scholarly journals Aplikasi Media Pembelajaran pada Kelas 4 Tema 8 Subtema 3 Bangga Terhadap Daerah Tempat Tinggalku di MIN 2 Kebonagung Imogiri Bantul, Yogyakarta

2021 ◽  
Vol 1 (1) ◽  
pp. 185-204
Author(s):  
Rizki Maulinisa ◽  
Aprinaldo Anrada

The learning media used in the process of learning Theme 8 Subtema 3 Proud of the Region where I live in grade 4 at MIN 2 Kebon Agung Imogiri Bantul is internet and projector media. This media is very commonly used by teachers. In its learning activities the media is used to convey material about various production and professional activities that exist around students through pictures and videos. The obstacle in the learning media application is that teachers have difficulty in determining the media used because not all material can use interesting media. This is also due to the teacher's limitations in mastering learning media. But in the learning process, many students have understood the material by using learning media. Apart from all that, there are still students who do not understand the material because the teacher does not pay attention to all student activities in class. Many students play during learning. Classroom learning begins with showing pictures and videos related to the material to be explained, then the teacher will provide stimulus questions to students. The problem is that teachers have difficulty choosing a fixed learning media, this is also related to the teacher's limitations in mastering learning media

2020 ◽  
Vol 3 (2) ◽  
pp. 141-151
Author(s):  
Vivi Kafilatul Janah ◽  
Edi Hendri Mulyana ◽  
Elan Elan

ABSTRACTThis study is based ob the background behind the learning process that is less varied and the skill of communicating children is still low. Enthusiastic children to communicate what has been observed and done is still very lacking, children only communicate verbally. Though the process of communicating can be conveyed nonverbally, for example images, movements, and tables. Based on observations, the teacher also gives less opportunities for children to try and express their opinions. The media used is also very limited, so the learning process becomes less fun for children. Even though scientific learning should be a fun learning for children because children can try the media in the scientific learning activities. The purpose of this study was to improve the communication skills in class B RA Al-Istiqomah in Tasikmalaya City. This study uses Classroom Action Research (CAR). This study was conducted in three cycles using the Kemmis Mc model. Taggart. The research subjects were children of group B RA Al-Istiqomah in Tasikmalaya City totaling 16 children. The object of this research is the skill to communicate. Rainbow Water science games are games used in learning to improve communication skills. Data collection techniques use documentation and documentation, while data analysis techniques use quantitative descriptive. The instrument used is a structured observation sheet with the achievement of indicators for each activity. The results of the research that have been carried out show that there is an increase in the skills of communicating through science games. This is evidenced by an increase in the ability of teachers to plan learning, the ability of teachers in the process of implementing learning through science games from each cycle. The final result of the skill in communicating the child is in good criteria, the end result of the teacher's ability to plan learning is in very good criteria, and the end result of the teacher's ability to carry out the learning is in very good criteria. ABSTRAKPenelitian ini di latar belakangi dari proses pembelajaran yang kurang variatif dan keterampilan mengkomunikasikan anak masih rendah. Antusias anak untuk mengkomunikasikan apa yang telah diamati dan dilakukannya masih sangat kurang, anak hanya mengkomunikasikan dengan cara verbal. Padahal proses mengkomunikasikan dapat disampaikan secara nonverbal, misalnya gambar, gerakan, dan tabel. Berdasarkan pengamatan, guru juga kurang memberi kesempatan anak untuk mencoba dan mengeluarkan pendapatnya. Media yang digunakan juga sangat terbatas, sehingga proses pembelajaran menjadi kurang menyenangkan bagi anak. Padahal seharusnya pembelajaran saintifik merupakan pembelajaran yang menyenangkan bagi anak karena anak dapat mencoba media dalam kegiatan pembelajaran saintifik tersebut. Tujuan penelitian ini adalah untuk meningkatkan keterampilan mengkomunikasikan di kelas B RA Al-Istiqomah Kota Tasikmalaya. Penelitian ini menggunakan Penelitian Tindakan Kelas (PTK). Penelitian ini dilaksanakan sebanyak tiga siklus dengan menggunakan model Kemmis Mc. Taggart. Subjek penelitian adalah anak kelompok B RA Al-Istiqomah Kota Tasikmalaya yang berjumlah 16 anak. Objek penelitian ini adalah keterampilan mengkomunikasikan. Permainan sains Rainbow Water adalah permainan yang digunakan dalam pembelajaran untuk meningkatkan keterampilan mengkomunikasikan. Teknik pengumpulan data menggunakan dokumentasi dan dokumentasi, Sedangkan teknik analisis data menggunakan deskriptif kuantitatif. Instrument yang digunakan berupa lembar observasi terstruktur dengan capaian indikator setiap kegiatannya. Hasil penelitian yang telah dilaksanakan menunjukkan bahwa adanya peningkatan keterampilan mengkomunikasikan melalui permainan sains.


