scholarly journals ANALISIS MOTIVASI BELAJAR DAN HASIL BELAJAR SISWA DI MASA PANDEMI COVID-19

2021 ◽  
Vol 2 (1) ◽  
pp. 90-101
Author(s):  
Wulan Rahayu Syachtiyani ◽  
Novi Trisnawati

The covid-19 pandemic has shifted the learning system in Indonesia to distance learning, or better known as online learning. Various education units carry out online learning, this can bring about changes in learning activities. Whether it’s from students, teachers and the learning environment. From the existing phenomena, the researcher wants to conduct an analysis related to learning motivation and student learning outcomes during the covid-19 pandemic. This study aims (1) to find out how student motivation during the covid-19 pandemic and (2) to find out how student learning outcomes during the covid-19 pandemic. This research is qualitative descriptive study using a qualitative approach. The research subjects were students of X OTKP class, vocational high school 1 Ngawi while the value of student learning outcomes was taken in the General Administration subject. Data collection techniques using interviews, observation, and documentation. While the data analysis technique uses percentages. From the research conducted, it was found that the six indicators of learning motivation got an average of 84,28%, which means that student learning motivation falls into the high motivation category. While the average value of student learning outcomes got a percentage of 82,64%. Which means that student learning the category of good learning outcomes.

2022 ◽  
Vol 9 (1) ◽  
pp. 124
Author(s):  
Zaedun Zaedun

This study aims to analyze the impact of online learning on student learning outcomes in the Geography subject, the subject matter of Population Data Processing and Analysis in class XI IPS SMAN 2 Labuapi during the Covid-19 pandemic. This research method uses a descriptive method with a qualitative approach. The subjects of this study were students of class XI IPS 1, totaling 30 people. Data collection techniques using observation, documentation, and interviews. While the data analysis technique using interactive analysis includes data reduction, data presentation, and drawing conclusions. The results showed that online learning had an impact on student learning outcomes on the subject matter. Population Data Sources learning outcomes of 30 students showed 93% of students achieved completeness and only 7% had not. The average value of student learning achievement in this subject matter reached 81.83.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Arinta Mega Fap ◽  
Agustina Tyas Asri Hardini

Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar serta motivasi belajar siswa. Penelitian ini merupakan penelitian tindakan kelas dengan dua siklus di SD Negeri Banyuurip, Boyolali. Subjek penelitian ini adalah siswa kelas dua serta materi yang digunakan adalah tema enam, yaitu merawat hewan dan tumbuhan. Instrumen yang digunakan adalah tes hasil belajar secara kognitif pada tiap siklus serta wawancara motivasi belajar siswa. Teknik analisis data yang digunakan adalah analisis deskriptif, uji ketuntasan rata-rata, uji ketuntasan proporsi, serta uji n-Gain. Hasil peneltian menunjukan bahawa penggunaan blended learning pada prasiklus sampai siklus kedua mengalami peningkatan. Nilai rata-rata hasil belajar siswa yang diajar menggunakan blended learning secara statistik signifikan karena t-hitung melebihi t-tabel (5,41 > 1,82). Poporsi ketuntasan siswa yang diajar menggunakan blended learning melebihi 75% dengan Z tabel (1,64) < Z hitung (182). Terdapat peningkatan hasil belajar siswa setelah diuji menggunakan n-gain berada pada kategori tinggi. Pada hasil wawancara motivasi belajar, siswa lebih menyukai pembelajaran blended learning, sehingga motivasi belajar siswa menjadi lebih tinggi dari pada sebelumnya karena kesesuaian media yang diberikan.Blended learning to improve learning outcomes and study motivation in the pandemic Covid-19AbstractThis research aims to determine the increase in learning outcomes and student learning motivation. This research is a classroom action research with two cycles at SD Negeri Banyuurip, Boyolali. The subjects of this study were students in grade two, and the material used was theme six, namely caring for animals and plants. The instrument used was a test of learning outcomes in each cycle and an interview of student learning motivation. The data analysis technique used is descriptive analysis, average completeness test, proportion completeness test, and n-Gain test. This study indicates that the use of blended learning in the pre-cycle until the second cycle has increased. The average value of student learning outcomes taught using blended learning is statistically significant because the t-count exceeds the t-table (5.41> 1.82). The proportion of completeness of students taught using blended learning exceeds 75% with Z table (1.64) <Z count (182). And there is an increase in student learning outcomes after being tested using n-gain is in the high category. In the learning motivation interview results, students prefer blended learning so that the student's learning motivation is higher than before because of the suitability of the media given.


2021 ◽  
Vol 4 (2) ◽  
pp. 197-203
Author(s):  
Valensia Ose ◽  
Natalia Peni ◽  
Maria Fatima Mei

The purpose of this study was to determine student activities, teacher activities, and learning outcomes through problem-solving learning on the relationship material of class VIII SMPN 2 Adonara Barat. This research is classroom action research. The research subjects were students of class VIII SMPN 2 Adonara Barat, totalling 16 people. Data collection is done by observation, tests, and documentation. The data analysis technique used is quantitative data analysis. The results showed that learning mathematics using problem-solving can improve student and teacher activities and student learning outcomes. Based on the results of data analysis, the level of implementation of teacher activities in the first cycle was 75% with good criteria, in the second cycle, it was 93,1% with very good criteria. For student activities in the first cycle of 65% with sufficient criteria and the second cycle of 84% with good criteria. Student learning outcomes have increased learning mastery with a pre-action percentage of 6.25%, the first cycle of 31.25%, and the second cycle of 100% learning outcomes. The increase in the average value of the pre-test results was 42.25%, the first cycle was 65% and the second cycle was 82.25%.


