Sidikalang pada siswa Kelas XI OTKP   Semester II T.P. 2018/2019 yang berjumlah 36 orang. Hasil penelitian diperoleh: (1) Penerapan model pembelajaran kooperatif Giving Question and Getting Answer dapat meningkatkan aktivitas belajar siswa. Hasil obsevasi siklus I diperoleh data bahwa terdapat 30 orang (83,33%) siswa untuk kriteria cukup aktif, dan 6 orang (16,66%) siswa yang aktif. Sementara pada siklus II peningkatan data hasil obsevasi aktivitas siswa menunjukkan 6 orang (16,66%) siswa untuk kriteria cukup aktif, 27 orang (75%) siswa untuk kriteria aktif, dan 3 orang (8,33%) siswa untuk kriteria sangat aktif. (2) Model pembelajaran kooperatif Giving Question and Getting Answer dapat meningkatkan hasil belajar siswa. Pada siklus I diperoleh nilai rata-rata 70,27 dan persentase ketuntasan belajar siswa sebesar 36,11% selanjutnya pada siklus II diperoleh nilai rata-rata 81,38 dan persentase ketuntasan siswa sebesar 88,88% dari jumlah siswa yang telah mencapai standar kriteria ketuntasan minimal.  Kata Kunci: model pembelajaran, kooperatif giving question, getting answer, aktivitas belajar, hasil belajar, menerapkan prosedur kegiatan rapat. Abstract: The purpose of this study was to determine the increase in student learning outcomes in productive subjects OTKP material to implement the procedure of meeting activities in class XI OTKP 2 Vocational High School 1 Sidikalang. Through the application of your Giving Question cooperative learning model Getting Answer. The Giving Question and Getting Answer cooperative learning model is one of the active learning strategies. This research was conducted at Vocational High School 1 Sidikalang on Class XI students of OTKP Semester II T.P. 2018/2019 of 36 people. The results are obtained: (1) The application of the Giving Question and Getting Answer cooperative learning model can improve student learning activities. The results of observing the first cycle obtained data that there were 30 people (83.33%) students for the criteria of being quite active, and 6 people (16.66%) students who were active. While in the second cycle the increase in data on the results of observations of student activity showed 6 people (16.66%) students for the moderately active criteria, 27 people (75%) students for the active criteria, and 3 people (8.33%) students for the very active criteria . (2) The Giving Question and Getting Answer cooperative learning model can improve student learning outcomes. In the first cycle obtained an average value of 70.27 and the percentage of students learning completeness of 36.11% then in the second cycle obtained an average value of 81.38 and the percentage of students completeness of 88.88% of the number of students who have reached the criteria standard minimal completeness. Keywords: learning models, cooperative giving questions, getting answers, learning activities, learning outcomes, implementing meeting activities procedures.


2020 ◽  
Vol 16 (2) ◽  
pp. 139
Author(s):  
Rizki Nurannisa ◽  
Tanto Aljauharie Tantowie ◽  
Dudi Dudi

Learning Indonesian especially in the ability to write simple essays in class II SDN 2 Sukasenang Sindangkasih Subdistrict, Ciamis District with environmental teaching materials around the school provides opportunities for students to be active, creative, and critical. In general, the results of appropriate studies can significantly meet the needs of teachers and students in which standard learning procedures. The ability of students to write simple essays using direct objects in the first cycle of meeting 1 was 73.51; the second cycle of meeting 1 amounted to 82.5; the second cycle of meeting 2 was 82.96; the third cycle of meeting 1 was 87.6; the second cycle of the second meeting was 91.35. 2) The skills of teachers in teaching in the first cycle of meeting 1 amounted to 79.8; the second cycle of meeting 1 was 80.4; the second cycle of meeting 2 was 81.7; the third cycle of meeting 1 was 85.1; the second cycle of meeting 2 was 89.82. 3) Student learning outcomes in the first cycle of meeting 1 amounted to 64.17; the second cycle of meeting 1 was 67.69; the second cycle of meeting 2 was 71.13; the third cycle of meeting 1 was 78.4; the third cycle of meeting 2 was 81.8. The ability of students to write an essay description using a direct object seems to have an increase even though it is not maximal. Increasing the ability of students to write essays using direct objects can be seen from changes in the average value of each aspect of writing essays in a better direction. This proves that media objects can directly improve student learning outcomes on the theme of safety at home and on the journey Indonesian language is the subject of essay writing at SD Negeri 2 Sukasenang. The results of the analysis indicate that the proposed hypothesis is acceptable


