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Pengaruh Penggunaan Media Pembelajaran Game Education Quizizz Terhadap Hasil Belajar Siswa pada Tema 8 Subtema 3 di Kelas VI SDN 2 Sumber Kidul Rifki Ardiansyah; Fikriyah Fikriyah; Mimin Darmini
J-CEKI : Jurnal Cendekia Ilmiah Vol. 3 No. 5: Agustus 2024
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v3i5.4866

Abstract

This research is motivated by the low interest of students in learning science, which in learning still uses conventional methods, resulting in student results not meeting KKM. Along with the times, several fields in life require to utilize technology, including in the field of education. For this reason, researchers conducted research by applying game-based learning media education in the learning process. The purpose of this study was to 1) determine student learning outcomes before using game education quizizz learning media 2) determine student learning outcomes after using game education quizizz learning media 3) determine the effect of using learning media and learning outcomes. This research was conducted using a quantitative approach involving one sample, so the research design that will be used by researchers is One-Group Pretest-Postest Desgin. Researchers will conduct tests before and after treatment in the classroom in order to compare with the situation before being treated. The population in this study is after all I-VI grade students of SDN 2 Sumber Kidul, totaling 230. The sample in this study were all VI grade students with 39 students. The results of the study state that from the results of hypothesis testing using the t test, it can be seen that the Sig value obtained is 0.000 smaller than 0.05, thus the results of the study entitled the effect of the use of game education quiz learning media on the learning outcomes of class students on theme 8 subtheme 3 in class VI SDN 2 Sumber Kidul there is a significant influence considering that all prerequisite analysis tests have shown results that are in accordance with the results of the data that has been processed by considering all hypotheses that include existing answers.
Penerapan Model Pembelajaran Problem Based Learning untuk Meningkatkan Berpikir Kritis Siswa dalam Pelajaran Matematika di Kelas IV SDN 3 Sumber Defi Agustiaputri; Fikriyah Fikriyah; Susilawati Susilawati
J-CEKI : Jurnal Cendekia Ilmiah Vol. 3 No. 5: Agustus 2024
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v3i5.4901

Abstract

This study aims to enhance the critical thinking skills of fourth-grade students at SD Negeri 3 Sumber by implementing the Problem Based Learning (PBL) model in mathematics, specifically on the topic of plane geometry. Conducted as Classroom Action Research (CAR), the study was structured into two cycles, each consisting of planning, action, observation, and reflection phases. The research subjects were 22 students, consisting of 9 girls and 13 boys. The study found that prior to the intervention, students had basic critical thinking skills, but lacked adequate stimulation. Through the implementation of the PBL model, there was a significant improvement in students' engagement and critical thinking skills, as evidenced by an increase in the percentage of critical thinking indicators from the pre-cycle stage to the second cycle. Initially, only a small percentage of students demonstrated critical thinking skills, which increased considerably after the implementation of PBL, showing that students became more active in expressing their ideas and opinions. The study also noted the improvement in the teacher's ability to facilitate PBL, contributing to the enhanced learning outcomes. This research concludes that the PBL model effectively develops students' critical thinking skills and suggests broader implementation in various educational contexts.