Ayu Perdanasari
SMA Muhammadiyah 1 Surakarta

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Media Pembelajaran Berbasis TIK (MembaTIK) dengan Fluvid untuk meningkatkan hasil belajar mata pelajaran PKWu Ayu Perdanasari
Jurnal Pembangunan Pendidikan: Fondasi dan Aplikasi Vol 8, No 1 (2020): June
Publisher : Graduate School, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jppfa.v8i1.35842

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar peserta didik melalui penggunaan media pembelajaran berbasis TIK (MembaTIK) dengan Fluvid. Penelitian ini merupakan penelitian tindakan kelas yang dilaksanakan dalam dua siklus, dengan prosedur penelitian untuk masing-masing siklus meliputi empat kegiatan yaitu perencanaan, pelaksanan tindakan, observasi dan refleksi. Subjek penelitian adalah peserta didik kelas X SMA Surakarta yang berjumlah 28 orang. Sumber data berasal dari informan dan dokumen. Pengumpulan data untuk hasil belajar menggunakan teknik tes. Analisis data menggunakan statistic deskriptif untuk data kuantitatif dan model interaktif untuk data kualitatif. Indictor kinerja ditetapkan sebesar 80%. Hasil penelitian menunjukkan bahwa penggunaan media pembelajaran berbasis TIK (MembaTIK) dengan Fluvid meningkatkan hasil belajar dengan ketercapaian pada siklus I sebesar 71% dan pada siklus II sebesar 82%.AbstractThis study aims to improve student learning outcomes using ICT-based learning media (MembaTIK) with Fluvid. This research is a classroom action research conducted in two cycles, with research procedures for each cycle, including planning activities, implementing actions, observing, and reflecting. The research subjects were students of class X SMA Surakarta who assessed the person. Sources of data come from informants and documents. Data collection for learning outcomes using test techniques. Data analysis used descriptive statistics for quantitative data and interactive models for qualitative data. The performance indicator is set at 80%. The results showed that using ICT-based learning media (MembaTIK) with Fluvid improved learning outcomes with 71% in cycle I and 82% in cycle II.
IMPROVING MOTIVATION TO LEARN USING THE KAHOOT APPLICATION IN TENTH GRADE STUDENTS OF SMA MUHAMMADIYAH 1 SURAKARTA Ayu Perdanasari
PROSIDING SEMINAR NASIONAL & INTERNASIONAL 2021: Proceeding The 12th International Conference On Lesson Study (ICLS-XII)
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to determine the use of the Kahoot application to improve the learning outcomes of students in tenth grade students of  SMA Muhammadiyah 1 Surakarta. This research is a classroom action research conducted in two cycles, with research procedures for each cycle covering four activities, namely: (1) planning, (2) implementing actions, (3) observing, and (4) reflecting. The research subjects were students of tenth grade. The data sources came from informants and documents. The data collection of learning motivation was done by using observation, interview and questionnaire techniques. Validity test using triangulation method. Data analysis used descriptive statistics and interactive models for qualitative data. The research performance indicator is set at 85%. The results showed that the use of the Kahoot application could increase students' learning motivation. Student learning motivation in the first cycle is known from the questionnaire results of 77.57%, in the second cycle the questionnaire results show 88.04%.Keywords: learning, motivation, kahoot