<p><strong><em>Abstract. </em></strong><em>Learning assessments at SMP Muhammadiyah 4 Sambi during this pandemic have not maximized the use of online learning assessment (online). Teachers have not been able to adapt to technology in the field of education, such as making learning media. The Student Creativity Program is expected to be able to maximize online learning assessments with learning assessment in the form of the Game application “Kahoot!” and can train teachers to adapt to technology in education. It is hoped that with this assessment media, teachers can maximez the use of online learning assessment. The objectives to be achieved in this PKM-PM are to socialize and train teacher in utilizing technology with Game-based learning assessment “Kahoot!”, to find out how to conduct learning assessment with the “Kahoot!” application and to create online learning assessment with application “Kahoot!”during the pandemic. The implementation methode consist of the preparation stage, the implementation/implementation stage and the evaluation stage. We succeeded in socializing and training teachers in utilizing technology with the Game-based learnig assessment “Kahoot!”. We have also succeeded in socializing to teachers in knowing how to conduct learning assessment with the “Kahoot!” application. And the teacher with our help also succeeded in creating learning assessment with the “Kahoot!” application that is by applying it to 7<sup>th</sup> graders for assessments on mathematics subject matter of numbers.</em></p><p><strong><br /></strong></p><p><strong>Abstrak.</strong> Penilaian pembelajaran di SMP Muhammadiyah 4 Sambi pada masa pandemi ini, belum memaksimalkan penggunaan penilaian pembelajaran secara online (daring). Bapak dan Ibu guru belum bisa beradaptasi dengan teknologi di bidang pendidikan, seperti membuat media pembelajaran. Program Kreativitas Mahasiswa (PKM) ini diharapkan mampu memaksimalkan penilaian pembelajaran secara daring dengan media penilaian pembelajaran berupa aplikasi <em>Game</em>s “Kahoot!” dan dapat melatih guru untuk beradaptasi dengan teknologi dibidang pendidikan. Diharapkan dengan media penilaian ini, guru bisa lebih memaksimalkam penggunaan penilaian pembelajaran secara daring. Tujuan yang ingin dicapai pada PKM-PM ini yaitu untuk mensosialisasikan dan pelatihan kepada guru dalam memanfaatkan teknologi dengan penilaian pembelajaran berbasis <em>Game</em> “Kahoot!”, untuk mengetahui cara melakukan penilaian pembelajaran dengan aplikasi “Kahoot!”dan untuk menciptakan penilaian pembelajaran online dengan aplikasi “Kahoot!” selama masa pandemi. Metode pelaksanaannya terdiri dari tahap persiapan, tahap implementasi/pelaksanaan, dan tahap evaluasi. Kami berhasil mensosialisasikan dan pelatihan kepada guru dalam memanfaatkan teknologi dengan penilaian pembelajaran berbasis <em>Game</em> “Kahoot!”. Sehingga Bapak dan Ibu guru dapat mengenal <em>Game</em> “Kahoot!” untuk penilaian pembelajaran. Kami juga berhasil mensosialisasikan kepada guru dalam mengetahui cara melakukan penilaian pembelajaran dengan aplikasi “Kahoot!”. Sehingga Bapak dan Ibu guru dapat berlatih membuat media pembelajaran untuk penilaian pembelajaran. Dan dapat menjadi reverensi untuk Bapak dan Ibu guru dalam membuat media pembelajaran. Serta guru dengan bantuan kami juga berhasil menciptakan penilaian pembelajaran dengan aplikasi “Kahoot!” yaitu dengan menerapkannya kepada siswa kelas 7 untuk penilaian pada mata pelajaran matematika materi bilangan. Siswa terlihat begitu antusias dan aktif selama melakukan penilaian dengan Game “Kahoot!”.</p><br /><div id="gtx-trans" style="position: absolute; left: -34px; top: 605.667px;"> </div>
Elementary school is the main foundation in developing an understanding of mathematical concepts. If the basic understanding of students' concepts is not good or weak, then students can't solve math problems. Therefore, understanding the concept is important to help students in learning mathematics. In the learning process the teacher doesn't optimize the methods, strategies or learning models. So far, the learning process is only focus by explanations or examples of questions, as a result, when students are faced with different questions, students have difficulty solving problems. This happens because the lack of students' conceptual understanding skills. The purpose of this study was to determine the increase in the ability to understand mathematical concepts through the Think Talk Write learning model. This study uses a quantitative approach, while the design used in this study is the Pre Experiment One group pretest and posttest design. The populations in the study were all students at SD Negeri 42 Banda Aceh, totaling 50 students. The sample in this study was the V grade students as the experimental class, while the grade as the control class. Based on the analysis of research data, it is stated that the value of sig. (2-tailed) the N-Gain score is 0.000 less than 0.05 so Ho is rejected and Ha is accepted.
The purpose of this study was to determine the increase in scientific attitudes of students taught by practicum-based inquiry learning. The research started with the preparation of the scientific attitude observation sheet instrument. The analyzed data are qualitative. Qualitative data of this study was data from the observation of students' scientific attitudes using the percentage formula. The method used in this study was a quasi-experimental method: treatment of one variable and no control classwith pretest-posttest design. This research used a descriptive research to describe students' scientific attitudes. The average value of the highest scientific attitude of students was on the open aspect of 70.27%, while the average value of the lowest scientific attitude of students was on the curiosity indicator of 56.33%. Thus, it can be concluded that the students' scientific attitude increased through the process of practical activities on arthropods and molluscs material using inquiry learning occurred with a fairly good category 63.82%..
Character education is the main program that must be in school. This study aims to evaluate evaluatively the strategy and implementation of character education by the teacher as a facilitator in improving the competence of students' attitudes at SMP Muhammadiyah 4 Sambi, Boyolali. In this study using qualitative research methods through descriptive explanations that use interviews, documentation, and direct observation related to the teacher's efforts when doing classroom learning and strengthening character education through school programs and in their responsibilities as educators. Research at SMP Muhammadiyah 4 Sambi, Boyolali shows that teachers have an important role in educating students, especially regarding character education because the character of students is an important part of educational outcomes, because education is not only about grades and academic results, but what is more important is character. which is in students to apply their knowledge in everyday life so that students can have good quality academics and be applied in all areas of community life and become good citizens.
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