2020 ◽  
Vol 4 (3) ◽  
Author(s):  
Fajarudin Munando ◽  
Anwar Anwar

ABSTRAK: Fokus penelitian ini adalah: 1) Untuk meningkatkan aktivitas belajar siswa pada mata pelajaram sejarah di kelas XI IPS4 SMA Negri I Kabawo Kabupaten Muna. 2)Untuk meningkatkan keefektivitas mengajar guru pada mata pelajaran sejarah pada siswa kelas XI IPS4 SMA Negri I Kabawo Kabupaten Muna. 3) Untuk meningkatkan hasil belajara siswa pada mata pelajaran sejarah pada siswa kelas XI IPS4 SMA Negri I Kabawo Kabupaten Muna. Penelitian ini termasuk penelitian tidakan kelas (PTK) yang dilakukan dengan prosedur pelaksanaannya beberapa tahap, yaitu: perencanaan, pelaksanaan tindakan, pengamatan, serta refleksi. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah dengan memberikan tes tertulis dalam bentuk uraian pada tiap akhir siklus pembelajaran. Sesudah itu juga dengan dilakukan pengamatan terhadap efektivitas mengajar guru dan aktivitas belajar siswa. Teknik analisis data yang digunakan adalah analisis statistic sederhanan yaitu analisis deksripsi untuk mencari rata-rata persentase. Teknik analisis ini digunakan untuk mengetahui peningkatan hasil belajar siswa sesudah melakukan kegiatan pembelajaran dengan meenerapan model pembelajaran kooperatif tipe permainan kartu domino. Hasil penelitian ini menujukan bahwa: 1) persentase pelaksanaan efektifitas mengajar guru berdasarkan skenario penelitian yang dilaksanakan mengalami peningkatan setiap siklusnya. Persentase yang diperoleh pada siklus I sebesar 72,73% pada siklus II meningkatan mencapai 90,01%. 2) Aktivitas belajar siswa dengan menerapan model pembelajaran koopereatif tipe permainan kartu domino sudah menujukan peningkatan efektif. Perensentase yang diperoleh yaitu pada siklus I sebesr 25% dan pada siklus II mencapai persentase 90%. 3) Hasil belajar siswa meningkat dengan model pembelajaran kooperatif tipe permainan kartu domino dengan pesentase ketuntasan 89%. Dengan hasil tes siklus I yaitu sebesar 55,22% dengan nilai rat-rata 73. Pada siklus II mengalami peningkatan menjadi 86,96% dengan nilai rata-rata 82 dengan demikian penelitian tindakan kelas ini telah berhasil. Kata Kunci: Kooperatif, Model, Permainan Kartu Domino,ABSTRACT: The focus of this study are: 1) To improve student learning activities in the history of history in class XI IPS4 SMA Negeri 1 Kabawo, Muna Regency. 2) To improve the effectiveness of teaching teachers on history subjects in class XI IPS4 students of SMA Negri I Kabawo, Muna Regency. 3) To improve student learning outcomes in history subjects in class XI IPS4 students at SMA Negri I Kabawo, Muna Regency. This research includes classroom action research (CAR) which is carried out with several stages of implementation procedures, namely: planning, implementing actions, observing, and reflecting. The data collection technique used in this study is to provide a written test in the form of a description at the end of each learning cycle. After that also the observation of the effectiveness of teacher teaching and student learning activities was carried out. The data analysis technique used is a simple statistical analysis that is descriptive analysis to find the average percentage. This analysis technique is used to find out the increase in student learning outcomes after conducting learning activities by applying cooperative learning models to the type of domino card game. The results of this study show that: 1) the percentage of the implementation of the effectiveness of teaching teachers based on research scenarios carried out has increased each cycle. The percentage obtained in the first cycle of 72.73% in the second cycle increased to reach 90.01%. 2) Student learning activities by applying the cooperative learning model of the type of domino card game have been aimed at effective improvement. The percentage obtained is 25% in the first cycle and 90% in the second cycle. 3) Student learning outcomes increase with the type of domino card cooperative learning model with a percentage of completeness 89%. With the results of the first cycle test that is equal to 55.22% with an average value of 73. In the second cycle increased to 86.96% with an average value of 82 thus this class action research has been successful. Keywords: Cooperative, Model, Domino Card Game


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