PENERAPAN MODEL PEMBELAJARAN EXAMPLE NON-EXAMPLE DENGAN MEDIA GAME EDUKASI QUIZIZ DALAM MENINGKATKAN HASIL BELAJAR SISWA

2021 ◽  
Vol 2 (2) ◽  
pp. 53-61
Author(s):  
Cynthia Marsela ◽  
Mona Mahyuni Hutagaol ◽  
Aslina Br Ginting ◽  
Junita Safitri ◽  
Lutfi Afis ◽  
...  

This study aims to determine the increase in student learning outcomes after applying the Non-Example Example learning model with the Quiziz Educational Game media to improve student learning outcomes in the seventh grade Solar System material at Maria Goretti Kabanjahe Private Junior High School. The no-example example learning model with quiziz game media is a learning strategy that uses pictures and videos as a medium to convey subject matter with the help of quiziz educational games as a medium in delivering the test instruments carried out. The subjects of this study amounted to 26 students. This non-example example method uses pretest and posttest actions in cycle I and cycle II, in order to improve student learning outcomes. Gradually in the pre-test, the average learning score was still 46.92 with a mastery percentage of 23.07%, followed by the first cycle, it was found that the student learning average was 48.46 and the percentage of completeness was 38.46%, there was a slight increase from before experiment was carried out. Then it was further improved in the second cycle, the researchers found an average learning score of 70.90 with a completeness percentage of 77.27%, it can be said that the improvement in student learning outcomes is getting better and increasing.

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


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.


Author(s):  
Elizabeth Belavista Seran ◽  
Erlin Ladyawati ◽  
Susilohadi Susilohadi

This research is motivated by the fact that teaching in schools is more oriented on the activeness of teachers in the learning process and students who do not like learning that menoton. The main task of education is to improve student learning outcomes in schools. The purpose of this research is to know the influence of learning model of TGT (Teams Games Tournament) to the result of learning of class VII students of SMP Jalan Jawa Surabay.  This research is a quasy experiment research using posttest only contril design design. The population used in the study were students of class VII C and VII B junior high school in Java junior year 2017/2018. Samples were obtained randomly, class VII-B as control class and class VII-C as experimental class. The research instrument used is a test of student learning outcomes in the form of posttest. The results showed that in the experimental class the average learning outcome was 85.40 while in the control class the average learning outcome was 79.40. It can be seen that there is a difference of the average of learning outcomes, that in the experimental class the average of learning outcomes is higher than the average of control class learning outcomes. On the test t test tcount > ttable with a value of 2.47 > 1.67. So, it can be concluded that there is influence of learning model TGT Teams Games Tournament) to the results of students studying class VII SMP Jalan Jawa Surabaya. Keywords: teams games tornament, cooperative, learning outcomes


Author(s):  
Lita Amalia ◽  
Alda Dwiyana Putri ◽  
Alfajri Mairizki Nurfansyah

The purpose of this paper is to describe the Problem Posing learning model with Task and Forced Strategy. As for the background of this writing is because of difficulties in understanding the material and also lack of enthusiasm of students in learning the material so that the impact on student learning outcomes is still low. The low student learning outcomes are, of course, many factors, one of which is the problem of applying a learning model that is still teacher-centered, so students tend to be passive. For this reason, the teacher can use the Problem Posing learning model that is modified by the task and force strategy (Task and Forced). Problem Posing learning model is a learning model that requires students to develop their systematic reasoning skills in making questions and answering questions. While the task and force strategy (Task and Forced) is a learning strategy that has little effect on students to complete the task until it is completed and on time to avoid the punishment given by the teacher as a consequence. So that students will be motivated in listening, understanding the material delivered and doing assignments on time. By combining this model and strategy can be a solution so that the learning process becomes quality.


