Anna Rusmiyati
Sman 1 Pulung, Ponorogo

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Impact Of Media QR Code To Grow The Interest Of Students Learn Sociology In Social Conflict Materials Anna Rusmiyati
Metafora: Education, Social Sciences and Humanities Journal Vol. 3 No. 2 (2019): Implementation New Approach in Education
Publisher : Fakultas Ilmu Sosial dan Hukum, Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/metafora.v3n2.p1-16

Abstract

The existence of innovative learning allows dynamism in learning. The presence of technology in the world of education is to help teachers and students to obtain the speed of information, create innovative learning, and facilitate all teaching and learning activities. One result of technology that can be utilized in learning is the presence of a smartphone. On the smartphone, there is a QR Code media that can be downloaded via Google Play. One of the sociological materials, namely social conflict is the choice to be presented with QR Code media. The implementation is that students from one of the groups download the QR Code on their smartphone so that they can scan the assignments given by the teacher in the form of barcodes. Previously the teacher had prepared questions about the subject of social conflict in the form of barcodes. Gurupun also download a barcode generator on a smartphone to be able to write the problem, then the final result in the form of a barcode. The results in the form of barcodes are then printed. Then students do the scanning on the printed barcode and the task or problem to appear will appear. Completion of tasks is done in groups so as to accelerate the process. Learning with QR Code media also includes 21st century educational abilities, including literacy, strengthening character education, and 4C (critical, communicative, collaborative, and creative). By using the QR Code media it turns out to be very effective in fostering students' interest in studying sociology. Keywords : Innovative learning, QR Code, Barcode Generator, Scaning, Social Conflict
Experimental Study of The Use of Spiderman Game Media (Spinner of Education for Mankind) In Learning Sociology for Improving Student Learning Outcomes Anna Rusmiyati
Metafora: Education, Social Sciences and Humanities Journal Vol. 4 No. 1 (2020): Quality of Learning through the Innovation
Publisher : Fakultas Ilmu Sosial dan Hukum, Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/metafora.v4n1.p1-12

Abstract

The aim of this research is to: (1) be able to vary the methods of learning in the classroom, (2) create fun and enjoyable learning by using spiderman games. That way it can make it easier to understand and comprehend learning material so that it improves student learning outcomes in sociology subjects at SMA Negeri 1 Pulung. This study uses a quasi experimental design method (quasi-experimental) with a form of nonequivalent control group design. The population in this study were students of class XI IPS (social science) 1 and XI IPS (social science) 3 of SMA Negeri 1 Pulung, totaling 68 students. The sample used in this study was the entire population, namely two classes from class XI of the IPS (social science) program. All class, divided to, one class is grouped into an experimental class (35 students) and another class as a control class (33 students). The experimental class applies the "spiderman" learning media and the control class applies the power point learning media. This research data collection using tests and documentation. Data collected are pre-test and post-test. Data analysis techniques using quantitative descriptive. The results showed that: (1) based on the results of the calculation at the time of the pretest compared to the post test showed that the learning outcomes of the experimental class students increased from 45.16% to 80.7% who passed the KKM (minimum completeness criteria), while the learning outcomes of the control class from 20% when the pretest becomes 50% at the post test. Based on these results show evidence that learning media "spiderman" is better than learning media power point, (2) learning media "spiderman" has a significant influence on learning outcomes of students of class XI IPS (social science) in SMA Negeri 1 Pulung that is equal to 35.54%. With a positive number which means that the average post test value of the experimental class is greater than the control class. This shows that the learning media "spiderman" has an influence on improving student learning outcomes in sociology subjects.