The use of internet as a media and source of learning at this time is very massive. Millennial generation is required to have digital literacy, so that they need for habituation in learning. Edmodo application that can be access by android, computer and tablet, can be used as a media in m-learning-based lectures. The study was done to find the impact of learning science with and without using Edmodo. The method used was quasi-experiment with non-equivalent control group design. Research subject were prospective primary school teachers of semester 6 year 2016/2017 from the department of primary school education -Universitas Pasundan Bandung. The subjects were divided into 41 students of experimental class (A) and 41 students of control class (B). Based on statistics calculations, the tcount = 4.790 > ttable (1.664), then H0 is rejected and H1 is accepted. This is means that the application of Edmodo as media learning is more effective to improve learning outcomes compared with control class that only using power point media. The results of this study indicate that students who have learned science with Edmodo show the better achievement than the student in control class. By the result, lecturer should be more creative to engage technology specifically based on android as media and source of learning science.
AbstrakMaraknya permainan modern saat ini secara tidak langsung telah menggeser kedudukan permainan tradisional, sehingga menimbulkan efek negatif terhadap perkembangan anak, baik secara fisik, psikis, dan sosial. Berbagai kemudahan untuk mengakses permainan modern berdampak anak lebih tertarik memainkan permainan modern dibandingkan permainan tradisional yang membutuhkan sarana prasarana yang cukup luas untuk bermain. Sedangkan saat ini sarana prasarana permainan tradisional sangat terbatas mengingat kesediaan lahan untuk bermain yang tergusur oleh bangunan-bangunan perkotaan menyebabkan anak-anak harus bermain di dalam ruangan. Oleh karena itu dirasa perlu untuk melakukan program kemitraan masyakat (PKM) yang bertujuan untuk mengatasi permasalahan pada kelompok masyarakat tertentu. Dalam hal ini, menitikberatkan pada pengelolaan sarana prasarana dalam melestarikan permainan tradisional khususnya di sekolah dasar. Metode yang digunakan dalam PKM ini melalui penyelenggaraan seminar dan sosialisasi mengenai pengelolaan sarana dan prasarana dalam menunjang pelestarian permainan tradisional guna meningkatkan nilai-nilai karakter bangsa kepada siswa sekolah dasar yang sesuai dengan Kurikukulm 2013 tanpa meninggalkan nilai-nilai karakter orang Sunda. Adapun solusi yang kami lakukan adalah terbentuknya kemitraan dalam menemukan solusi untuk melestarikan permainan tradisional dalam pengelolaan dan pengembangan sarana prasarana permainan tradisional yang terdapat di SD yang memadai sesuai dengan kebutuhannya. Oleh karena itu, penting menanamkan nilai-nilai karakter bangsa pada siswa Sekolah Dasar dalam rangka membentuk generasi milenial yang berlandaskan literasi budaya dalam kehidupan sehari-hari.Kata kunci: sarana dan prasarana, permainan tradisional, dan program kemitraan masyakat (PKM).
<p class="Abstract">The aim this research to get an overview are the using of Virtual Laboratory as media learning students of Elementary School Teacher Education at Universitas Pasundan. The use of media in learning is very important to make solution for lecturers to applied basic concept of science in elementary school. This research in the fourth semester of the Academic Year 2019/2020 in Class A amounting to 40 people. The research method is quasi-experimental with analysis data used a paired t test with SPSS version 21.0 for windows. Based on data analysis, the results is t<sub>hitung</sub> = 2,830 > t<em><sub>tabel</sub></em> = 1,686, then H<sub>0</sub> rejected and H<sub>1</sub> accepted. It can be concluded that there are significant the used virtual laboratory media in basic concept of science subject in Elementary School Teacher Education at Universitas Pasundan. Its means there are different knowledge and abilities of students at the pre test and post test result if learning used virtual laboratory as media learning in basic concept of science subject at elementary school. The use of virtual laboratory as a media in the learning process will be able to improve and provide a better meaning of learning outcomes characterized students.</p>
The aim this research are the using of google classroom as media learning students of Elementary School Teacher Education at Universitas Pasundan. The use of media in learning is very important to achieved the explicit learning objectives in lesson design that have been made by lecturers. This study to get an overview in third semester of Academic Year 2018/2019 which are applied to the Learning Strategy subject in elementary school. The research method is quasi-experimental with analysis data used a paired t test with SPSS program versi 21.0 for window. Subjects is a students of PGSD semester III in Class D, amounting to 30 people. The implementation of this research is in the form of a cycle consisting of plan, do, and see. Based on data analysis, the results is thitung = 22,122 > ttable = 1,699, then H0 rejected and H1 accepted. It can be concluded that there are significant the used google classroom media in Learning Strategies subject in student Elementary School Teacher Education at Universitas Pasundan are carried out in accordance with the stages of plan, do, and see. The existence of these stages challenges the lecturers to design learning as interesting as possible so that the quality and results of the learning process will increase and demand that the lecturers continue to innovate learning in order to support the improvement of their professionalism as educators
Penelitian ini bertujuan untuk mendeskripsikan penerapan model PBL untuk meningkatkan aktivitas dan hasil belajar peserta didik kelas IV Sekolah Dasar. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas yang dilaksanakan dalam dua siklus dengan satu kali pertemuan pembelajaran di setiap siklusnya. Setiap siklus terdiri dari perencanaan, pelaksanaan, observasi, dan refleksi. Perencanaan pembelajaran terdiri dari RPP penerapan model PBL, media pembelajaran, bahan ajar/modul pembelajaran, LKPD, dan instrumen penilaian. Subyek penelitian ini adalah peserta didik kelas IV SDN 1 Hegarmanah yang berjumlah 38 orang. Teknik pengumpulan data dilakukan melalui tes (tes formatif) dan non tes (observasi dan dokumentasi). Hasil penelitian berupa peningkatan hasil belajar peserta didik. Yakni pada siklus I rata-rata nilai hasil belajar peserta didik mencapai 63,68%, sedangkan pada siklus II rata-rata hasil belajar peserta didik mencapai 84,30. Keterlibatan peserta didik dalam pembelajaran siklus I mencapai 66,25% (rendah) dan meningkat pada siklus II menjadi 96,25% (sangat tinggi). Nilai kinerja guru pada siklus I mencapai 97,30 (Sangat Baik) dan meningkat pada siklus II menjadi 97,93 (Sangat Baik).
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.