scholarly journals INCREASED LEARNING ACTIVITIES AND OUTCOMES THROUGH ONLINE LEARNING WITH GOOGLE CLASSROOM IN THE COVID-19 PANDEMIC PERIOD

2020 ◽  
Vol 5 (1) ◽  
Author(s):  
Sutrisno Sutrisno

This Best Practice writing aims to: (1) describe the increase in student learning activities through online learning with Google Classroom and (2) describe the improvement in student learning outcomes through online learning with Google Classroom during the Covid-19 pandemic. The subject of the writing of this Best Practice is the students of class XI MIPA 2 in SMA N 1 Bantul in Academic Year 2019/2020, with a total of 30 students. Writing this Best Practices using descriptive methods. Information is collected based on student activities through documentation and student learning outcomes using tests. The strategy used is online learning with Google Classroom through five operational stages, namely: (1) Teacher Planning Learning Implementation Plan (RPP); (2) The teacher starts the learning and assignment material then uploads it to Google Classroom; (3) Students learn learning materials and work on assignments given by the teacher with Google Classroom using a cellphone or laptop; (4) The teacher monitors the implementation of the online learning process; (5) The teacher provides feedback online learning and the work done by students is also uploaded. The implementation of online learning with Google Classroom during the Covid-19 pandemic can increase: (1) student activity in learning. The percentage of student activeness in face-to-face learning was 71.39% with the active category increasing to 75.83% with the very active category in online learning with Google Cassroom; and (2) student learning outcomes. The average value of student learning outcomes in KD previously with face-to-face learning was 85.16 with a good category, an increase of 5.11 to 90.27 with a good category in online learning using Google Classroom on the Job Application Letter material.

Author(s):  
Tri Mutmainnah ◽  
Munoto Munoto ◽  
Marniati Marniati ◽  
Tri Rijanto

The purpose of this study was to determine the activities of students in the basic learning activities of sewing technology using video media, to determine the learning outcomes of basic students of sewing technology using video media, and to determine students' responses to the basic learning activities of sewing technology using video media. This type of research is Classroom Action Research (CAR). The learning method is implemented using the direct learning method. Data collection techniques use observation to get data about student activities, performance tests to determine student learning outcomes, and questionnaires to determine student responses. Data analysis using quantitative descriptive. The results showed that student activities which include preliminary, core, and closing activities were said to be very good with an average value of 93% in the first cycle and rose to 96% in the second cycle. Student learning outcomes reached 73% grade completeness in the first cycle and rose to 82% in the second cycle. The average percentage of success in cycle I and II was 77% in the good category. The results of students' responses stated that they agreed that video media made them have a high willingness to participate in learning by 56%, with 47% of students strongly agree that learning with video media was very interesting and not boring, 58% agreed that it was easier to understand learning materials with video media, and 39% agree that video media motivate students to excel.


2018 ◽  
Vol 2 (1) ◽  
pp. 13
Author(s):  
Dewi Afriany Susanti

The research conducted is Classroom Action Research by using Picture and picture model based on multimedia by internalizing character education on civic education Subject, State IV State Elementary Matter Material 040448 Kabanjahe Lesson Year 2016/2017.The location of this research is SD Negeri 040448 Kabanjahe. The subjects in this study were third-grade students of SD Negeri 048232 Kabanjahe which amounted to 49 students and as an object is an improvement of learning on the material of State Coat by using Picture and picture model based on multimedia.Data Collection Techniques are Observation Sheet Teachers and Observation Sheets of student activities. Data analysis techniques used were observation and test sheets.Based on the research that has been done then the implementation of learning activities of teachers 80% (good category), the implementation of learning activities 87 students (good category), and student learning outcomes 85% classically, and the average value 82.From the results of this study can be concluded that the implementation of learning included into both categories, and student learning outcomes have been increased and completed in a classical manner using the Picture and picture model based on multimedia to Improve Student Results on civic education Subjects, State IV State Elementary School 040448 Kabanjahe Lesson Year 2016/2017.


2021 ◽  
Vol 2 (2) ◽  
pp. 551-556
Author(s):  
Masnurul Shalihah

The increasing number of people infected with the corona virus causes the disruption of the face-to-face learning process directly, because it can cause the emergence of new corona virus clusters in schools. As a substitute is the implementation of an Online learning system. The purpose of this research is to improve student learning outcomes in online learning using a combination, google form, youtube and material links. This research method is in the form of data collection on the value of student learning outcomes that are analyzed in a descriptive and classical manner using a formula to find the presentation of student learning outcomes. The benefit of this research is that it can be used as a reference for exploring the concept of Google Forms, Youtube and Link Material in online learning. The results of this study indicate that online learning using a combination of google form, youtube and material links can improve learning motivation, learning activities and improve student learning outcomes.


