Penelitian ini di latar belakangi dengan pentingnya hasil belajar siswa. Alternatif pembelajaran untuk meningkatkan kemampuan tersebut adalah menggunakan model Visualization Auditory Kinestetic dan Two Stay Two Stray berbantuan software Lectora. Tujuan penelitian ini adalah untuk mengetahui keefektifitas model Visualization Auditory Kinestetic dan Two Stay Two Stray berbantuan software Lectora terhadap hasil belajar siswa. Metode penelitian ini adalah kuasi eksperimen. Populasi dalam penelitian ini adalah siswa kelas XI SMA Kesatrian 2 Semarang. Sampel penelitian adalah kelas XI MIPA 1 sebagai kelas dengan model Visualization Auditory Kinestetic berbantuan software Lectora, kelas XI MIPA 2 sebagai kelas dengan model Two Stay Two Stray berbantuan software Lectora dan kelas XI MIPA 3 sebagai kelas konvensional. Data penelitian ini diperoleh melalui post test. Berdasarkan hasil perhitungan Anava satu jalur dengan yaitu menyebabkan ditolak, berarti terdapat perbedaan hasil belajar siswa dengan model Visualization Auditory Kinestetic berbantuan software Lectora, Two Stay Two Stray berbantuan software Lectora dan konvensional. Selanjutnya digunakan uji pasca Anava antara kelas Visualization Auditory Kinestetic dan konvensional dengan menggunakan uji Scheffe’ menghasilkan yaitu menyebabkan ditolak, berarti model Visualization Auditory Kinestetic berbantuan software Lectora lebih efektif dibandingkan dengan model konvensional terhadap hasil belajar siswa. Uji pasca Anava antara kelas Two Stay Two Stray dan konvensional dengan menggunakan uji Scheffe’ menghasilkan yaitu menyebabkan ditolak, berarti Two Stay Two Stray berbantuan software Lectora lebih efektif dibandingkan dengan pendekatan konvensional terhadap hasil belajar siswa.
Masalah dalam penelitian ini yaitu rendahnya hasil belajar peserta didik di SDN 6 Metro Barat. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran inkuiri meningkatkan hasil belajar. Metode yang digunakan dalam penelitian ini adalah metode quasi experiment dengan desain penelitian yang digunakan adalah nonequivalent control group design, sehingga terdapat kelas eksperimen dan kelas kontrol. Sampel penelitian diambil menggunakan teknik purposive sampling dengan Sampel penelitian adalah peserta didik kelas V-A sebanyak 30 peserta didik dan V-B sebanyak 30 peserta didik yang dipilih dengan teknik purposive sampling. Hasil analisis regresi diperoleh yaitu 0,841 > 0,361. Besar nilai koefisien determinasi sebesar 70,80% sedangkan sisanya 29,20% dipengaruhi faktor atau variabel lain. Model pembelajaran Inkuiri dapat meningkatkan hasil belajar peserta didik. Sehingga diperoleh kesimpulan bahwa penerapan model pembelajaran inkuiri berpengaruh untuk meningkatkan hasil belajar pada peserta didik kelas V SDN 6 Metro Barat
Characteristics of elementary school students (SD) are more dominant in psychomotor activity. Classroom learning should accommodate this so that student motivation is maintained during the learning process. Motivation is important considering that mastery of knowledge will be more optimal if students enjoy the learning process. Traditional learning is still found in Way Kanan Regency, so it is necessary to learn that accommodates these characteristics. One way that is considered appropriate is the application of the concept of gamification. The purpose of this service is to provide counseling and learning training with the concept of gamification to elementary school educators, develop the potential of students who are not yet optimal due to traditional learning, and foster the spirit of professionalism of elementary school educators. This service uses counseling and training methods and involves 25 educators in Way Kanan Regency. The instruments used are tests and portfolios as measuring tools to evaluate and sustain service. This service is expected to be a reference for innovative and productive learning to improve the character of students as a provision to face the challenges of the digital era.
The use of audio-visual media in learning will increase students' motivation and learning outcomes. Students from the PGSD Study Program, University of Lampung as prospective educators are required to be able to innovate creatively by utilizing technological advances for learning media. One of them is using camtasia studio media. So that students are able to use Camtasia perangkat lunak, training in the development of interactive media based on Camtasia audio-visual is needed. After attending this training, PGSD students understand and use the features of Camtasia Studio. So that students are able to modify the learning media into interactive audio-visual learning media.
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