2021 ◽  
Vol 2 (1) ◽  
pp. 68-74
Author(s):  
Pipin Nur Anggraini ◽  
Ratih Asmarani

In the implementation of learning activities that occur at SD Plus Pesantren Al-Anwar, problems when implementing learning activities, among others, are the media used are not supportive, teachers use learning resources in the form of books and have not used certain learning media. This is the cause of students tend to be passive in learning activities. When learning theme 3 sub-theme 2 learning 2 in class IV the teacher uses image media in teaching and learning activities, making students less understanding of the material. As a result, students are less interested in teaching and learning activities. This research was conducted in class IV, which consisted of 20 students. In the development research that has been carried out, it is expected to be able to provide a good influence for students, the Fun Thinkers book media is to foster student learning activities and achievements and must use media that can foster student interest in learning so that they are enthusiastic in undergoing the learning process. Research using the ADDIE model which passes through 5 stages.


2021 ◽  
Vol 17 (2) ◽  
pp. 137-144
Author(s):  
Dwi Jatmoko ◽  
Arif Susanto ◽  
Riawan Yudi Purwoko ◽  
Zainal Arifin ◽  
Purnawan Purnawan

Current learning is needed to emphasize student activities to be more constructive. However, learning emphasizes more on the target material and focuses on the final result. This study aims to improve student learning activities and outcomes in Automotive Engineering Basic Work subjects by implementing the ARCS learning model. This type of research is classroom action research, each cycle consisting of stages of planning, action, observation, and reflection. The research subjects were 40 students of tenth grade State Vocational High School in Purworejo, Indonesia. Data were collected through observation to determine the description of student activities during the learning process. Then the evaluation test was used to determine the final results of student learning after being given the ARCS learning model in the classroom. The study results indicate that the implementation of ARCS learning in the process provides progress on student learning activities and outcomes during the learning process. The results showed that the implementation of the ARCS model increased student learning activities by 74% and increased learning outcomes by 82%. Thus, it can be concluded that the ARCS learning model, in general, can have a potential effect because students are more constructive in learning so that it can be used as a learning reference in vocational high school.


2021 ◽  
Vol 4 (2) ◽  
pp. 55-61
Author(s):  
Fitria Aini ◽  
Yusrizal Efendi ◽  
Mega Adyna Movitaria

This article to improve PAIdBP learning activities and learning outcomes for Class IV students of UPTD SDN 02 Simpang Kapuak for the 2020/2021 academic year by using the Discovery Learning model. This article is a Classroom Action Research (CAR) which was carried out in 2 cycles with 2 meetings for each cycle. The subjects in this study were grade IV students of UPTD SDN 02 Simpang Kapuak for the academic year 2020/2021, totaling 20 people. The data in this study were obtained through the use of observation sheets for teacher and student activities during the learning process and student learning outcomes at the end of each cycle. The data generated in this study were processed and analyzed descriptively qualitatively. The conclusion of the study shows that the use of the Discovery Learning model with the correct steps can increase the activity by an average of 78,78 and learning outcomes of Class IV PAIdBP students become 95% UPTD SDN 02 Simpang Kapuak Academic Year 2020/2021. 


2018 ◽  
Vol 17 (2) ◽  
pp. 79-85
Author(s):  
Rita Rahmaniati ◽  
Bulkani Bulkani ◽  
Fitri Pujianti

This study aims to find out: (1) Student learning activities in IPS (Social Sciences) learning on the application of scramble learning model using puppet hero media (Puppet Heroes), and (2) Improvement of IPS learning outcomes after application of learning model of scramble using media of wayang heroes. Data collection using observation and test, while for data analysis technique using the analysis technique of classical and individual completeness. From the research result, it can be concluded that: (1) learners are more active in IPS learning on the application of scramble learning model by using puppet hero media, students play an active role, motivated, cooperate with increasing concentration and speed of thinking during learning process in cycle I. the observation of teacher activity on the learning process conducted by observer I and observer II during social science learning process (IPS) in cycle I average aspects of teacher activity is 3.63 with very good criteria and the average aspects of the activities of learners that is 3.37 with good criteria, and (2) There is an increase in learning outcomes of IPS learners after the application of the model of learning scramble using the media of wayang heroes. This is indicated by the results of learning seen through the average scores of classes in the first cycle is 80.21 with the criteria achieved and meet the KKM 70, reaching the percentage of learning mastery learners classically that is 100%, with 85% classical completeness.


