Kegiatan ini bertujuan untuk memberikan pelatihan kepada guru serta mempraktikkan pembuatan soal dan implementasinya di sekolah dasar. Sehingga guru mendapatkan pengalaman langsung dalam membuat soal melalui aplikasi Kahoot bagi guru. Metode pelaksanaan kegiatan ini dilaksanakan mulai tahap persiapan sampai pelaporan kegiatan yang membutuhkan waktu sekitar 1 bulan. Pihak yang terlibat dalam kegiatan meliputi: 1). Dosen sebagai pemateri dan moderator, mahasiswa sebagai tim pendukung pelaksanaan acara. 2). Guru-guru di lingkungan SDIT Bina Insani Kediri. Dari 25 guru yang telah mengikuti pelatihan, sebanyak 17 guru telah mengirimkan hasil analisis, Berdasarkan hasil kuesioner menunjukkan 4 guru menyatakan tidak ada kendala dalam mengimplementasikan kahoot. Sedangkan 13 lainnya menyatakan mengalami beberapa kendala yaitu kurang terbiasa dalam mengoperasikan kahoot. Keunggulan aplikasi saat diimplementasikan diantaranya adalah lebih menarik dan mudah untuk dilakukan. Aplikasi kahoot dapat menjadi salah satu alternatif variasi pembelajaran. Melalui penggunaan kahoot hasil belajar yang berkaitan dengan urutan tingkat kebenaran soal dapat lebih cepat diketahui. Aplikasi kahoot praktis, karena guru dapat memonitor secara langsung siswa yang mengerjakan soal.
The problems of this research are 1) What is the validity of Monopoly learning media on the function material of animal and plant body parts for fourth grade students of Sanggrahan 2 Prambon Nganjuk Elementary School 2) What is the practicality of Monopoly learning media on material function of animal and plant body parts for fourth grade students of Sanggrahan 2 Prambon Nganjuk Elementary School 3) How is the effectiveness of Monopoly learning media on material function of animal and plant body parts for Grade IV students at SDN Sanggrahan 2 Prambon Nganjuk This research is a type of development research with reference to research and development. According to Robert Maribe Branch (2009) in Sugiyono (2015: 38) "ADDIE is an extension of Analysis, Design, Development, Implementation and Evaluation". Research data collection techniques through observation, material expert validation questionnaires and expert validation questionnaires. media, teacher response questionnaire, student response questionnaire, pre-test and post-test. the implementation of monopoly learning media was carried out in trials, research trials were carried out at SDN Sanggrahan 2 Prambon. The results of Monopoly learning media research on the function of animal and plant body parts for fourth grade students at Sanggrahan 2 Prambon Elementary School conducted a validity test by media and material experts, the material validation test was carried out in 2 stages. . the second validation test with a score of 97% means that it is in the Very Valid criteria. for the results of the validation test by the learning media, 2 stages were carried out, the first was the validation test by the media with a score of 86.25%, meaning that it was included in the Very Valid criteria, the second was the validation test by the media with a score of 88.75%. the practicality test was validated by teachers and students, the results of the practicality test by the Teacher Response Questionnaire obtained a score of 77.78%, which means that it is included in the practical criteria and is easy to use. The results of the effectiveness test were carried out with the pretest and post-test, stated to be Very Effective in increasing students' ability to investigate the function of animal and plant body parts. Evidenced by the achievement of KKM ≥70 questions Posttest 100% of students who are able to achieve KKM.
The purpose of this research is to perceive the increasing effect of the ability to explain an alternative energy sources using a learning model called '5E Learning Cycle. This research uses a quantitative approach in using the experimental method with the research design refers to non-randomized pretest-posttest control group design. The data collection instrument is using tests and data analysis techniques with the normality test, homogeneity and hypothesis testing (using the t-test). Based on the analysis results, the use of the learning model of '5E Learning Cycle' has some effects on the ability to explain alternative energy. From the analysis results that has been done, it is proven that; (1) The use of the learning model of '5E Learning Cycle' has a significant effect on the ability of the 4th Graders in SD Negeri Mojoroto 4 Kota Kediri to explain alternative energy with 85.07% of the classical completeness. (2) The use of the conventional learning model has no significant effect on the ability of the 4th graders in SD Negeri Mojoroto 4 Kota Kediri to explain alternative energy with 54,9% of the classical completeness. (3) There are some highly significant differences in the use of the learning model of '5E Learning Cycle' and the conventional learning model on the ability to explain alternative energy which the use of the '5E Learning Cycle' has its prime on this analysis results. The conclusion of this research has perceived that there are some highly significant differences of '5E Learning Cycle' and the conventional learning model in improving students' ability to explain the science content of alternative energy material.
The influence of the scramble learning model supported by crossword puzzle games on the ability to identify Hindu-Budhist historical figures in Indonesia. The purpose of this study was to determine the ability to identify Hindu-Budhist historical figures in Indonesia using a scramble learning model supported by a crossword game. This type of reseach using an experimental design, namely pre-test and post-test groups. Data collection instruments used tests and data analysis techniques using normality test, homogeneity test, and hypothesis testing (using t test). based on the results of the analysis, there is an effect of using scramble learning models supported by crossword puzzle on the ability to identify Hindu-Buddhist historical figures in Indonesia. It is evident from t-count 9.090 > t-table 2.052 with a significance level of 0.00 < 0.05. Therefore, H0 and Ha are accepted, which means that there is a significant influence using the scramble learning model supported by crossword puzzle games on the ability to identify Hindu-Buddhist historical figures in Indonesia. Thus the use of scramble llearning models supported by crossword puzzle games can create fun and challenging learning for students. In learning, students are enthusiastic and active because each student tries to compete with other friends. In addition, the use of scramble learning models supported by crossword puzzle games also makes it easier for students to understand the material of Hindu-Budhhist historical figure in Indonesia.
Penelitian hasil observasi dan observasi kelas IV di SDN Maron, ditemukan bahwa guru menggunakan metode ceramah dan guru tidak menggunakan media pembelajaran. Rumusan masalah dalam penelitian ini adalah bagaimana pengembangan media pembelajaran IPS, validitas media pembelajaran IPS, kepraktisan media pembelajaran IPS, dan keefektifan media pembelajaran IPS Warisan Kerajaan Islam di Indonesia berdasarkan website untuk siswa kelas IV SDN Maron. Penelitian ini bertujuan untuk mengetahui proses pengembangan media, mengetahui validitas, kepraktisan, keefektifan produk pengembangan media pembelajaran IPS Pusaka Kerajaan Islam di Indonesia berbasis website untuk siswa kelas IV SDN Maron. Metode penelitian ini menggunakan penelitian pengembangan ADDIE (Tahap Analisis, Desain, Pengembangan, Implementasi, Evaluasi). Produk yang dikembangkan adalah Pengembangan Media Pembelajaran IPS Peninggalan Kerajaan Islam di Indonesia Berbasis Website Untuk Siswa Kelas IV Sdn Maron. Media pembelajaran IPS ini telah divalidasi dengan validasi materi dan media, hasil uji kepraktisan dari angket respon guru dan angket respon siswa. Hasil penelitian ini bahwa pengembangan media pembelajaran IPS warisan kerajaan Islam di Indonesia berbasis website untuk siswa kelas IV SDN MARON memenuhi kriteria valid, praktis dan efektif digunakan.
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