interesting learning
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Sarwahita ◽  
2022 ◽  
Vol 19 (01) ◽  
pp. 234-250
Author(s):  
Mujahidawati ◽  
Novferma ◽  
Gugun M. Simatupang ◽  
Febbry Romundza ◽  
Ari Frianto ◽  
...  

ABSTRACT During the COVID-19 pandemic, the government implemented bold learning at various levels of education, from kindergarten to university. There is a possibility that the applied learning can result in low student interest in learning. This is because the learning process carried out only transfers recordings of learning patterns to WhatsApp text messages, so there is no other innovation to help students' interest in learning become better. As teachers we must be able to make interesting learning media according to the characteristics of students, where one of the learning media is to make animated films that students can see and do while studying at home. The purpose of this activity is to help and train junior high school teachers in making animated film learning media using the Toontastic 3D application so that it can support students' interest in learning. The method used in the implementation of this service activity is to use the method of discussion and question and answer, demo, and expository. Participants in this service activity are partners of MGMP SMP in Muaro Jambi in the field of mathematics as many as 35 teachers and 20 students. The instrument used in this service is a teacher motivation response questionnaire after training and a student interest response questionnaire after learning with learning media in the form of animated films. Based on the results of the training, it was obtained that most of the teachers who participated were very satisfied and happy with this training, this can be seen from the teacher's motivation, most of the teachers answered on average the statements given agreed and strongly agreed agree category. Furthermore, student learning interest can also be said to be good, this can be seen based on the results of the student learning interest questionnaire where the average student on a positive statement is in the agree and strongly agree category, while in the negative statement questionnaire on average are in the category of strongly disagree and disagree. . Therefore, it can be said that this training in making animated films as a learning medium can provide good motivation for teachers and good learning interest for students during the covid-19 pandemic.     ABSTRAK Masa pandemic covid-19, pemerintah menerapkan pembelajaran secara daring di berbagai jenjang Pendidikan mulai dari TK sampai perguruan tinggi. Tidak menutup kemungkinan selama pembelajaran daring diterapkan dapat mengakibatkan minat belajar siswa rendah. Hal tersebut dikarenakan proses pembelajaran yang dilakukan hanya memindahkan pola pembelajaran yang dibuku ke pesan teks WhatsApp saja, sehingga tidak adanya inovasi lain untuk membantu minat belajar siswa menjadi lebih baik. Sebagai pengajar kita harus bisa membuat media pembelajaran yang menarik sesuai dengan karakteristik siswa, dimana salah satu media pembelajaran tersebut adalam pembuatan film animasi yang dapat dilihat dan di toton oleh siswa selama belajar dirumah. Tujuan kegiatan pengabdian ini adalah untuk membantu dan melatih guru SMP dalam pembuatan media pembelajaran berbentuk film animasi menggunakan aplikasi toontastic 3D sehingga dapat mendukung minat belajar siswa. Metode yang digunakan dalam pelaksanaan kegiatan pengabdian ini adalah menggunakan metode diskusi dan tanya jawab, demonstrasi, dan ekspositori. Peserta kegiatan dalam pengabdian ini adalah mitra MGMP SMP di Muaro Jambi pada matapelajaran matematika sebanyak 35 orang guru dan 20 orang siswa. Instrumen yang digunakan dalam pengabdian ini adalah angket respon motivasi guru setelah pelatihan dan angket respon minat siswa setelah belajar dengan media pembelajaran berbentuk film animasi tersebut. Berdasar hasil pelatihan diperoleh bahwa kebanyakan guru-guru yang ikut merasa sangat puas dan senang dengan adanya pelatihan ini, hal tersebut dilihat dari angket respon (motivasi) guru menunjukkan bahwa kebanyakan guru rata-rata menjawab pernyataan yang diberikan pada kategori Setuju dan Sangat Setuju. Selanjutnya minat belajar siswa juga dapat dikatakan baik, hal tersebut dilihat berdasarkan hasil angket minat belajar siswa dimana rata-rata siswa pada pernyataan positif berada pada kategori setuju dan sangar setuju, sedangkan pada angket pernyataan negatif rata-rata pada kategori sangat tidak setuju dan tidak setuju. Oleh karena itu dapat disimpulkan bahwa pelatihan pembuatan film animasi sebagai media pembelajaran ini dapat memberikan motivasi yang baik bagi guru dan minat belajar yang baik bagi siswa dimasa pandemic covid-19.  