Aksioma ◽  
2019 ◽  
Vol 8 (1) ◽  
pp. 72-83
Author(s):  
Hernita Rancendo ◽  
Abd. Hamid ◽  
Marinus B. Tandiayuk

Abstrak:Tujuan penelitan ini adalah untuk mendeskripsikan penerapan model Pembelajaran Van Hiele untuk meningkatkan hasil belajar siswa pada materi Luas Permukaan serta Volume Balok dan Kubus di kelas VIII  SMP N 18 Palu. Rancangan penelitian mengacu pada model Kemmis dan Mc.Taggart, yang terdiri dari 4 komponen yaitu: 1) perencanaan, 2) tindakan, 3) pengamatan, dan 4) refleksi. Subjek penelitian ini ialah siswa kelas VIII  SMP N 18  Palu yang berjumlah 20 siswa. Teknik pengumpulan data dalam penelitian ini yaitu observasi, tes, wawancara, dan catatan lapangan. Hasil penelitian menunjukkan bahwa penerapan model pembelajaran Van Hiele dapat meningkatkan hasil belajar siswa dengan mengikuti fase-fase: 1) informasi, 2) orientasi terarah, 3) uraian, 4) orientasi bebas, dan 5) integrasi. Kata Kunci: model Pembelajaran Van Hiele, Hasil Belajar, Luas Permukaan serta Volume Balok dan Kubus. Abstract: The purpose of this research is to describe the application of Van Hiele Learning model to improve student learning outcomes on Surface Surface and Block and Cube in Grade VIII SMP N 18 Palu. The study design refers to the Kemmis and Mc.Taggart model, which consists of 4 components: 1) planning, 2) action, 3) observation, and 4) reflection. The subject of this research is the students of class VIII SMP N 18 Palu, amounting to 20 students. Data collection techniques in this study are observation, tests, interviews, and field notes. The results showed that the application of Van Hiele learning model can improve student learning outcomes by following the phases: 1) information, 2) orientation directed, 3) description, 4) free orientation, and 5) integration. Keywords: Van Hiele Learning model, Learning Outcomes, Surface Area and Volume of Beams and Cubes.


2019 ◽  
Vol 4 (2) ◽  
pp. 196-201
Author(s):  
Winmery Lasma Habeahan

Abstract. The purpose of this study was to determine whether using the TPS learning model by using LKS can improve student learning outcomes in the material system linear equation two variable in class X Senior High Public School 2 of Pematangsiantar. The type of research used is classroom action research with 2 cycles. Subjects of class X-IPA 7. On the implementation of the first cycle of action, the result of the analysis of tests of students at the moderate (≥ 65) category in a classical manner were still not achived because only 52.78% of students were completed, with a grade average 65.00. After the implementation of the second cycle of action, the learning outcomes of students in the medium minimum category (≥ 65) have been achived classically, namely 86.11% with an average value 73.75. The increase in students’ mathematics learning outcomes from cycle I to cycle II was 21.11%. Based on the result of the above research it can be concluded that the application of the TPS learning model using LKS can improve student learning outcomes.Keywords: Laerning Outcomes, Think Pair Square (TPS), LKS


2021 ◽  
Vol 15 (2) ◽  
pp. 109-118
Author(s):  
Tuti Triyani

This study aims to improve the social studies learning outcomes of Class VI students of SD Negeri 18 Lubuklinggau by using the Jigsaw learning model. The research method used in this study is a classroom action research method (Action Research) using the Jigsaw learning model. Data collection techniques were carried out by means of observation and tests. Based on the results of research using the Jigsaw learning model in class VI students at SD Negeri 18 Lubuklinggau, it turned out to be able to improve student learning outcomes. Student learning outcomes continue to increase in each cycle, in the first cycle of the first meeting the average student learning outcomes of 51.86, the second meeting of 59.45 then in the second cycle of the first female student learning outcomes of 62.14 and at the second meeting 67 .95. and in cycle 3 the first meeting the average student learning outcomes was 71.14 and the second meeting was 85.76


