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Penerapan Model Pembelajaran Windows Shopping Dikolaborasikan Ddengan Project Based Learning (PJBL) Sebagai Upaya Meningkatkan Hasil Belajar Peserta Didik Pada Mata Pelajaran Ekonomi di Kelas X-IPS 3 SMAN 1 GEDEG Astutik, Siska Widya; Kurniawan, Riza Yonisa; Wahyuningtyas, Endar
Jurnal Tarbiyah dan Ilmu Keguruan Borneo Vol 4 No 2 (2023): Jurnal Tarbiyah dan Ilmu Keguruan Borneo, 4(2), Juni 2023
Publisher : UIN Sultan Aji Muhammad Idris Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21093/jtikborneo.v4i2.6545

Abstract

This study aims to improve student learning outcomes in economics lessons in class X-IPS 3 SMAN 1 GEDEG. This type of research is classroom action research. This study used the windows shopping learning model in collaboration with PJBL (Project Based Learning). This research was carried out over two cycles, each cycle consisting of planning, observing, implementing, and reflecting. The results obtained from the first cycle research showed an average acquisition value of 78.1 and the average acquisition value obtained from the research results in the second cycle was 95.8. So it can be concluded that the application of the windows shopping learning model in collaboration with PJBL (Project Based Learning) can improve student learning outcomes in economics subjects in class X-IPS 3 SMAN 1 GEDEG.
Meningkatkan Hasil Belajar Ekonomi Materi Koperasi Melalui Permainan Edukatif Finding Treasure Dengan Model Pembelajaran Problem Based Learning Trisnawati, Eva; Kurniawan, Riza Yonisa; Wahyuningtyas, Endar
Jurnal Tarbiyah dan Ilmu Keguruan Borneo Vol 4 No 1 (2023): Jurnal Tarbiyah dan Ilmu Keguruan Borneo, 4(1), Februari 2023
Publisher : UIN Sultan Aji Muhammad Idris Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21093/jtikborneo.v4i2.6548

Abstract

Education is a learning activities to develop according to the times, such as freedom to learn which emphasizes 21st century learning. 21st century learning is inseparable from learning in literacy skills, knowledge analysis, and use the tecnology in the learning process. researchers combined learning models with technology to suit the student centered in this study. This research uses collaborative classroom action research with instruments on student learning outcomes from pre test and post test scores.The result of the analysis achievement of student learning outcome seen from the first cycle is 80,56% with an average value of 80,83 and the second cycle with a percentage of 97,22% with an average value of 86,87. From these results it can be seen that the application of a problem based learning using educational media of finding treasure games can improve student learning outcomes.