scholarly journals Online Learning with Google Forms Included with Youtube and Link Material

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.

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):  
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.


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.


JURNAL RANDAI ◽  
2021 ◽  
Vol 1 (2) ◽  
pp. 79-96
Author(s):  
Wardiah

Low activity, student creativity in the learning process can result in the teaching and learning process being less than optimal so that the material presented is incomplete according to the expected completeness criteria. From the results of observations and discussions with the history subject teacher, information is obtained that the learning system has not fully involved students as the subject of learning consequently the final result to be achieved, namely individual and classical learning completeness with KKM (minimum completeness criteria) has not been achieved. One of the efforts made to improve the process and student learning outcomes, a learning method is used that makes it easier for students to compile and understand information or the content of the lesson text in increasing understanding of social studies subject matter so that learning outcomes are expected to increase, through the use of the SQ3R method. Based on the background of the problem, the formulation of the problem in this study is: "How are the students' learning outcomes increased through the SQ3R method in history learning for students of XII SMA Negeri 1 Tembilahan Hulu Indragiri Hilir? "The purpose of this study is to determine the activities of teachers and students as well as the improvement of student learning outcomes in history subjects through the SQ3R method for class XI SMAN 1 Kateman Indragiri Hilir. The conclusion of this study is that the student learning outcomes, before CAR the average daily test was 64.3, after the CAR based on the daily test cycle I increased to 81.8 and was included in the good category. In the second cycle of daily tests, it increased again to 92.8 and was included in the very good category. Thus, the use of the SQ3R method can improve student learning outcomes in history learning for class XII at SMAN 1 Tembilahan Hulu, Indragiri Hilir Regency


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


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


2021 ◽  
Vol 5 (2) ◽  
pp. 84-90
Author(s):  
Febrian Solikhin ◽  
Weni Inda Sari ◽  
Krisna Dewi

This research is a Classroom Action Research conducted at Public Senior High School 3 Bengkulu City, especially class XI MIPA 4. Online learning in this class reduces student learning activities. Many students are passive in learning. This affects decreasing their learning outcomes. For that, it is necessary to provide the appropriate treatment for solving the problem. This treatment is to apply a learning model that requires students to be more active in learning. One of them is the Numbered Head Together (NHT) learning model. This study aims to increase student activeness in the online learning process and improve student learning outcomes using the NHT model, especially chemical equilibrium material. The subjects of this study were 34 students of class XI MIPA 4. The instruments used were the student activeness observation sheet and the learning outcome test instrument. This research runs in 2 cycles, with each cycle consisting of planning, implementing, observing, and reflecting. The results obtained, overall, there was an increase in student activity in the online learning process and student learning outcomes. The percentage of student activeness in online learning increased from 40.19% in cycle I to 85.29% in cycle II. Meanwhile, the percentage of student learning outcomes completeness was risen from 55.88% in the first cycle to 82.35%. Both have achieved the target set, which is 75%.


2017 ◽  
Author(s):  
Iwan Setia Kurniawan ◽  
Topik Hidayat

AbstrakUlasan ini menginformasikan mengenai penggunaan aplikasi smartphone dalam pembelaja- ran. ulasan ini mencakup tiga bahasan utama yaitu: aplikasi smartphone, kemampuan iden- tifikasi dan literasi konservasi. Beberapa penelitian menunjukan bahwa penggunaan aplikasi smartphone yang diintegrasikan dalam pembelajaran lebih baik daripada pembelajaran dengan cara tradisional. Selain itu aplikasi smartphone efektif untuk meningkatkan hasil belajar siswa, meningkatkan kolaborasi, meningkatkan motivasi siswa dalam pembelajaran, meningkatkan pemahaman konseptual, meningkatkan kemampuan identifikasi siswa mengenai berbagai spesies dan meningkatkan literasi konservasi serta membantu memper- mudah akses materi pembelajaran secara online. Aplikasi smartphone yang dikembangkan dengan prosedur yang tepat akan membantu dalam pembelajaran. Dalam hal ini, beberapa penelitian menunjukan dengan menggunakan aplikasi smartphone siswa memiliki kemam- puan identifikasi yang baik, hal ini penting karena kemampuan identifikasi sangat dibutuh- kan dalam upaya konservasi. Pembelajaran inovatif sudah seharusnya mengembangkan teknologi khususnya smartphone untuk menunjang pembelajaran. Studi lebih lanjut diper- lukan untuk mengembangkan berbagai aplikasi smartphone dalam pembelajaran.Kata kunci: Aplikasi Smartphone, Inovasi Pembelajaran, Keterampilan Identifikasi, Literasi KonservasiAbstractThis review informs about the use of smartphone applications in learning. This review covers three main topics, namely: applications of smartphones, the ability of identification and con- servation literacy. Some studies showed that the use of smartphone applications that are integrated in learning is better than learning in a traditional way. In addition, smartphone applications are effectively able to improve student learning outcomes, collaboration, stu- dent motivation in learning, conceptual understanding, identification skill of students on a variety of species conservation, and promote literacy and facilitate access to online learning materials. Smartphone applications developed with proper procedures will assist in learn- ing. In this regard, several studies have shown using smartphone applications students have proper identification ability, this is important because the ability of identification is required in conservation efforts. Innovative learning should develop technologies to support learning, especially smartphone. Further studies are needed to develop a variety of smartphone ap- plications in learning.Keywords: Conservation Literacy, Identification Skills, Innovative Learning, Smartphone Applications


2021 ◽  
Vol 10 (1) ◽  
pp. 13-20
Author(s):  
Mirian Tandi ◽  
Mesta Limbong

The purpose of this study is to evaluate the learning outcomes of Barana Christian High School students' face-to-face learning in the new normal. Face-to-face learning is carried out because many students, parents and teachers complain about learning conducted online from home due to the difficulty of students receiving inadequate learning and networks.  This research method uses qualitative method through literature study, observation and problem tree analysis approach with a sample number of 366 students. The results of this study show that the learning objectives have not been achieved due to the decrease in student learning outcomes during this new normal, so it is necessary to increase the interest and motivation of students' learning and teacher skills in supporting the improvement of student learning outcomes.   Keywords: evaluation, learning outcomes, face-to-face learning, new normal


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