scholarly journals MENINGKATKAN PRESTASI BELAJAR SISWA DALAM PEMBELAJARAN DARING DI MASA PANDEMI MELALUI APLIKASI CANVA UNTUK KELAS VI SDN KREMBANGAN SELATAN III SURABAYA

2021 ◽  
Vol 1 (4) ◽  
pp. 190-196
Author(s):  
MARYUNANI MARYUNANI

This study aims to ensure the implementation of online learning at SDN Krembangan Selatan III during the COVID-19 pandemic, and to measure the ability of teachers to design and implementing creative and innovative online learning according to students' conditions during School From Home (SFH). Teachers carry out digital-based learning by using applications in delivering learning materials to students. Canva application is one of the preferred applications that is considered very appropriate for presenting subject matter online. Canva for Education is an add-on fiture for interactive and comprehensive online learning, also the teaching and learning process can be conducted virtually. Canva for Education can help facilitate a learning environment that matches the continuity, access, and structure of education that makes online learning important. In this study, the researcher using the Research and Development (R&D) methods. The results of the analysis show that online learning creativity at SDN Krembangan Selatan III Surabaya in 2020 has achieved the expected goal, namely after students use the Canva application, learning is not monotonous, and the results have an impact on student academic achievement. Their average score rose, which was initially only 67.4 to 82. The use of the Canva application also affects the percentage of students who pass the mínimum criteria of mastery learning (KKM) from 33% increas to 87% after learning using Canva. ABSTRAKPenelitian ini bertujuan untuk memastikan keterlaksanaan pembelajaran daring di SDN Krembangan Selatan III selama pandemi COVID-19, dan mengukur kemampuan guru dalam merancang serta melaksanakan pembelajaran daring yang kreatif dan inovatif sesuai dengan kondisi siswa selama School From Home (SFH). Guru melaksanakan pembelajaran berbasis digital dengan menggunakan aplikasi Canva dalam menyampaikan materi pembelajaran kepada siswa. Aplikasi canva merupakan salah satu aplikasi pilihan yang dirasa sangat tepat untuk menyajikan materi pelajaran secara daring. Canva untuk Pendidikan adalah fitur tambahan untuk pembelajaran daring yang interaktif, pembelajaran menyeluruh, dan proses pembelajaran bisa dilakukan secara virtual. Canva untuk Pendidikan digunakan sebagai media lingkungan belajar yang menyamai kelangsungan, akses, dan struktur pendidikan yang membuat pentingnya pembelajaran daring. Penulis menggunakan metode penelitian pengembangan atau Research & Development (R&D). Hasil analisis menunjukkan bahwa kreativitas pembelajaran daring di SDN Krembangan Selatan III Surabaya Tahun 2020 telah mencapai tujuan yang diharapkan yaitu setelah siswa menggunakan aplikasi Canva pembelajaran tidak monoton, dan hasilnya berdampak pada prestasi akademik siswa. Nilai rata-rata mereka naik, yang awalnya hanya sebesar 67,4 menjadi 82. Penggunaan aplikasi canva juga mempengaruhi besarnya presentase siswa yang lolos KKM, dari 33% meningkat menjadi 87% jumlah siswa yang lolos KKM setelah melakukan pembelajaran dengan menggunakan canva

2016 ◽  
Vol 1 (1) ◽  
pp. 32
Author(s):  
Afririo Enanda ◽  
Moch Bruri Triyono

This study aimed to study the increase in learning motivation and academic achievement in mechanical technology subject using the mind mapping method. The research was carried out in SMK N 2 Klaten. This classroom action research was conducted in four cycles with study subjects of 35 students. Data were collected using questionnaires and exams observation sheets. Data were analyzed using quantitative descriptive. Results of this research are an average increase of student motivation by 27%, in which the average score of learning motivation is only 58% in the first cycle, increase to  64% in the second cycle, and increased to 79% in the third cycle and then to 82% in the fourth cycle. For student’ academic achievement, there is an increase of 68.6%. In the first cycle, the average mastery learning achievement test reached only 31.4% and 82.2% at the second cycle, and then increased to 100% in third and remains 100% in the fourth cycle. Students who pass the fourth exam 4 is 35 students.----------------------------------------------------------------------------------Penelitian ini bertujuan untuk mengetahui besarnya peningkatan motivasi dan prestasi belajar teknologi mekanik menggunakan metode pemberian tugas pembuatan mind mapping. Penelitian tindakan kelas ini dilakukan dalam empat siklus dengan subyek penelitian adalah 35 siswa. Metode pengumpulan data menggunakan angket lembar observasi dan soal ujian.  Analisis data  menggunakan deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa ada peningkatan rata-rata motivasi belajar siswa sebesar 27% dimana skor rata-rata motivasi belajar pada siklus I hanya sebesar  58% dan siklus II sebesar 64%, kemudian meningkat menjadi 79% pada siklus III dan pada siklus IV menjadi 82%, sedangkan untuk prestasi belajar siswa terjadi peningkatan sebesar 68,6%, pada siklus I rata-rata ketuntasan tes prestasi belajar hanya mencapai 31,4% dan siklus II meningkat menjadi 82,2% kemudian  meningkat menjadi 100%. dan siklus IV tetap pada 100%. Pada siklus IV dengan jumlah siswa yang tuntas ujian 4 mencapai 35 siswa.


