scholarly journals Meningkatkan Keaktifan Siswa Dalam Pembelajaran Daring Melalui Media Game Edukasi Quiziz pada Masa Pencegahan Penyebaran Covid-19

2020 ◽  
Vol 7 (3) ◽  
pp. 145
Author(s):  
Erlis Nurhayati

The study aims to determine the increased activity of learning in online learning through the media of educational Quiziz. This research is a class action study with subjects of grade VII students ' study. 6 SMP N 1 Gangga as much as 23 people. The study implemented 2 cycles, each cycle 2 times the meeting. Each meeting is based on 4 stages, namely planning, implementation, observation and reflection. The implementation of the research stages is slightly different from learning in the classroom because they are conducted separately or students are at home. Based on the results of the study, at a cycle I gained an average student who was active 52.25% with sufficient catagories. While in cycle II obtained average students active 73.9% with high catagori. So from cycle I and cycle II occurred an increase in the activity of 17.65% students. Thus, research can be concluded that educational game media Quiziz can increase the activity of students in online learning during the prevention of the spread of Covid-19 IPS subjects

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


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 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.


2017 ◽  
Vol 6 (2) ◽  
pp. 585
Author(s):  
Nurti Tinambunan

The background of this study is the low learning outcomes of IPS students of grade V B SDN 005 Bukit Timah with average student learning outcomes of 56.00. The purpose of this study is to improve the learning outcomes of IPS through the application of discussion methods. This research is a class action research, the subject of this research is the students of grade VB SDN 005 Bukit Timah with the number of 32 students. This research was conducted in two cycles with four stages: planning, implementation, observation and reflection. The results showed that the discussion method can improve the learning result of IPS. This is evidenced by the average acquisition of learning outcomes in the first cycle of 70,78 with good category, in the second cycle of 75,31 with good category.


2020 ◽  
Vol 2 (2) ◽  
pp. 76-81
Author(s):  
Alfitriani Siregar ◽  
Nadlrah Naimi

This community service is aimed to provide teaching training through BIG MAZE educational game media for Aisiyah’ teachers during online. The educational game, Maze, is complicated, tortuous, and deadlocked track system. At home, children easily learn through the media BIG MAZE, is B (Bergerak) for move is a stimulus to the child's body movements, hands and feet. I (Ingat) for remember is to train the child's memory sensors, through language, numbers, letters. G (Guna) for use is to do the activities of the results of exercises done in the previous movement through memory sensors, and will affect the cognitive development of children. This activity was carried out in collaboration between Aisyiyah Regional Leadership of Primary and Secondary Educational in North Sumatera and Aisyiyah Butstanul Athfal’ teachers in Medan partners. The method is taught for children of 10 teachers from ABA in Medan and has been evaluated, this activity through 4 stages: (1) preparation, (2) action, (3) observation, and (4) evaluation. The results of the children were very enthusiastic using by BIG MAZE of educational games tool at home online.


2017 ◽  
Vol 6 (1) ◽  
pp. 276
Author(s):  
Retno Ambarwati

The background of this study is the low grade science students learning outcomes VI C SDN 004 Tembilahan Kota, Of the 23 students, only 9 students (39.13%) were completed. Based on this the researchers conducted the study by applying image media to improve learning outcomes IPA. This research is a class act who performed a total of two cycles consisting of two meetings, the study was conducted with four phases, namely planning, implementation stage, the stage of observation and reflection stages. The study states that science learning outcomes of students has increased in each cycle, this is evidenced by the increasing average student learning outcomes, the preliminary data the average student learning outcomes at 66.00 has increased in the first cycle of up to 83.30, and increased up to 91.74. Based on these results, it can be concluded that the application of drawing media can improve learning outcomes VI grade science students SDN 004 Tembilahan Kota.


2020 ◽  
pp. 106409
Author(s):  
Cara Kiernan Fallon ◽  
Madison K. Kilbride

Author(s):  
Ingo Fietze ◽  
Sebastian Herberger ◽  
Gina Wewer ◽  
Holger Woehrle ◽  
Katharina Lederer ◽  
...  

Abstract Purpose Diagnosis and treatment of obstructive sleep apnea are traditionally performed in sleep laboratories with polysomnography (PSG) and are associated with significant waiting times for patients and high cost. We investigated if initiation of auto-titrating CPAP (APAP) treatment at home in patients with obstructive sleep apnea (OSA) and subsequent telemonitoring by a homecare provider would be non-inferior to in-lab management with diagnostic PSG, subsequent in-lab APAP initiation, and standard follow-up regarding compliance and disease-specific quality of life. Methods This randomized, open-label, single-center study was conducted in Germany. Screening occurred between December 2013 and November 2015. Eligible patients with moderate-to-severe OSA documented by polygraphy (PG) were randomized to home management or standard care. All patients were managed by certified sleep physicians. The home management group received APAP therapy at home, followed by telemonitoring. The control group received a diagnostic PSG, followed by therapy initiation in the sleep laboratory. The primary endpoint was therapy compliance, measured as average APAP usage after 6 months. Results The intention-to-treat population (ITT) included 224 patients (110 home therapy, 114 controls); the per-protocol population (PP) included 182 patients with 6-month device usage data (89 home therapy, 93 controls). In the PP analysis, mean APAP usage at 6 months was not different in the home therapy and control groups (4.38 ± 2.04 vs. 4.32 ± 2.28, p = 0.845). The pre-specified non-inferiority margin (NIM) of 0.3 h/day was not achieved (p = 0.130); statistical significance was achieved in a post hoc analysis when NIM was set at 0.5 h/day (p < 0.05). Time to APAP initiation was significantly shorter in the home therapy group (7.6 ± 7.2 vs. 46.1 ± 23.8 days; p < 0.0001). Conclusion Use of a home-based telemonitoring strategy for initiation of APAP in selected patients with OSA managed by sleep physicians is feasible, appears to be non-inferior to standard sleep laboratory procedures, and facilitates faster access to therapy.


2021 ◽  
pp. 026921632110233
Author(s):  
Cari Malcolm ◽  
Katherine Knighting

Background: End-of-life care for children with life-shortening conditions is provided in a range of settings including hospital, hospice and home. What home-based, end-of-life care should entail or what best practice might look like is not widely reported, particularly from the perspective of parents who experienced the death of a child at home. Aim: To explore the value and assess the effectiveness of an innovative model of care providing home-based, end-of-life care as perceived by families who accessed the service. Design: A qualitative descriptive study design was employed with in-depth semi-structured interviews conducted with bereaved parents. Setting/participants: Thirteen bereaved parents of 10 children supported by the home-based end-of-life care service. Results: Parents reported effective aspects of end-of-life care provided at home to include: (1) ability to facilitate changes in preferred place of death; (2) trusted relationships with care providers who really know the child and family; (3) provision of child and family-centred care; (4) specialist care and support provided by the service as and when needed; and (5) quality and compassionate death and bereavement care. Parents proposed recommendations for future home-based end-of-life care including shared learning, improving access to home-based care for other families and dispelling hospice myths. Conclusion: Parents with experience of caring for a dying child at home offer valuable input to future the policy and practice surrounding effective home-based, end-of-life care for children. New models of care or service developments should consider the key components and attributes for effective home-based end-of-life identified by bereaved parents in this study.


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