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DIFFERENCES OF EFFECTIVENESS OF COOPERATIVE LEARNING LEARNING MODEL TYPE TEAMS GAMES TOURNAMENT (TGT) AND GROUP WORKING ON LEARNING RESULT AT ELEMNTARY SCHOOL Heru Mudiyanto
PrimaryEdu : Journal of Primary Education Vol 1, No 1 (2017): Volume 1, Number 1, September 2017
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (343.942 KB) | DOI: 10.22460/pej.v1i1.422

Abstract

This research is based on the general problem, that is how the effectiveness of the implementation of cooperative learning model type TGT and group learning method to improve learning outcomes in social studies subjects in grade VI of elementary school in the aspect of knowledge, understanding and application, and to see if there are differences Significance between cooperative learning method of TGT type with ordinary group learning method. The research method used is quasi experiment with sample of student of class VI of SD Negeri Selaawi I and II. Research instrument in the form of learning result test. The hypothesis was tested using Mann-Whitney U test with a significance level of 0.05. The result of this research is TGT model can improve learning outcomes and more effective than the usual group work model.      Keywords: learning model, cooperative learning type TGT, group work.
The Effects of Online Games on the Students’ Motivation and Its Implications in Learning Dwi Anita Alfiani; Fikri Miftahul Nugraha; Heru Mudiyanto; Dadan Setiawan
Al Ibtida: Jurnal Pendidikan Guru MI Vol 10, No 1 (2023): June 2023
Publisher : IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/al.ibtida.snj.v10i1.11735

Abstract

AbstractThis study is inspired by the explosive growth the information technology industry that has affected every aspect of life, including the field of education. In this highly modern era, online games have developed rapidly and become favored by students. This study sought to ascertain how internet games affected the learning motivation of sixth-grade students at Madrasah Ibtidaiyah in Cirebon City, West Java, Indonesia. Employing experimental research methods, this study was ex post facto in design. The participants of this study were 21 sixth-grade elementary school students at Madrasah Ibtidaiyah in Cirebon City, West Java, Indonesia. In this study, a non-random sampling method was applied for the sampling process. Interviews and questionnaires were used to gather the research's data. Using both descriptive and inferential statistics, the research data were examined. According to the study's findings, 67% of students engaged in online gaming with a medium level of intensity. Meanwhile, the student's level of motivation for learning was low, at 67%. These findings suggest that playing online games does not increase the students' enthusiasm for learning, and may even have the opposite effect by contributing to the low student motivation.Keywords: game online, learning motivation, madrasah ibtidaiyah.AbstrakPenelitian ini dilatarbelakangi oleh ledakan pertumbuhan industri teknologi informasi yang telah mempengaruhi setiap aspek kehidupan, termasuk bidang pendidikan. Di era yang sangat modern ini, game online telah berkembang pesat dan disukai oleh kalangan pelajar. Penelitian ini bertujuan untuk mengetahui bagaimana pengaruh internet games terhadap motivasi belajar siswa kelas VI di salah satu Madrasah Ibtidaiyah di Kota Cirebon, Jawa Barat, Indonesia. Dengan menggunakan metode penelitian eksperimen, penelitian ini berdesain ex post facto. Partisipan penelitian ini adalah 21 siswa kelas 6 (enam) di salah satu Madrasah Ibtidaiyah di Kota Cirebon, Jawa Barat, Indonesia. Dalam penelitian ini digunakan metode non random sampling untuk proses pengambilan sampel. Wawancara dan kuesioner digunakan untuk mengumpulkan data penelitian. Menggunakan kedua statistik deskriptif dan inferensial, data penelitian diperiksa. Menurut temuan penelitian, 67% siswa terlibat dalam game online dengan intensitas sedang. Sedangkan tingkat motivasi belajar siswa rendah yaitu 67%. Temuan ini menunjukkan bahwa bermain game online tidak meningkatkan semangat siswa untuk belajar, dan bahkan mungkin memiliki efek sebaliknya dengan memberikan kontribusi terhadap rendahnya motivasi belajar siswa.Kata kunci: game online, motivasi belajar, madrasah ibtidaiyah.
Pendampingan pengembangan keterampilan Guru Madrasah untuk pembuatan konten pembelajaran digital heru mudiyanto; Aceng Jaelani
Abdimas Siliwangi Vol. 6 No. 3 (2023): Oktober 2023
Publisher : IKIP SILIWANGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/as.v6i3.21242

Abstract

ABSTRAK Guru dituntut untuk bisa beradaptasi dalam pembelajaran di era digital ini. Oleh karena itu, Guru harus memiliki keterampilan pembelajaran salah satunya yaitu membuat konten pembelajaran digital . Tujuan dari pengabdian ini adalah untuk melakukan Pendampingan pengembangan keterampilan guru madrasah untuk pembuatan konten pembelajaran digital. Metode pengabdian yang digunakan dalam pengabdian ini adalah metode ABCD (Asset Based Community Development). Adapun target pengabdian ini adalah Guru MI/SD, MTs/ SMP, dan MA / SMA di Indonesia dengan jumlah peserta 75 guru dari berbagai daerah. Hasil pengabdian ini menunjukkan bahwa : 1) Pelaksanaan Pengabdian sudah sesuai dengan metode ABCD yaitu Discovery (Pengkajian), Dream (Impian), Design (prosedur), Define (Pemantapan Tujuan) dan Destiny (Self Determination). 2) Setelah dilakukan pelatihan, sebanyak 47 % peserta telah membuat konten pembelajaran digital. Kata Kunci : pembelajaran digital, guru madrasah, konten pembelajaran digital. ABSTRACT Teachers are required to be able to adapt in learning in this digital era. Therefore, teachers must have learning skills, one of which is creating digital learning content. The purpose of this service is to provide assistance for the development of madrasah teacher skills for the creation of digital learning content. The service method used in this service is the ABCD (Asset Based Community Development) method. The target for this service is MI / SD, MTs / SMP, and MA / SMA teachers in Indonesia with 75 teacher participants from various regions. The results of this dedication show that: 1) The implementation of the Community Service is in accordance with the ABCD method, namely Discovery (Study), Dream (Dream), Design (procedure), Define (Strengthening Goals) and Destiny (Self Determination). 2) After the training, as many as 47% of participants have created digital learning content. Keywords: digital learning, madrasa teacher, digital learning content.