Author(s):  
Muhamad Afandi ◽  
Sri Wahyuningsih

This study aims at describing the use of quantum learning model with Islamic character values to improve students’ achievement at elementary school. It used a descriptive qualitative method. Data were collected through observation, in-depth interview and documentation. The result indicates that quantum learning model with Islamic character values is beneficial for students during the teaching and learning process. These cover students feel more active in the learning process, students have more attention on teachers’ explanations, students have better academic achievement which is shown by the average score among students passing the minimal criteria standard and learning processes and students are able to internalize the Islamic values during teaching and learning process. 


2020 ◽  
Vol 14 (1) ◽  
pp. 63
Author(s):  
Masreviastuti Masreviastuti ◽  
Siti Nurbaya ◽  
Farida Akbarina

The aim of this study is determine the effect of leadership style and self motivation on student academic achievement. In order to obtain a comprehensive picture, the object of the research was all first and second level students both D3 and D4 Business Administration Department of the State Polytechnic of Malang. The results are expected to be used as input related to leadership style and self motivation towards student academic achievement.The concept of HR policies studied also needs to be understood by academics. For this reason, the results of this study will also be published in accredited scientific journals. Besides that, it needs to be realized in the form of teaching materials so it can be used as a reference in the teaching and learning process at the Business Administration Department of the State Polytechnic of Malang.


2014 ◽  
Vol 3 (1) ◽  
pp. 40
Author(s):  
Lazim. N ◽  
Zulkifli ' ◽  
Rima '

The problem on this research was that the low score of students’ learning on social science study. There werestill a lot of students that did not understand basic concepts and tended to memorize examples. It was showed by58,07% from 31 students achieving minimum criteria completeness (KKM) from students’ test score in IVCclass of SDN 108 Pekanbaru for Koperasi subject. The students’ average score was 62,4, and the KKM stated byschool was 68. Based on this problem it was needed to do an action research using cooperative learning modelsTeams Games Tournaments (TGT) type. This research aims to know whether the implementation of cooperativelearning models Teams Games Tournaments (TGT) type can improve students’ social science learningoutcomes at IVC class of SDN 108 Pekanbaru in 2013/2014 with 31students. This research was done in twocycles. First cycle consists of three meetings with one daily test and first tournament, and cycle II consists ofthree meetings with one daily test and second tournament. Instruments to collect data in this research areteacher’s observation sheets, students’ observation sheet, and tests. By implementing using cooperative learningmodels Teams Games Tournaments (TGT) type can improve students’ mathematics learning outcomes.Percentage of completeness in basic score was 54,8% (62,40 in average), and it changed into 77,4% (75,6 inaverage) in cycle I and 87,1% (81,1 in average) in cycle II. Percentage of teacher’ activity in cycle I was 81,9%and 92,3% in cycle II. Then percentage of students’ activity in cycle I was 75,4% and 92,2% in cycle II. Fromthose data it proves that the implementation of cooperative learning models Teams Games Tournaments (TGT)type can improve students’ learning outcomes at IVC class of SDN 108 Pekanbaru.Key Words : cooperative teaching and learning model, Teams Games Tournaments (TGT),learning outcomes


Author(s):  
Abdul Basith ◽  
Rosmaiyadi Rosmaiyadi ◽  
Susan Neni Triani ◽  
Fitri Fitri

The aim of this research is; 1) investigating the level of online learning satisfaction among students during COVID 19; 2) analyzing the influence of differences in gender, years of study, major in determining online learning satisfaction among students during COVID 19; 3) to analyze the relationship between online learning satisfaction and student academic achievement during COVID 19. The population was 656 students at STKIP Singkawang, and then a sample of 357 students (87 males and 270 females) was taken using a simple random sampling technique. The instrument in this study was adapted from Aman's Satisfaction instrument, which was then used to collect research data. Data analysis using SPSS with descriptive statistical techniques, MANOVA, and correlation. The results showed that online learning satisfaction was at a high level, meaning that students were satisfied with the online learning that had been implemented. The major differences have a significant effect on determining online learning satisfaction. Intercorrelation shows that there is a significant relationship on each indicator of online learning satisfaction with academic achievement, meaning that the higher the satisfaction felt by students in online learning, the student's academic achievement will increase.


