Apart from Coronavirus Disease 2019, Indonesia is now also affected by the mutation of the corona virus B.1.1.7. This means that Indonesia will still struggle to overcome this condition so that it can be stable in all fields. Education, one of which is at the tertiary level, must continue to run stably. To strengthen learning is carried out remotely by utilizing platforms, one of which is using Google Classroom and Google Meet in learning Islamic Cultural History (SPI) to prevent transmission of the Covid 19 virus. This study uses a qualitative method. Through a survey via Google Form which is distributed to students majoring in Physics who are active in the 2020/2021 teaching. The result is that 90.1% of students are motivated to attend lectures because they do not require a lot of quotas, and the features used on the platform are very easy to operate and very attractive.
The purpose of this research is to obtain the largest percentage of platforms used by students so that learning is no longer constrained by the use of the platform but at the stage of how to be able to absorb the material that has been transferred by the lecturer so that learning is more meaningful according to constructivism theory. This research is classified as a descriptive qualitative research, by conducting a survey through data collection techniques from online questionnaires to students of UIN Maulana Malik Ibrahim Malang from the Faculty of Science and Technology and the Faculty of Tarbiyah and Teacher Training as samples. The results of the online questionnaire show that social media platforms (Instagram, Whatshapp, Facebook) rank first with a percentage of 54%, this shows that almost more than half of the respondents use social media platforms. The second place is e-learning of UIN Maulana Malik Ibrahim Malang and google classroom with a percentage of 47.6%, these two platforms are mostly used by students and lecturers in distance learning. As many as 40% of students and lecturers also use google meet for online learning. The google meet platform has a higher percentage than the zoom platform which is only 12.4%, this is because the use of the zoom platform is limited by time and consumes more quota than google meet. Apart from the five platforms that have been mentioned, there are other platforms with a percentage below 2% such as Moodle, Quipper, Edmodo, and Zenius education.
<p><em>The purpose of this study is to improve student activity and the value or learning outcomes in social studies subjects at SMPI Bani Hasyim Singosari obtained when the teacher implements the Index Card Match strategy. The method used by researchers is classroom action research, whose research consists of 2 cycles, and four stages including planning, implementing, observing, and reflecting. According to the pre-cycle percentage of student activity in social studies subjects only 45% of students are active in participating in the learning process with a score that is less than KKM. After carrying out the first cycle, obtained an increase in the percentage to 68% and the average learning outcomes obtained by students are 75 in accordance with KKM standards. Then the second cycle is carried out to maximize learning outcomes in social studies subjects. This cycle began a significant increase in the percentage of student activity to 90% and students were able to reach an average value of 85, which on average has exceeded the KKM standard. Thus it can be concluded that the use of the Index Card Match can be used sustainably in order to increase the activity and student learning outcomes.</em></p><p><strong><em>Keywords: </em></strong><strong><em>learning strategies; active learning; educational goals</em></strong></p>
Kurangnya partisipasi belajar siswa saat peroses pembelajaran IPS pada siswa-siswi kelas VII di MTS Ahmad Yani Jabung Kabupaten Malang. Adanya problematika tersebut penelitian ini menggunakan model pembelajaran Teams Games Tournaments (TGT) karena model ini dianggap tepat dalam meningkatkan partisipasi belajar siswa-siswi kelas VII pada pembelajaran IPS yang dapat membantu dalam membangun karakter sosial siswa seperti berpikir kritis, kecakapan berkomunikasi, berkolaborasi serta mendorong minat belajar dan partisipasi belajar siswa. Penelitian ini merupakan penelitian tindakan kelas (PTK) yang dilaksanakan di MTS Ahmad Yani Jabung Kabupaten Malang dalam 3 siklus. Setiap siklus dilaksanakan selama 2 kali pertemuan, subjek dari penelitian ini adalah siswa-siswi kelas VII A sebanyak 27 orang siswa. Data hasil penelitian diperoleh dari hasil wawancara, observasi dan dokumentasi. Penelitian ini bertujuan untuk (1) Mendeskripsikan dan menganalisis implementasi model Teams Games Tournaments (TGT) untuk pembelajaran IPS. (2) Mengetahui bagaimana partisipasi belajar siswa dengan menggunakan model pembelajaran Teams Games Tournaments (TGT). Hasil penelitian menunjukkan bahwa penerapan model Teams Games Tournaments (TGT) dapat meningkatkan partisipasi belajar siswa di MTs Ahmad Yani Jabung Kabupaten Malang.
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