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Journal : Journal of Educational Science and Technology

Online Learning Solution: Ice Breaking Application to Increase Student Motivation Hendrik Pratama; Tri Wahyuni Maduretno; Andista Candra Yusro
Journal of Educational Science and Technology (EST) Volume 7 Number 1 April 2021
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v7i1.19289

Abstract

The purpose of this study was to find out the effectiveness of ice breaking as an effort to increase the students’ learning motivation. This research was conducted in the Science Education Study Program of STKIP PGRI Nganjuk, East Java, Indonesia. The sample in this study was 25 students in the third semester who took the mechanics course.The sample used in this study was taken using purposive sampling technique. This type of comparative research is used in this study. Data collection techniques used, questionnaires, observation sheets, and documentation. This type of research is comparative which is used to examine differences in student learning motivation before and after being treated. The results of the study were based on the Paired T Test shows value probability/ p Paired T test value of 0.000. This means that there are differences in student learning motivation after being given the ice breaking learning model. This ice breaking was implemented as an effort to reduce saturation and boredom of the students during the learning process. The new thing that is obtained is that the application of games can increase learning motivation
Blended Learning Model in a Distance Learning System to Increase 4C Competence (Creativity, Critical Thinking, Collaboration, and Communication) Vera Septi Andrini; Andista Candra Yusro
Journal of Educational Science and Technology (EST) Volume 7 Number 3 December 2021
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v7i3.21278

Abstract

The purpose of this study is to develop a learning model based on Blended Learning in the concept of Distance Learning in order to be able to improve students' 4C competencies. The research conducted is a type of research quasi-experimental (quasi-experimental). Research instruments include: questionnaires, observation guidelines, validation sheets, FGD instruments, tests, and documentation. The research subjects involved 57 sudents in second semester who were taking Basic Natural Sciences courses. The model trial used a one group pretest-posttest design. Test the effectiveness of the developed model using the t test. Improvement of 4C Skills Competence using the Gain Score test. The results showed that there was an effect of the blended learning model in the distance learning system on increasing 4C competencies (Creativity, Critical Thinking, Collaboration, and Communication). The N-Gain test is 0.6 (medium category) which means that there is an increase in 4C competence before and after being given the blended learning model. The data shows that the average value for the pretest results is 63.14 and the average posttest score is 82.65. The novelty of this research is the application of various online platforms such as Google Classroom, Google Slides, Google Meet, Kahoot, online educandy games, and youtube in supporting the blended learning model.