2017 ◽  
Vol 2 (1) ◽  
Author(s):  
Agustina Agustina ◽  
Uji Niantari ◽  
Roza Linda

This study aims to determine the implementation of process and activity learning used chemical poster elements to improve students learning activities in senior high school 1 in Pekanbaru in chemical elements subject. The method used an action research that consists of four stages: planning, implementation, observation and reflection. Responden were students of class XII MIA 7 Senior high school 1 in Pekanbaru. The indicators research was the implementation of chemical elements according to the poster as syntax, student activities during the learning process was able to achieve both categories. The research instrument used question for post test and student activity observation sheet. The results showed that the learning activities using chemical poster elements are at a good stage with achievement, in the first cycle was 60.67% and the second cycle was 68.08%.


2017 ◽  
Vol 57 (1) ◽  
pp. 83 ◽  
Author(s):  
Olena L. Makarenko

Distance learning tools are increasingly being used at universities in the classroom learning activities. This practice takes place at the National Pedagogical Dragomanov University. The article is devoted to highlighting the practical implementation of the learning process course «Fundamentals of educational measurements» for masters of this specialty. It is described structural elements of discipline, their content and the basic aspects of using system Moodle. It is shown the experience of: structuring of distance course; using of functional environment Moodle for lectures and seminars; monitoring and evaluating of students achievements.


2015 ◽  
Vol 10 (2) ◽  
Author(s):  
Ida Ayu Putu Armyani ◽  
Didik Martedi

Abstrak: Penelitian ini bertujuan untuk meningkatan aktivitas belajar SMP Negeri 19 Mataram dengan menggunakan media audio visual program power point. Program ini dapat memudahkan guru dalam menyampaikan konsep IPA, terutama konsep abstrak menjadi konsep yang konkrit sehingga bisa dinalar siswa, misalnya: organisasi kehidupan. Subyek pada penelitian ini berjumlah 47 siswa kelas VIIA SMP Negeri 19 Mataram. Pengambilan data mengunakan metode observasi, lembar tanggapan dan metode tes.penelitian dilakukan dengan dua siklus. Setiap siklus dilaksanakan dalam dua kali pertemuan. Tahapan tiap siklus meliputi perencanaan, pelaksanaan tindakan, observasi dan refleksi. Hasil penelitian pada siklus I, aktifitas siswa pada Proses Belajar Mengajar (PBM) hanya mencapai 51,06%, ketuntasan hasil belajar mencapai 68,77% sedangkan pada siklus II aktifitas siswa pada PBM sudah mengalami peningkatan yaitu mencapai 84,04%, ketuntasan hasil belajar mencapai 84,26%.Kata Kunci: media, aktivitas belajar, powerpoint. Abstract: This study aims to improve learning activities of SMP 19 Mataram students by using audio-visual powerpoint media. The media can facilitate teachers to convey the concept of science, especially the abstract concept into a concrete concept that can be rationalized by students, for example: organization of life. Subjects in this study were 47 students of grade VII of SMPN 19 Mataram. Retrieving data using the method of observation, response sheets and methods tes. This study was conducted in two cycles. Each cycle consisted of two sessions. Each cycle includes the stages of planning, action, observation and reflection. The results showed that at the first cycle, the student activity in learning process was only 51.06 %, learning outcomes mastery was 68.77 %, while in the second cycle, the students activity wash 84.04 %, learning outcomes mastery was 84.26 %.Key words: media, lerning activity, powerpoint


2017 ◽  
Vol 1 (2) ◽  
pp. 35
Author(s):  
Lailatul Zahroh

Learning activities in formal schools are experiencing saturation. Standardized learning process routines no longer prioritize the creative ideas of every student because everything must be linearly patterned in the classroom. Learning outside the classroom as a new alternative in improving knowledge in the achievement of human quality. Learning outside the classroom does not simply move the lessons out of the classroom, but is done by bringing students together with nature and performing some activities that lead to the realization of changes in students' behavior toward the environment through stages of awareness, understanding, concern, responsibility and action or behavior. AKIK Learning (Active, Creative, Inspirational and Communicative) is a learning activity that emphasizes student activeness, teacher creativity that stimulates students' creativity, inspires students to continue to learn and apply it in real life everyday, and demands students to be able to communicate the learning result both orally and in writing.


2018 ◽  
Vol 4 (01) ◽  
pp. 135
Author(s):  
Komariah Komariah

Teaching and learning activities at school should be interesting and funny, student activities as learning is always enthusiastic in following each subject. But the reality in the field shows another, learning activities that should attract, full of activities, creativity and bright ideas that do not exist, there is only a passive class hanayalah. Teachers are the spearhead in the success of teaching and learning process, therefore teachers are required to be able to innovate and master the various methods in delivering learning meteri that will be conveyed to the students. Lack of variation in the model of learning is one of the factors lazy students in following the teaching and learning process resulting in the level of mastery of student learning. To cultivate the spirit, cheerfulness in learning and not boring required a method of learning such as "shake the dice" as one of the active learning model, is essentially a traditional game with the aim that students in implementing learning is not saturated because this learning invites students to play while learning. Keywords. Learning Activity, Learning Model, Beat Dice


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