The objectives of the study were, to find out the result of student in learning Math before and after using problem based learning model, to find out whether problem based learning model able to improve students' ability in learning Math. The material topic was Addition and Reduction of integer operations. The subject of the study were 33 students at the seventh grade of SMP Muhammadiyah 07 Medan Perjuangan in academic year 2018/2019. The object of the study was problem based learning model in improving students' ability in learning math with th topic Addition and Reduction of integer operations. The data were collected by using test, observation, documentation and interview. The data were analyzed in several steps, they were: data reduction, data display, and verifiying/conclusion. The result of students' ability in learning math before using problem based learning model was low. It was represented by percentage of students'minimum mastery criteria only 15,15% with average 52,27. After using problem based learning model, students' ability was improved. The percentage of students' minimum mastery criteria was 60,60% and 75 at the end of cycle I and 90,90% and 87.57 at the end of cycle II. As a result, the using of problem based learning model in learning math with topic Addition and Reduction of integer operations was able to improve the ability og the seventh grade students of SMP Muhammadiyah 07 Medan Perjuangan in academic year 2018/2019.
Many impacts occurred when the COVID-19 pandemic occurred to disturb all humans on earth. The unrest came from students. One of the student concerns was that learning was carried out online. This case is the basis of the research. The research objective was to explore student difficulties during online learning during the COVID-19 period, the application used during online learning during the COVID-19 period, and the student's response to online learning during COVID-19. This study uses a qualitative method through a case study approach. The research was conducted at IAIN Padangsidimpuan. The informants in this study were 37 PGMI students from 2016-2019. Data collection using unstructured-planned interviews. The research procedure refers to the Creswell model. Data analysis used ATLAS.ti version 8 software. The results of this study obtained information from informants that students experienced many difficulties during online learning during the COVID-19 period, such as the high cost of buying data packages, the problem of internet signals and the exposure of less understood lecturers' material. During online learning, the teleconference application often used is google meet, while the social media that is always used is WhatsApp. So, from the conscience of each informant, they hoped that the learning process would not be thoroughly carried out online to reduce costs for buying internet packages or learning to be carried out face-to-face again on the condition that they adhere to health protocols.
The COVID-19 pandemic has caused many changes in various aspects of life, including in the education sector and the learning system. The application of learning and teaching from home policies for students and lecturers alike changes the face-to-face learning perspective online by utilizing various applications and platforms. This study aims to determine the effectiveness of Wakelet for higher education and the benefits of Wakelet in online learning. This research method is descriptive quantitative through a survey. The population of this study was students of the PGMI IAIN Padangsidimpuan study program semester 6. The sampling technique used in this study was probability sampling which included simple random sampling. The sample was determined based on the Slovin formula assisted by Microsoft Excel software, so the sample was 94 respondents. The data collection technique used a questionnaire by Google Form. Analysis of research data using descriptive statistics assisted by STATCAL and EAVIS software. The results showed that the Wakelet platform was categorized as effective and efficient for use in the university environment, especially in the PGMI IAIN Padangsidimpuan Study Program based on student responses at a percentage of 78.72%. The Wakelet platform is also easily accessible and innovative, varied, and creative based on student responses, which are 80.85%. Besides having an attractive appearance, the Wakelet platform also has benefits, including bringing together all types of student work collected, such as videos, article texts, images, PDF files of papers/e-books / e-journals / e-proceedings, sharing web links, media links,social media and others.
Komik merupakan suatu media pembelajaran yang digunakan sebagai alat untuk membantu guru ketika terjadinya proses pembelajaran, yang di dalamnya mempunyai karakteristik sehingga siswa senang untuk membacanya. Bukan hanya gambar maupun cerita saja yang dimiliki isi komik, tetapi dapat membentuk karakter maupun kecerdasan interpersonal siswa khususnya pada anak Sekolah Dasar (SD). Untuk itu karakter harus sejalan dengan kecerdasan interpersonal dan tidak dapat dipisahkan, agar dapat mewujudkan generasi penerus bangsa sesuai apa yang di cita-citakan Indonesia.
Technology becomes part that is not separated from human being’s hold. Almost all activities human being uses technology. Basically technology is created for making a human being easy in doing activity or duty. Nowadays technology is developing in education. Therefore technology becomes a means to get information. The technology of information has important effect on human being’s technique in implementing learning process. Technology has a role as learning media so it can convey scientific information. Of course technology development quite helps Indonesia people’s activity in this modern era, especially in education. Industry 4.0 is called digital revolution or era of technological disruption the is the technological use of various fields especially education such as gadget and smartphone. In this modern era, almost everyone especially primary student has smartphone like android and it has not been used yet well by a primary student. Of course, teachers are able to handle this case wisely and respond about it so they can take advantage of android in learning and understand lesson easily. Revolution era of industry 4.0 becomes challenge for education developer so an application is created and it is called “Ruang Guru”. The application of Ruang guru is one of fun learning media because it has ruang belajar, ruang les, ruang les online, ruang uji, digitalbootcamp, robo guru, ruang baca so no word to bored for primary student.
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