The purpose of this study was to investigate the effect of the Google Meet media-assisted lecture method on building student knowledge and learning outcomes while learning from home (SFH). A quasi-experimental in the form of pretest-posttest control group design was used in this study. The sample was 96 first-year students (70 girls and 26 men; aged between 18-20) in the elementary school teacher education study program at the University of Trunojoyo Madura in the academic year 2019/2020. Researchers involved three intact classes; 1 class randomly selected as an experimental group and 2 classes as a control group. Knowledge Building Test (TMP) and Cognitive Learning Outcomes Test (THB) are administered as a pretest and posttest. The results of the two-way MANOVA revealed that students taught using the Google Meet media-assisted lecture method have posttest scores building knowledge and learning outcomes higher than comparison groups. Therefore, it can be concluded that the method of lectures assisted by Google Meet media has a significant influence on building knowledge and student learning outcomes in lecturing learning strategies in elementary schools.
Problem Based Learning (PBL) and guided inquiry learning model develops intellectual ability as part of mental process. The purpose of this research is to know the difference of scientific communication ability between students who learn to use PBL model and guided inquiry, and to know whether there is influence the use of technology through PBL model and guided inquiry model to student scientific communication. The experimental research was conducted in 2 schools (SMP & MTs) Grobogan District. Examples consisted of 10 classes with 6 PBL model learning models, 4 guided inquiry model and 1 control class. The sample size is 352 students. Instruments using student worksheets and student research reports. The analysis used a one way variance with a significance level of 5% supported by students' skill and classical completeness. The results show the PBL model by giving the video at the beginning of learning gives the biggest influence with the average 83.615. The conclusion of this research is the better model of PBL in terms of individual capability, guided inquiry model better in terms of classical mastery. Improving scientific communication skills more effectively using PBL by providing video at the beginning of learning, followed by guided inquiry model with scientific reasoning. scientific communication skills more effectively using PBL with early video-giving activities and guided inquiry models with scientific reasoning.
Dalam perkembangan teknologi di era sekarang ini memiliki pengaruh terhadap karakter seorang anak. Teknologi yang ada menjadi ancaman bagi generasi penerus bangsa, karena perkembangan teknologi membuat anak memiliki karakter yang buruk. Anak menjadi kecanduan bermain handphone tanpa konsep belajar. Padahal pendidikan sangat penting untuk kelangsungan hidup. Karakter baik yang dimiliki seorang anak juga akan berubah seiring berjalannya waktu akibat pengaruh negatif perkembangan teknologi yang disalahgunakan oleh individu tertentu. Yang terjadi di jaman sekarang ini, orang tua juga dengan mudahnya memberikan handphone untuk membuat anaknya pendiam padahal hal tersebut dapat berdampak buruk bagi sang anak. dan dari permasalahan yang terjadi perlu diketahui apa itu pendidikan karakter, tujuan pendidikan karakter, prinsip-prinsip pendidikan karakter, dan juga pengaruh teknologi terhadap pendidikan karakter.
Penelitian ini adalah studi awal dalam Identifikasi permasalahan yang dihadapi pada mata pelajaran IPA siswa kelas III di SDN Buluh 3 Socah. Tujuan penelitian ini yaitu untuk mengidentifikasi hasil belajar IPA pada siswa kelas III SDN Buluh 3 Socah dan upaya untuk mengatasi permasalahan yang dihadapi oleh siswa dan guru. Jenis penelitian ini menggunakan penelitian kuantitatif deskriptif. Populasi pada penelitian ini adalah seluruh siswa kelas III di SDN Buluh 3 Socah yang terdiri dari 30 siswa. Sampel dalam penelitian ini menggunakan sampling jenuh yang merupakan semua anggota populasi digunakan sebagai sampel. Teknik pengumpulan data yang dilakukan dalam penelitian ini adalah wawancara, observasi dan tes. Instrumen yang digunakan yaitu pedoman wawancara, pedoman observasi, dan lembar tes. Berdasarkan hasil observasi di kelas III menunjukkan proses pembelajaran menggunakan model pembelajaran konvensional. Sedangkan hasil tes menunjukkan hasil belajar siswa pada muatan pelajaran IPA presentase ketuntasannya 17% yaitu hanya ada 5 siswa dari 30 siswa yang lulus diatas KKM. Hal itu menunjukkan hasil belajar siswa rendah.
Digital literacy skills in the context of mastering the use of digital media were needed to streamline achievements in learning. One of the digital medias that can be applied in abstract learning is virtual reality. The purpose of this research was to determine the effectiveness of cognitive learning outcomes which include the presence or absence of the influence of the use of virtual reality media, the completeness of learning outcomes based on KKM and the completeness of classical learning outcomes. This type of research was pre-experimental by using one group pre-test post-test design. The sample used was class VIII Al-Asyari Technology Middle School which consists cof only one class. The instruments used in the study include description tests. The effect of learning outcomes was analyzed by t-test using SPSS, learning outcomes will be analyzed based on the Minimum Completion Criteria (KKM) and classical completeness while learning motivation was analyzed quantitatively. The results showed that physics learning using effective virtual reality media on learning outcomes as evidenced by the influence of virtual reality media on results with a significance of 0.000, learning outcomes reached the KKM value of 75 with an average yield of 88.1. Classical learning completeness obtained a percentage of results of 86.3% included in the excellent category.