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 4 (2) ◽  
pp. 81-85
Author(s):  
Achmad Alim Asriadi

IMPROVING STUDENT ACTIVITY AND LEARNING OUTCOMES IN INHERITANCE MATERIALS IN LIVING INTERESTS WITH MICA PLASTIC TOOLSThis study aims to determine the increase in student activity and learning outcomes, describe the process of increasing student activity and learning outcomes, and measure the magnitude of the increase in activity and learning outcomes in inheritance material in living things. The use of plastic mica props in class IXC SMP Negeri 8 Bogor City Semester 1 of the 2019/2020 school year. This research is a Classroom Action Research by providing action on research subjects in two learning cycles. The results of this study indicate that using plastic mica props can be a fun variation of learning for students so that it is proven to improve student learning outcomes. Before using the plastic mica props, the learning outcomes of students only reached an average value of 68.18 then an increase occurred after using the mica plastic props to 85.15 in cycle 1 and 90.15 in cycle 2. So it can be concluded that the use of props mica plastic is very popular with students and there is an increase in student learning outcomes. Therefore, researchers suggest that the use of plastic mica props be socialized and used as an alternative in science learning in schools


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 2 (2) ◽  
pp. 58
Author(s):  
Freddy Tua Musa Panggabean ◽  
Muhammad Fadli Harahap

This study aims: (1) to find out wheter the average value of student learning outcomes taught by PBL and DL models is greater than the KKM value (2) to find out whether there is class interaction and motivation on the value of student learning outcomes. This research is type of One-Group pretest-posttest Design research. The analysis technique used is: (1) One sample t-test; (2) Two Way Anava. From the analysis of the learning outcomes data obtained (1) differences in student learning outcomes (80.47  8.3336) taught by applying PBL models using macromedia flash and student learning outcomes (78.269  9.994) are taught by applying the DL model using macromedia flash where a t test of 1.684 is obtained; (2) There a Fhit price of 6.235 > Ftable 4.00 and a sig value of 0.015 < 0.05 meant that the factor A was real; inter-row results (B) have a Fhit price of 0.025 < Ftable 4.00 and a sig value of 0.975 > 0.05 means that the factor B is not real; interaction results (AB) has a Fhit price of 3.860 > Ftable 3.45 and a sig value of 0.027 < 0.05 means that the factor AB is real.


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


2017 ◽  
Vol 1 (2) ◽  
pp. 159-164
Author(s):  
Molani Paulina Hasibuan ◽  
Ramlan Silaban

Abstrak. Penelitian ini bertujuan menganalisis kualitas buku ajar kimia di SMA/MA Kelas XI Semester 1 yang dihasilkan dalam penelitian ini sehingga memenuhi standar kualitas seperti yang dipersyaratkan oleh BSNP dan sesuai dengan kurikulum 2013. Populasi dari penelitian ini adalah guru-guru kimia  di SMA/MA yang ada di Kota Medan, Propinsi Sumatera Utara. Sampel penelitian diambil secara purposive. Pendekatan yang digunakan untuk mencapai tujuan yang telah dirumuskan adalah penelitian deskriptif kualitatif dan kuantitatif. Data berupa penilaian kualitas buku diperoleh dari angket yang diberikan pada responden yaitu guru-guru kimia SMA/MA di Kota Medan. Teknik analisis data menggunakan independent sample t-test dengan SPSS 20 for windows pada taraf signifikansi α = 0,05. Hasil penelitian menunjukkan bahwa model pembelajaran kooperatif berbasis masalah dapat meningkatkan hasil belajar siswa. Hal ini ditunjukkan dari hasil penelitian yang menunjukkan rata-rata nilai hasil belajar siswa dengan model pembelajaran kooperatif berbasis masalah lebih tinggi dibandingkan rata-rata nilai hasil belajar siswa dengan model pembelajaran kooperatif. Kata Kunci: buku ajar, kurikulum 2013  Abstract. This study aims to analyze the quality of chemistry textbooks in SMA/MA Class XI Semester 1 which is produced in this research so as to meet the quality standards as required by BSNP and in accordance with the curriculum 2013. The population of this research is chemistry teachers in SMA/MA is in the city of Medan, North Sumatra Province. The sample was taken purposively. The approach used to achieve the objectives that have been formulated is qualitative and quantitative descriptive research. Data in the form of book quality assessment obtained from questionnaires given to respondents ie high school chemistry teachers MA in Medan City. Data analysis technique using independent sample t-test with SPSS 20 for windows at significance level α=0,05. The results showed that the problem-based cooperative learning model can improve student learning outcomes. This is shown from the results of research that shows the average value of student learning outcomes with model-based cooperative learning is higher than the average value of student learning outcomes with cooperative learning model.Keyword: textbooks, curriculum 2013


2020 ◽  
Vol 13 (01) ◽  
pp. 12-26
Author(s):  
Ana Theriana

The problem in this research was whether there is the effect of the Probing Prompting Learning model on student learning outcomes in the10thgradersof SMANurulAmal Palembang. The purpose of this study was to determine the influence of the Probing Prompting Learning model on student learning outcomes at SMA NurulAmal Palembang. The method used in this study was the experimental method using two classes, namely the experimental class, and the control class. Meanwhile, the data collection technique was done by tests, and documentation techniques, then the data were analyzed by the data analysis technique using t-test analysis. The results showed that the average value of the experimental class was more than 80.24 compared to the control class of 63.6 and the calculations resulted tcountedtableie, 7.02 ≥ 1.667 then Ho was rejected and Ha was accepted. In other words, there was the influence of the Probing Prompting Learning model on learning outcomes.


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