Author(s):  
Mohammad Archi Maulyda ◽  
Umar Umar ◽  
Vivi Rachmatul Hidayati

The success of the teacher in creating an interesting learning atmosphere and can foster a positive attitude of students in participating in this learning is strongly influenced by several factors, one of which is the use of interesting learning media. The purpose of this research is to produce Snakes and Ladders Game Learning Media on the Circle material for grade VI students of SDN 26 Ampenan which is suitable for use based on the assessment of Material Experts, Media Experts, and Students, as well as improving student learning outcomes. Snakes and Ladders Game Learning Media was developed using research and development or Research and Development (R&D) with the ADDIE development model. At the Development stage, the media developed was assessed for feasibility by 2 Material Experts (lecturers and teachers), 1 Media Expert, 5 Small Group Trial Students, and 25 Large Group Trial Students. Data collection techniques in this development research are through questionnaires and tests. The data obtained from the questionnaire were analyzed descriptively qualitatively and quantitatively. The results of the media assessment based on the Material Experts obtained an average score of 3.6 included in the "Very Eligible" criteria, the Media Experts obtained an average score of 3.1 included in the "Eligible" criteria, and Small Group Trial Students obtained an average score 3.5 is included in the "Very Eligible" criteria, and the Large Group Trial of Students obtained an average score of 3.4 is included in the "Eligible" criteria. Student learning outcomes after using the Snakes and Ladders Game Learning Media that has been developed have increased by 56%. It is concluded that the Snakes and Ladders Game Learning Media is acceptable, feasible and effective to be used as a learning medium.


Neofilolog ◽  
2021 ◽  
pp. 265-279
Author(s):  
Marta Gierzyńska

Refining reading comprehension skills is one of the basic tasks that students of foreign languages and their teachers face. Some of the texts offered in students’ books do not make pupils interested in the topic, motivated or encouraged enough to develop their reading comprehension ability. The reason is that these texts are compulsory students have to read them which thus makes the readings less interesting. Learning foreign languages essentially should be focused on their posterior use in extracurricular, personal and then occupational conditions. Since reading is necessary, then choosing simple books in a foreign language would be worth considering. Such texts may be perceived by the students differently from the compulsory readings in class. What is more, reading didactically adapted, longer literary texts and their proper reception will certainly be satisfying for the student. This article provides the reader with the examples of using simplified readings in the global and detailed text processing which, in turn, takes into account techniques such as pre-reading, while-reading and post-reading. Furthermore, the article presents the ideas of including Information and Communication Technologies in teaching which influences students’ engagement and allows the teacher to monitor their work.


GERAM ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 82-91
Author(s):  
Ranny Mardiyani ◽  
Deden Ahmad Supendi ◽  
Fauziah Suparman

Learning media is one of the supporting facilities in teaching and learning activities. In this time of the COVID-19 pandemic, online-based learning media is very necessary. The lack of teacher ability in using interactive learning media makes online learning even more boring, especially in learning to write poetry. The articulate storyline is one software that can produce more interesting learning media. Using many features can produce learning media that are more varied, innovative, and easy to use. The research method used is RND, which has ten research steps that the researchers then simplified into four main steps, namely the research and data collection stage, the planning stage, the product development stage, and the validation and testing stage. Media development results are a product of a poem made by class X students at SMA Negeri 2 Sukabumi. The product was produced after learning poetry material using online interactive learning media. Three validators assessed the media feasibility level. The material validator is given a feasibility value of 82%, the medium validator is given a value of 80%, and the Indonesian language learning validator is given 84%. Meanwhile, 89% of students responded "Ya" in student responses, and 11% of students responded "Tidak". Based on the validator's assessment results, the media was considered very feasible to be used in schools and received a positive response from students.