The ability to count in early or low grades has an important role as the basis for achieving student learning activities in mathematics. Unconsciously, they often use mathematical operations in everyday life. The learning approach is very important to be applied by a teacher so that students can understand the material quickly and can improve student learning outcomes. This research was conducted to improve student learning outcomes by applying a realistic mathematics learning approach to the addition and subtraction material for grade 1 at Kamal State Elementary School 3. The research method used was Classroom Action Research. The researcher used a classroom action research design developed by Kemmis and Mc Taggart. The study used the subjects of all grade 1 students at SDN Kamal 3 Bangkalan. The number of grade 1 students is 25 children, consisting of 12 female students and 13 male students. Researchers used data collection techniques by means of interviews, tests and documentation. The assessment instruments used were interview and test instruments, as well as data analysis techniques with qualitative descriptive. The results of the research are explained in each cycle, there are 4 stages in each cycle consisting of planning, implementation, observation, and reflection. In the first cycle, the students' average score was not in line with the researcher's expectations, which was 63.6 where the score did not meet the KKM requirements. It was different after the action was taken, in the second cycle the average value was 77, 6, where the value was in accordance with the KKM requirements. Based on research, the acquisition of grade 1 students at SDN Kamal 3 in addition and subtraction material using a realistic mathematical (PMR) can improve student learning outcomes. Through the media of candy and story questions related to life
Tujuan dari penelitian ini adalah mendeskripsikan peningkatan hasil belajar kognitif siswa kelas V melalui penggunaan media interaktif powerpoint pada muatan IPA di SDN Sumurwelut 1/438 Surabaya. Dalam penelitian ini yang menjadi subyek penelitian adalah siswa kelas V yang berjumlah 19 orang siswa pada tahun ajaran 2020/2021 dalam kaitan dengan hasil belajar siswa pada muata IPA. Sedangkan pihak terkait dalam penelitian ini adalah peneliti dan dibantu oleh observer atau kolaborator. Prosedur penelitian tindakan kelas ini direncanakan terdiri dari 2 siklus yang masing-masing meliputi empat langkah yaitu : perencanaan, pelaksanaan, pengamatan (observasi) dan refleksi. Pengumpulan data menggunakan teknik observasi, tes tertulis, wawancara, dan dokumentasi. Jenis data yang didapatkan adalah data kuantitatif hasil belajar muatan IPA kelas V SDN Sumurwelut 1/438 Kota Surabaya yang diambil dengan cara memberikan posttest pada setiap siklus. Data kualitatif yang didapatkan dari hasil observasi, wawancara, dokumentasi, aktivitas belajar siswa dan aktivitas guru dalam penerapan siklus. Hasil pra siklus ke siklus I dan siklus II yang meningkat awal mulanya raia- ratasiswa tuntas KKM pada pra siklus 22,85% menjadi 60% pada siklus I dan 94,29% pada siklus II. Kesimpulan penelitian ini yaitu hasil belajar kognitif siswa kelas V melalui penggunaan media interaktif powerpoint pada muatan IPA di SDN Manukan Kulon II/499 Surabaya meningkat.
Sejak diluncurkan ke publik Indonesia, internet terus mengalami perkembangan yang signifikan dalam konteks penggunaannya mulai dari sistem komunikasi satu arah melalui Web 1.0 hingga sistem komunikasi interaktif yang dimediasi oleh Web 2.0 (media sosial). Media sosial tidak hanya berfungsi sebagai instrumen penunjang komunikasi, membangun relasi sosial, ataupun membentuk komunitas, namun juga sudah menjadi sumber pengetahuan dan ruang publik bagi terciptanya pertukaran dan pertarungan wacana politik yang demokratis dan partisipatif. Berfokus pada pendekatan kualitatif dengan menggunakan teori uses and gratifications, studi ini ingin meneliti dalam konteks akses informasi politik dimana sebuah studi mengungkapkan 4 (empat) motif utama untuk terkoneksi ke politik online: pengawasan, panduan, hiburan, dan manfaat sosial. Dengan melakukan survey terhadap 125 anak muda Tionghoa Kota Singkawang, penelitian ini mendapati bahwa motif manfaat sosial adalah motif yang paling berpengaruh terhadap penggunaan media sosial untuk informasi politik oleh anak muda Tionghoa Kota Singkawang dibandingkan dengan motif pengawasan, panduan, dan motif hiburan.
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