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IMPLEMENTASI FLIPPED CLASSROOM DITINJAU DARI PENGUASAAN MATERI DAN KEMANDIRIAN BELAJAR MAHASISWA DALAM MATA KULIAH TEKNOLOGI PEMBELAJARAN Husnawati, Zulfa
TARBAWI:Journal on Islamic Education Vol 7, No 1: April 2023
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/tarbawi.v1i1.2985

Abstract

Flipped Classroom is one type of blended learning model. In Flipped Classroom, learning activities are done in reverse. Material presentation is carried out online via Gclassroom, WaG. The material presented by the lecturer is in the form of presentation slides, articles, learning videos, or other relevant links and sources about the material. While learning activities focus on knowledge exploration, confirmation of understanding, discussion, questions and answers, and assignments. The purpose of this study is to determine the results of the mastery of material review, and learning independence after implementing Flipped Classroom in Learning Technology courses at UIN Sayyid Ali Rahamatullah Tulungagung. In the implementation of Flipped Classroom, lecturers send material links, students are asked to access and study the material that has been provided before face-to-face learning activities are carried out. The results of the Flipped Classroom Implementation in terms of student material understanding obtained a score of 75.73% and fell into the “Very good” category. The results of the Flipped Clasroom Implementation in terms of student learning independence obtained a score of 75.75% and fell into the “Very good” category
IMPLEMENTASI FLIPPED CLASSROOM DITINJAU DARI PENGUASAAN MATERI DAN KEMANDIRIAN BELAJAR MAHASISWA DALAM MATA KULIAH TEKNOLOGI PEMBELAJARAN Husnawati, Zulfa
TARBAWI:Journal on Islamic Education Vol 7, No 1: April 2023
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/tarbawi.v1i1.2985

Abstract

Flipped Classroom is one type of blended learning model. In Flipped Classroom, learning activities are done in reverse. Material presentation is carried out online via Gclassroom, WaG. The material presented by the lecturer is in the form of presentation slides, articles, learning videos, or other relevant links and sources about the material. While learning activities focus on knowledge exploration, confirmation of understanding, discussion, questions and answers, and assignments. The purpose of this study is to determine the results of the mastery of material review, and learning independence after implementing Flipped Classroom in Learning Technology courses at UIN Sayyid Ali Rahamatullah Tulungagung. In the implementation of Flipped Classroom, lecturers send material links, students are asked to access and study the material that has been provided before face-to-face learning activities are carried out. The results of the Flipped Classroom Implementation in terms of student material understanding obtained a score of 75.73% and fell into the “Very good” category. The results of the Flipped Clasroom Implementation in terms of student learning independence obtained a score of 75.75% and fell into the “Very good” category
Gamification (Kahoot) and Its Usage in Teaching and Learning Process for Primary Education of SD/MI Husnawati, Zulfa; Carina, Annisa’
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 3 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i3.82331

Abstract

Gamifikasi merupakan penggunaan unsur atau elemen games dalam kegiatan non-games. Penelitian ini bertujuan untuk mengkaji pemanfaatan dan dampak gamifikasi (kahoot) dalam pembelajaran di SD/MI. Metode penelitian ini adalah kajian pustaka  yang menghasilkan simpulan melalui prosedur pengkajian pengetahuan, gagasan, dan penemuan  yang terdapat dalam literature akademik. Hasil kajian pustaka menunjukkan bahwa gamifikasi dapat digunakan dalam pembelajaran tingkat SD/MI. Kahoot sebagai salah satu aplikasi gamifikasi  dapat digunakan untuk meningkatkan keterlibatan siswa secara aktif dalam pembelajaran, meningkatkan motivasi, hasil belajar dan meningkatkan retensi siswa. Pemanfaatan Gamifikasi (kahoot) dapat digunakan dalam setting pembelajaran tradisional tatap muka, online learning, blended learning serta bisa dikombinasikan dengan model, metode dan pendekatan pembelajaran yang lain.