Author(s):  
Anthony Anggrawan

Each higher education institution has a choice of learning models to be held, namely face-to-face learning, online learning, and blended learning. Face-to-face and online learning models have advantages and disadvantages in supporting student learning styles. Student learning styles not only represent what students like in learning, but also affect student learning outcomes. So it is not surprising, until now there is still a crossing of opinion in the achievement of learning, face-to-face learning or online learning that provides better results. This study provides an answer solution to learning English, whether face-to-face learning or online learning that is superior in cognitive learning outcomes according to student learning styles. The results of the descriptive analysis in this study concluded that students with auditory and visual learning styles taught with online learning models had higher average learning outcomes compared to students taught with face-to-face learning models; there is no difference in the average value of kinesthetic student learning outcomes between students who are taught by face-to-face learning with students who are taught by online learning; and in general the results of descriptive analysis show that online learning students are more successful in achieving learning outcomes compared to face-to-face learning students in learning English.


2020 ◽  
Vol 3 (1) ◽  
pp. 38-46
Author(s):  
Muhammad Asyari Pupanosa

This study aims to determine the increase in student activity and learning outcomes in chemistry subjects by applying D 'jigsaw termoboard learning at Muara Kelingi High School on Thermochemical material. The research method used was Classroom Action Research (CAR). The study was conducted in two cycles, where each cycle consisted of two meetings. Data collection techniques using the end of the cycle test and observation sheet. Tests are used to determine student learning outcomes and observation sheets are used to determine student activities. The results showed that the average value of pre-cycle student learning outcomes was 44.0 with a percentage of completeness of 31.4%, the average value of student learning outcomes after the first cycle of action was 55.4 with a percentage of completeness of 62.9% , the average value of student learning outcomes in the second cycle was 70.3 with a percentage of completeness of 82.9%. Where the results of Cycle II> Cycle I. It was concluded that D 'jigsaw termoboard learning in learning can improve chemistry activities and learning outcomes. Keywords: D 'jigsaw termoboard learning, Learning Outcomes, Learning activities


Author(s):  
S Salmiati ◽  
Yuhandri Yunus ◽  
S Sumijan

The Covid-19 pandemic has a major impact on the world of education. Government policies to implement Distance Learning (PJJ) have an impact on learning in schools. Increasing ICT competence is needed to support the smooth running of PJJ. One of them is through ICT guidance activities during the Covid-19 Pandemic. SMP Negeri 1 Lengayang carried out online and face-to-face ICT guidance activities during the Covid-19 Pandemic. However, student learning outcomes in online and face-to-face learning have not shown maximum results. Various obstacles arise that affect student learning outcomes. Teachers have difficulty measuring the level of students' understanding of ICT guidance. Predicting the level of understanding of students is important as a measure of learning success during the Covid-19 Pandemic. This study aims to predict the level of understanding of students in online and face-to-face learning during the Covid-19 period, so that it can also help schools to take the right policies to improve the quality of learning for the future. This study uses the Backpropagation method of Artificial Neural Network (ANN). ANN is a part of artificial intelligence that can be used to predict. The data that is managed is a recap of the value of student cognitive learning outcomes during ICT guidance in online and face-to-face learning during the Covid-19 Pandemic. The results of calculations using the Backpropagation method with the Matlab application produce a percentage value for the level of student understanding, so that the accuracy value in prediction is obtained. With the results of testing the predictive accuracy of the level of understanding online and face-to-face with the 3-10-1 pattern, the best accuracy value is 95%. The prediction results can measure the level of students' understanding of learning during the Covid 19 Pandemic towards ICT guidance.


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.


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.


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


2021 ◽  
Vol 4 (2) ◽  
pp. 46-52
Author(s):  
Dewi Handayani

The current covid-19 pandemic has an impact on Capita Selecta Chemistry lectures. The difficulty of face-to-face learning in class makes lecturers have to be able to find solutions to these problems. One of the solutions used is the application of the Project Based Learning (PjBL) model assisted by the WhatsApp Group (WAG) application and face-to-face through the zoom meeting application.This research is a research pre-experimental research with one-group pretest posttest design, experiments conducted in one class without a comparison class. The research was conducted at a State University in Bengkulu. With the research subjects as many as 24 students who took capita selecta Chemistry course. The instruments used in this study are learning outcomes tests and response questionnaires towards applications that used in learning. Data analysis techniques include average value, normality test, and hypothesis testing using the t-test using SPPS computer program for windows version 23. The results showed that there was an increase in student learning outcomes with the implementation of  PjBL model assisted by WhatsApp and Zoom applications with  pretest scores of 66.042, postest scores of 84.625 and the N-gain value data obtained was 0.547 in the moderate category. Student’s response toward the use of  WAG and Zoom Meeting applications was very positive. As many as 91.67% of students considered that WAG application was a very practical application and it was easily accessible to students, especially access to learning materials. The use of zoom meeting according to 70% of students is also very interactive and can replace face-to-face meetings. Keywords: PjBL Model, WhatsApp, Zoom Meeting, Learning Outcomes, Capita Selecta                                                               


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