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Gamification Learning Framework for Improving Students' Learning Motivation Yurissa, Putri Norma; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 2 (2022): March
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (909.998 KB) | DOI: 10.51574/ijrer.v1i2.285

Abstract

The Covid-19 pandemic necessitates full virtual or online learning by educational entities. Students' excitement for studying decreases throughout online learning, making them appear inactive during the learning process. The goal of this study is to see if using gamification in virtual learning may boost students' enthusiasm to learn. This type of study employs classroom action research with a total of 93 students from class IV at MIN 3 Jombang in the odd semester of the 2021/2021 academic year. Questionnaires and observations were employed to obtain data. A questionnaire was employed to conduct this study. Descriptive quantitative data analysis was utilized to analyze the data. The percentage of typical class students' learning motivation increased from 77.84 percent in the first cycle to 90.32 percent in the second cycle, meeting the study's 80 percent success threshold. According to the findings, the use of gamification in learning could improve the learning motivation of fourth-grade students at MIN 3 Jombang.
Efforts to Improve Achievement of Middle-School Students in Lower Passing Volleyball Games Through Wall Media Saputra, Eeng Diah; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 3 (2022): June
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i3.302

Abstract

This study aims to describe the planning, implementation, observation, reflection, and application of wall media in an effort to improve the learning outcomes of down passing in volleyball games for seventh-grade students at MTSN 4 Banyuwangi. This research consists of two cycles. In each cycle, there are four stages, namely planning, implementation, observation, and reflection. The data of this research is the ability to pass down as psychomotor data and the value of practice questions as cognitive value and observation as affective value. The subjects of this study were students of class VII MTSN 4 Banyuwangi, as many as 30 students, with details of 13 male students and 17 female students. Based on the results of the quantitative analysis of the data on the bottom passing learning outcomes, it shows that the students who completed the first cycle were 14 people, with a percentage of 46%, while the number of students who completed the second cycle was 28 people, with a percentage of 93%. Based on the results of this study, it can be concluded that the learning of under passing through the wall media can improve the learning outcomes of under passing in the volleyball game for class VII MTSN 4 Banyuwangi students.
Exploring Students' Academic Achievement in Basketball Learning: Simple Game Modifications for Primary School Students Budi, Agung Prasetyo; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 4 (2022): September
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i4.313

Abstract

Research on the use of simple games as modifications in basketball materials aims to make it easier for students to practice basketball at Mi plus Raudlatul Muta'allimin. The available methods are very limited with the number of students, as many as 35 people in class V, making learning with basketball materials a little difficult. The data collection method used is the questionnaire method. The data analysis technique used is quantitative descriptive data analysis. Based on the results of data analysis shows that there is a decrease in student academic achievement in learning basketball by -6.58%. So it can be said that there is no effect of modified basketball game on student achievement in basketball learning. In addition, the results of hypothesis testing show that the value of Sig = 1.019 ≥ α = 0.05. This means that H0 is accepted and Ha is rejected, so that there is no effect of the modified basketball game on the academic achievement of the fifth-grade students of MI Plus Raudlatul Muta'allimin. As a suggestion, further research is needed on the effect of modified basketball games on academic achievement in basketball learning.
Efforts to Improve the Quality of Movement Activities of Physical Education, Sports and Health, During the Covid-19 Pandemic Setyawan, Pradibta Buyung; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 2 No. 1 (2022): December
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v2i1.315

Abstract

The COVID-19 pandemic has changed our lifestyles. One of them is the world of education. The learning process is hampered, but new innovations emerge in the world of education that indirectly direct education in a more advanced direction by incorporating the world of information and communication technology into education through technological pedagogical content knowledge. Learning currently uses more online learning that utilizes technology, especially internet networks, and reduces the movement activities of students while learning. Physical Education, Sports, and Health are the most challenged by network learning due to the emphasis on movement activities, whereas network learning is more like having students sit in front of the electronic devices used. This also causes a decrease in the value of psychomotor movements. Even if learning is carried out face-to-face, several obstacles are encountered, especially the limited time for face-to-face meetings at school, forcing educators to condense the material to be delivered. In practice, learning with very limited time in the field so as to get students' psychomotor scores for student worksheets requires students to make video recordings in accordance with the material being taught. The main objective of this subject for elementary school age is to increase students' movement activities.
Gamification Learning Framework for Improving Students' Learning Motivation Yurissa, Putri Norma; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 2 (2022): March
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i2.285