2021 ◽  
Vol 4 (3) ◽  
pp. 311-321
Author(s):  
Ardi Wijaya ◽  
Dinda Putri

History lessons in Indonesia are taught starting from Elementary School (SD) level. One of materials taught in elementary schools is a national hero figure who has greatly contributed to Indonesian nation. Several images of heroes were immortalized on Indonesian banknotes. The learning method that is carried out only with printed books and lectures tends to make students bored and quickly feel sleepy. In a site like this, interesting learning media is needed. This study seeks to build an android-based application using Augmented Reality technology, using banknotes as markers to produce 3D animation applications that speak about heroes and their historical backgrounds. This application development methodology uses an Incremental model which consists of 4 stages, namely: Analysis, design, code, and testing. Distributed questionnaires get results; Strongly Disagree = 0%, Disagree = 0%, Agree = 43%, and Strongly Agree = 57%. These results indicate that the overall system is running well and feasible to use


2021 ◽  
Vol 9 (4) ◽  
pp. 523
Author(s):  
Reno Nilam ◽  
Setiawati Setiawati

This research was motivated by the low learning outcomes of the training participants who participated in the 3 in 1 manual embroidery fashion decoration training at the Padang Industrial Training Center. This is presumably because the trainees have low motivation. The purpose of this study was to see (1) a description of the learning motivation of the training participants in participating in the 3 in 1 manual embroidery fashion decoration training. (2) description of the learning outcomes of participants in 3 in 1 manual embroidery fashion decoration training (3) the relationship between learning motivation and learning outcomes of participants in 3 in 1 manual embroidery fashion decoration training at the Padang Industrial Training Center. This research is a correlational study with a quantitative approach. The population of this study was 70 training participants and the sample in this study was taken as much as 50% or consisted of 35 training participants using the stratified cluster random sampling method, data collection using questionaires and tools in the form of a list of statements. Analysis tecnique uses the percentage and product moment. The results of this study indicate that: (1) the description of the learning motivation of 3 in 1 training participants with manual embroidery decorations at the Padang industrial training center is low. (2) the learning outcomes of the 3 in 1 training participants in manual embroidery decoration at the Padang Industrial Training Center are low. (3) there is a significant relationship between learning motivation and learning outcomes of 3 in 1 training participants in manual embroidery fashion decoration at the Padang Industrial Training Center. It is expected that the manager can provide facilities and interesting learning methods so as to increase the motivation of participants in training activities so that it can affect their learning outcomes.  


2021 ◽  
Vol 2 (1) ◽  
pp. 55-60
Author(s):  
Umi Nur Laila ◽  
Hawwin Fitra Raharja

This“study aims to determine the effect of interactive video media on students learning motivation in social studies of fifth grade at SDN Kaliwungu 2 Jombang”which refers to the thematic book class V “theme 7 events in life, sub-theme 2 national events surrounding the proclamation of learning independence 1”. The problems in education were the learning implementation is less attractive. For that,“the teachers are required to be creative in improving the quality of learning such as using media in”learning. One of the interesting learning media is interactive video media. Research using interactive video media in social studies learning was carried out in the even semester of the 2020/2021 school year. The research used experimental research with pre-experimental method and one group pre-test post-test design. The population in this study were all fifth grade students at SDN Kaliwungu 2 Jombang which consisted of 20 students, 11 female students and 9 male students. The results of the study can be seen from the t test (paired t test) obtained t_count (4.0376) > t_table (2.0930). From these results it can be concluded that there is "The Influence of the Use of Interactive Video Media on Social Studies Learning Motivation for Class V SDN Kaliwungu 2".


2021 ◽  
Vol 1 (2) ◽  
pp. 76-84
Author(s):  
Rerin Maulinda

In this COVID-19 situation, it is a challenge for teachers to still be able to create fun, interesting and active learning. Although learning is carried out remotely or online, teachers must be able to increase student activity. Although learning is carried out remotely or online, teachers must be able to increase student activity. Student activity can be created through the application of interesting learning media. One of the interesting learning media in online learning is using the Quizizz educational game. This quizizz educational game usually uses a laptop or smartphone and can be carried out anywhere. The Quizizz educational learning is used for learning Procedure Text in class XI SMK Nusantara 02 Kesehatan. Through the descriptive method, this learning is supported by material observation, evaluation and interviews. The results obtained are that students enjoy this educational game and understand the material available in the Quiziz application faster.


