Abstract. This study aims to describe the learning activities carried out at Cacaban 6 Elementary School in Magelang City during the Covid-19 pandemic. This study uses a qualitative descriptive approach to obtain information from informants in learning activities. The informants in the study were the teachers taken as a sample of six people and a school principal. The results obtained from this study indicate that learning activities are carried out in two ways, namely online via the Whatsapp application, Youtube, and Google form and offline or face to face. The findings of this study reinforce the implementation of learning activities policy that must be carried out by utilizing technology during the Covid-19 pandemic. It also strengthens the participation of parents to continue to be involved in the learning process of students, thus requiring them to always be communicative. The findings of this study can be a basis for following up on the policy of learning activities from home and efforts to solve the problem. In addition, this research can be the basis for conducting further studies in relation to learning activities during the pandemic. Abstrak. Penelitian ini bertujuan mendeskripsikan pembelajaran yang dilakukan dalam pandemi Covid-19 di SD Negeri Cacaban 6 Kota Magelang. Penelitian menggunakan pendekatan deskriptif kualitatif untuk mendapatkan informasi dalam kegiatan pembelajaran. Informan dalam penelitian sebanyak 6 guru dan kepala sekolah. Hasil yang didapatkan bahwa pembelajaran dilakukan secara daring (wa, youtube, dan google form) dan luring. Temuan penelitian ini menguatkan pelaksanaan pembelajaran pada masa aktivitas libur pandemi covid 19 dalam memanfaatkan teknologi dan mengatasi keterbatasan seperti kurangnya keterlibatan orang tua dalam pembelajaran serta keterbatasan fasilitas serta harus komunikatif dengan orang tua.Temuan penelitian ini dapat menjadi landasan untuk tindak lanjut dalam pembelajaran, dan upaya-upaya pemecahan masalah. Disamping itu penelitian ini dapat menjadi landasan untuk melakukan kajian lebih dalam dalam hubungannya dengan pembelajaran yang dilakukan saat pendemi.
Berdasarkan data tahun 2012-2019 total anak Keluarga Penerima Manfaat (KPM) Program Keluarga Harapan (PKH) yang melanjutkan ke perguruan tinggi mengalami grafik penurunan, dengan pencapaian terendah pada tahun 2019 dengan 4 anak KPM PKH yang melanjutkan ke jenjang perguruan tinggi. Untuk itu dilakukanlah Program Pengabdian Masyarakat Terpadu (PPMT) melalui Gerakan Ayo Kuliah (GAK) diharapkan dapat meningkatkan minat kuliah anak Keluarga Penerima Manfaat (KPM) Program Keluarga Harapan (PKH). Dalam pelaksanaan PPMT ini menggunakan beberapa metode diantaranya Focus Gruop Discussion, debat, public speaking serta presentasi. Selain itu diberikan pula pembekalan tryout Seleksi Bersama Masuk Perguruan Tinggi Negeri (SBMPTN). Hasil PPMT GAK menunjukkan bahwa program ini mampu mengantarkan 10 anak KPM PKH untuk dapat melanjutkan perguruan tinggi dengan 2 anak sudah diterima melalui jalur Seleksi Nasional Masuk Perguruan Tinggi Negeri (SNMPTN) dengan beasiswa Bidikmisi, 1 anak berhasil diterima melalui jalur mandiri, dan selebihnya 7 anak mampu berjuang pada SBMPTN. Dengan capaian keberhasilan ini maka diharapkan kegiatan PPMT GAK bisa dilakukan secara berkelanjutan dan berkala.
This study aims to determine the effect of the Problem Based Learning Model assisted thematic ludo learning media on the critical thinking skills in science of V class student of Madrasah Ibtidaiyah Mamba'ul Hisan Tempuran, Magelang Regency. This research uses a type of pre-experimental design with a model of One Group Pre-test Post-test Design. The research subjects were selected by means of non probability sampling with a saturated sampling model. The samples taken were 12 students. by using data collection methods in the form of test descriptions and performance assessments of critical thinking skills. The data analysis used was the Wilcoxon test. The results showed that the average calculation of the post-test description test score was 71.83 which was greater than the pretest result with an average score of 49.75. The calculation of the performance assessment in the pre-test activity was 56.83 and the post-test was 70.25. This was evidenced by the results of the Wilcoxon test analysis which shows the -0.065 with a significance value of 0.002 <0.05, which means that there was a significant difference between the pre-test and post-test. The results of this study concluded that the use of problem-based learning models assisted by ludo thematic media had a significant effect on students' critical thinking skills in science subjects.
The purpose of this study was to determine how the influence of the Auditory, Intellectually, Repetition learning model can increase the learning motivation of grade 5 students in social studies subjects at MI Muhammadiyah Salafiyah Bandongan. The method used in this study is a pre-experiment using a one-group pretest-posttest design. The population and sample of this study used a sample of 15 students of class 5 MI Muhammadiyah Salafiyah Bandongan. The analysis used was an independent t-test analysis using the SPSS 25.00 program for windows. Based on the results of research and discussion, it can be concluded that there is an effect of using the AIR learning model on the motivation to learn social studies subjects in class V MI Muhammadiyah Salafiyah Bandongan. This is evidenced by the average score on the pre-test training questions is 60.27 with the highest score of 72 and the lowest score of 48. While the average value of the post-test training questions is 81.07 with the highest score of 92 and the lowest score of 68. This result is strengthened by the calculation of the "t" test where the value of sig (2-tailed) is 0.000 < 0.05, so as the basis for decision making in the Independent-Sample T Test, it can be concluded that there is a significant difference between the average results of the treatment study. using AIR learning in 5th grade students of MI Muhammadiyah Salafiyah Bandongan.
The aim of this study is to explain the influences of computer based instruction, interactive multimedia-based simulation model on the curiosity of the fourth grade students. The design of this study uses a quasi experiment method with nonequivalent control-group design. The classes used were class IVA, IVB, and IVC with with each student numbers 24, 29, and 26. In this study, class IVA is used as a control class, while class IVB and class IVC as an experimental class. The results of the pretest showed that the curiosity of IVA students (control) was 65, while the post-test was 76.66. In class IVB (experiment 1) shows that, at pretest it was 63.44 and post-test 81. Meanwhile in the IVC (experiment 2) class the pretest was 61.53 and post-test 82.3. Thus the results of the Independent Sample T-test for students' curiosity showed significance (p) 0.041 <0.05 so Ho was rejected. This shows that, there are significant differences in curiosity of students who use computer based instruction products, interactive multimedia-based simulation models (experimental class) with those using conventional models (control class). With these results, it is expected to add to the repertoire of knowledge and alternative ways for teachers to influence students' curiosity, so that the development potential of students in the learning process becomes maximal.
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