Abstract

The Covid-19 pandemic necessitates full virtual or online learning by educational entities. Students' excitement for studying decreases throughout online learning, making them appear inactive during the learning process. The goal of this study is to see if using gamification in virtual learning may boost students' enthusiasm to learn. This type of study employs classroom action research with a total of 93 students from class IV at MIN 3 Jombang in the odd semester of the 2021/2021 academic year. Questionnaires and observations were employed to obtain data. A questionnaire was employed to conduct this study. Descriptive quantitative data analysis was utilized to analyze the data. The percentage of typical class students' learning motivation increased from 77.84 percent in the first cycle to 90.32 percent in the second cycle, meeting the study's 80 percent success threshold. According to the findings, the use of gamification in learning could improve the learning motivation of fourth-grade students at MIN 3 Jombang.
Efforts to Improve Achievement of Middle-School Students in Lower Passing Volleyball Games Through Wall Media Saputra, Eeng Diah; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 3 (2022): June
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i3.302

Abstract

This study aims to describe the planning, implementation, observation, reflection, and application of wall media in an effort to improve the learning outcomes of down passing in volleyball games for seventh-grade students at MTSN 4 Banyuwangi. This research consists of two cycles. In each cycle, there are four stages, namely planning, implementation, observation, and reflection. The data of this research is the ability to pass down as psychomotor data and the value of practice questions as cognitive value and observation as affective value. The subjects of this study were students of class VII MTSN 4 Banyuwangi, as many as 30 students, with details of 13 male students and 17 female students. Based on the results of the quantitative analysis of the data on the bottom passing learning outcomes, it shows that the students who completed the first cycle were 14 people, with a percentage of 46%, while the number of students who completed the second cycle was 28 people, with a percentage of 93%. Based on the results of this study, it can be concluded that the learning of under passing through the wall media can improve the learning outcomes of under passing in the volleyball game for class VII MTSN 4 Banyuwangi students.
Exploring Students' Academic Achievement in Basketball Learning: Simple Game Modifications for Primary School Students Budi, Agung Prasetyo; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 4 (2022): September
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i4.313

Abstract

Research on the use of simple games as modifications in basketball materials aims to make it easier for students to practice basketball at Mi plus Raudlatul Muta'allimin. The available methods are very limited with the number of students, as many as 35 people in class V, making learning with basketball materials a little difficult. The data collection method used is the questionnaire method. The data analysis technique used is quantitative descriptive data analysis. Based on the results of data analysis shows that there is a decrease in student academic achievement in learning basketball by -6.58%. So it can be said that there is no effect of modified basketball game on student achievement in basketball learning. In addition, the results of hypothesis testing show that the value of Sig = 1.019 ≥ α = 0.05. This means that H0 is accepted and Ha is rejected, so that there is no effect of the modified basketball game on the academic achievement of the fifth-grade students of MI Plus Raudlatul Muta'allimin. As a suggestion, further research is needed on the effect of modified basketball games on academic achievement in basketball learning.
Efforts to Improve the Quality of Movement Activities of Physical Education, Sports and Health, During the Covid-19 Pandemic Setyawan, Pradibta Buyung; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 2 No. 1 (2022): December
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v2i1.315

Abstract

The COVID-19 pandemic has changed our lifestyles. One of them is the world of education. The learning process is hampered, but new innovations emerge in the world of education that indirectly direct education in a more advanced direction by incorporating the world of information and communication technology into education through technological pedagogical content knowledge. Learning currently uses more online learning that utilizes technology, especially internet networks, and reduces the movement activities of students while learning. Physical Education, Sports, and Health are the most challenged by network learning due to the emphasis on movement activities, whereas network learning is more like having students sit in front of the electronic devices used. This also causes a decrease in the value of psychomotor movements. Even if learning is carried out face-to-face, several obstacles are encountered, especially the limited time for face-to-face meetings at school, forcing educators to condense the material to be delivered. In practice, learning with very limited time in the field so as to get students' psychomotor scores for student worksheets requires students to make video recordings in accordance with the material being taught. The main objective of this subject for elementary school age is to increase students' movement activities.