2021 ◽  
Vol 3 (4) ◽  
pp. 385
Author(s):  
Harja Santana Purba ◽  
Novan Alkaff Bahraini Saputra ◽  
Muhammad Hifdzi Adini

: Pandemi Covid-19 menyebabkan Pembelajaran Jarak Jauh (PJJ) menjadi pilihan yang harus diambil oleh para guru. Kekurangan pada PJJ ini salah satunya adalah terbatasnya cara penyampaian materi yang menarik kepada siswa oleh guru. Untuk mengatasi hal tersebut maka perlu dikembangan media pembelajaran yang menarik. Salah satu aplikasi yang dapat digunakan adalah Powtoon. Powtoon adalah aplikasi berbasis web yang dapat menghasilkan media pembelajaran berbentuk video animasi. Tujuan dari pengabdian ini yaitu memberikan pelatihan pengembangan media pembelajaran yang menarik menggunakan Powtoon. Metode yang digunakan dalam kegiatan ini, antara lain (1) penyusunan modul panduan dan pelatihan penggunaan Powtoon, (2) memberikan pelatihan pengetahuan mendasar mengenai penggunaan Powtoon, (3) memberikan gambaran cara menerbitkan media pembelajaran yang dihasilkan Powtoon, dan (4) diskusi dan tanya jawab. Sasaran kegiatan ini adalah para guru pengampu mata pelajaran yang berbeda-beda dan tersebar di 4 sekolah Madrasyah Aliyah di Amuntai berjumlah 27 orang. Berdasarkan hasil survei yang dilakukan, sebagian besar peserta menyatakan pelatihan ini sangat bermanfaat dan berkontribusi meningkatkan pengetahuan dan kemampuan guru dalam menggunakan aplikasi Powtoon. Powtoon dinilai mampu digunakan sebagai alat untuk mengembangkan media pembelakaran yang menarik dan menyenangkan.The Covid-19 pandemic has made Distance Learning a choice that teachers must take. One of the shortcomings of this distance learning is the teacher's limited way of delivering interesting material to students. To overcome this, it is necessary to develop interesting learning media. One application that can be used is Powtoon. Powtoon is a web-based application that can produce learning media in the form of animated videos. The purpose of this service is to provide training in the development of interesting learning media using Powtoon. The methods used in this activity include (1) preparation of guide modules and training on the use of Powtoon, (2) providing training in basic knowledge on the use of Powtoon, (3) providing an overview of how to publish learning media produced by Powtoon, and (4) discussion and question and answer. This activity targets teachers who support different subjects and are spread across 4 Madrasah Aliyah schools in Amuntai, totalling 27 people. Based on the survey results, most of the participants stated that this training was very useful and contributed to improving the knowledge and skills of teachers in using the Powtoon application. Powtoon is considered capable of being used as a tool to develop interesting and fun learning media. 


2021 ◽  
Vol 5 (4) ◽  
pp. 697
Author(s):  
Made Dewanda Sulaksana ◽  
Kadek Yudiana ◽  
Alexander Hamonangan Simamora

The lack of use of interesting learning media makes students less active during the online learning process. To overcome this, it is necessary to develop a media in the learning process. This study aims to produce a video of learning mathematics on the topic of perimeter and area of flat shapes for fourth grade elementary school students that have been tested for acceptability. This study uses the type of research and development (Research and Development). This study uses the ADDIE model. The subjects in this study were 2 subject content experts, 2 media experts and design experts, and 2 practitioner experts to determine the validity of instructional video media. while the object of research is the validity of learning video media. This study uses a questionnaire method and rating scale instrument as a means of data collection. Based on the research results, 88% and 92% are scores obtained from subject matter content experts with good and very good predicates, 87% and 92% are scores obtained from design experts with good and very good predicates, 88% and 88% are scores obtained from media experts with good predicates, and 90% and 90% are scores obtained from expert practitioners with very good predicates. Based on these results, it can be concluded that the development of learning video media on the topic of circumference and area of flat shapes for fourth grade elementary school students is declared valid and feasible to use in the learning process.


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