2020 ◽  
Vol 4 (3) ◽  
Author(s):  
Wa Ode Arini Maut

ABSTRAK: Masalah pokok penelitian ini adalah apakah penggunaan model pembelajaran kooperatif tipe Talking Stick pada mata pelajaran IPS dapat meningkatkan hasil belajar siswa pada materi aktivitas ekonomi dan potensi sumber daya alam di kelas IV SDN 8 Tongkuno Kabupaten Muna? Tujuan penelitian adalah untuk meningkatkan hasil belajar siswa pada materi aktivitas ekonomi dan potensi sumber daya alam melalui penggunaan model pembelajaran kooperatif tipe Talking Stick pada mata pelajaran IPS di kelas IV SDN 8 Tongkuno Kabupaten Muna. Penelitian ini dilaksanakan di kelas IV SDN 8 Tongkuno Kabupaten Muna pada semester genap Tahun Pelajaran 2018/2019 dengan jumlah siswa 23 orang, yang terdiri dari 10 orang laki-laki  dan 13 orang perempuan. Data penelitian ini diperoleh dari tes hasil belajar untuk melihat keberhasilan belajar siswa setelah penerapan model pembelajaran Talking Stick,  lembar observasi untuk guru dan siswa untuk melihat kondisi pelaksanaan tindakan. Prosedur penelitian ini terdiri dari: (1) perencanaan, (2) pelaksanaan tindakan, (3) observasi dan evaluasi, dan (4) refleksi. Sumber data penelitian ini adalah guru dan siswa. Jenis data  dalam penelitian ini adalah data kuantitatif  adalah hasil belajar siswa yang diambil dengan menggunakan tes hasil belajar, dan data kualitatif diambil dari hasil  observasi aktivitas guru dan aktivitas siswa. Data hasil penelitian pada siklus I siswa tuntas berjumlah 14 siswa dengan persentase 60,9% dan siswa tidak tuntas berjumlah 9 siswa dengan persentase 39,1% dengan nilai rata-rata siswa 70,2. Keberhasilan aktivitas mengajar guru pertemuan pertama sebesar 63,64% dan pertemuan kedua sebesar 72,73%. Data hasil penelitian pada siklus II siswa tuntas berjumlah 20 siswa dengan persentase 87% dan siswa tidak tuntas berjumlah 3 siswa dengan persentase 13% dengan nilai rata-rata siswa 81. Keberhasilan aktivitas mengajar guru pertemuan pertama sebesar 90,91% dan pertemuan kedua sebesar 100%. Kata Kunci: Model, Hasil Belajar, Talking Stick ABSTRACT: The main problem of this research is whether the use of the Talking Stick type cooperative learning model in social studies subjects can improve student learning outcomes on economic activity material and natural resource potential in class IV SDN 8 Tongkuno Muna Regency? The research objective is to improve student learning outcomes on economic activity material and natural resource potential through the use of a Talking Stick type cooperative learning model in social studies subjects in class IV SDN 8 Tongkuno Muna Regency. This research was conducted in class IV SDN 8 Tongkuno Muna Regency in the even semester of the 2018/2019 Academic Year with a total of 23 students, consisting of 10 men and 13 women. The data of this study were obtained from the learning achievement test to see the success of student learning after the application of the Talking Stick learning model, observation sheets for teachers and students to see the conditions of action implementation. The procedure of this research consists of: (1) planning, (2) implementing actions, (3) observation and evaluation, and (4) reflection. Data sources of this research are teachers and students. The type of data in this study is quantitative data is the learning outcomes of students taken using learning outcomes tests, and qualitative data taken from observations of teacher activities and student activities. The results of research in the first cycle of students complete 14 students with a percentage of 60.9% and 9 students who did not complete the number of students with a percentage of 39.1% with an average value of 70.2 students. The success of the teaching activities of the first meeting teachers was 63.64% and the second meeting was 72.73%. The results of the research in the second cycle of students completed 20 students with a percentage of 87% and students who did not complete numbered 3 students with a percentage of 13% with an average value of students 81. The success of teaching activities of the first meeting teacher was 90.91% and the second meeting was 100 %. Keywords: Model, Learning Outcomes, Talking Stick


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