Author(s):  
Ivan Jaya ◽  
Mahyuddin K. M. Nasution

The COVID-19 pandemic that has recently hit various countries including Indonesia has resulted in major changes in various fields, including in the development of the education sector. The teaching and learning process has turned from face-to-face into an online method. However, there are several obstacles experienced by schools that implement an online learning system, one of them was the ability of teachers who do not understand various learning application platforms. In addition, the material provided by the teacher is not maximally acceptable to students because most teachers provide learning material from the pages of textbooks or teacher writings (scans, photos, or presentation files). For this reason, it is necessary to have variations in the provision of teaching materials to students by making interesting and creative learning videos using the Movavi Education Set. With learning videos, students can do lessons at home, repeat it, and can ask the teacher some points from it if they don't understand. By using Movavi Education Set, teachers are also free to be creative in making learning videos that can be shared through commonly used communication applications such as e-mail, WhatsApp, line, google classroom and other applications.


Author(s):  
Wardani Dwi Wihastyanang

<em>This study intended to describe how the process of teaching and learning using WebQuest can develop the ninth graders’ writing ability of report text. The subjects included the 15 ninth graders. The students were taught to be able to write report texts by using WebQuest after they visit the web addresses given in the two cycles of classroom action research. Their writing ability achievement and the information on students’ interaction during the teaching and learning process were attained by overseeing writing products at the end of each cycle and by using observation checklists and field notes. The result indicated that WebQuest was successful in developing the students’ writing ability of report texts. The comparison of the students’ scores in the preliminary study and in Cycle 2 was significantly developed. In preliminary study, the students’ average score was 50.8. While in the cycle two, the students’ score was 76.8.</em>


2021 ◽  
Vol 2 (1) ◽  
pp. 56-64
Author(s):  
Ni Nyoman Diah Werdiyanti

The spread of Corona Virus Disease (COVID-19) made changes in education sector. The teaching and learning process change from blended learning into fully online learning. All the instructions are conducted fully online even the assessment, the important role in teaching and learning process, both the formative and summative assessment. The design of this study was Basic Interpretative Study. This study aimed to investigate the methods used by teachers in conducting the assessment as well as the challenges in doing assessment in fully online learning situation. High School English teachers were chosen to be the subject of this study. The results showed that teachers used E-portfolios, Self-assessment, and teachers’ feedback as the formative assessment and final test and final project as the summative assessment. However, teachers also found some difficulties in doing assessment in today’s online learning. Thus teacher were expected to enrich their assessment and digital literacy by joining seminar(s) or training(s).


2019 ◽  
Vol 5 (3) ◽  
Author(s):  
Fida Amalia Buana Putri ◽  
Shanta Rezkita

Based on the necessary with the teacher, it is concluded that teachers need information technology (IT) based on learning media in the teaching and learning process. The main purpose of this study is to know about the research procedure, to know about the quality of the media that developed, and the expert's respond. This study is a Research and Development (R&D). The on  procedure of the procedure uses 9 steps, including 1)Potentials and problems, 2)Data collection, 3)Product design, 4)Design validation, 5)Design revision, 6)Product try-out, 7)Product revision, 8)Application try-out, 9)Product revision until the desired products interactive powerpoint learning media are complete. The result of the study showed that the media were appropriate to be implemented. This showed from media experts of the validation result that average score 3,34 with a very good category. Material expert student's that average score 3,40 with very good category and from linguists expert result that average score 3,22 with the good category. Next, the average validation score of the teacher is 3,62 with a very good category and peers of the validation result that average score 3,44 with a very good category. The last response of the students in applications try-out responses that average score 92,75 with a very good category. 


2022 ◽  
pp. 0258042X2110695
Author(s):  
Utpala Das

The COVID-19 pandemic led to an expansion and increase in the demand for online teaching and learning across the globe. Online teaching and learning is attracting a large number of students for enhanced learning experiences. However, there are many challenges and hindrances that pose a problem in the smooth learning. The impediments in the learning process are suppressing the advantages that may aid the learners with augmented learning sessions. The article presents some challenges faced by teachers and learners, supplemented with the recommendations to remove them. JEL Code: A20


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