Jasiah
IAIN Palangkaraya, Indonesia

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GAME‘S APPLICATION: Learning Method Using Maze Game Media to Increase the Learning Outcomes of Early Childhood Students Dema Yulianto; Maryana; Sumarni Rumfot; Muhammad Ridhwan; Jasiah
Journal of Childhood Development Vol. 3 No. 2 (2023): Journal of Childhood Development
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Institut Agama Islam Ma'arif (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/jcd.v3i2.3365

Abstract

Student learning outcomes can measure the achievement of learning objectives, so increased learning outcomes can also determine the success of a lesson. Efforts to improve student learning outcomes can be made by implementing Classroom Action Research (CAR). Providing action in the form of a game-based learning approach using maze game media in classes where the learning process tends to be monotonous has the potential to be a solution to improving student learning outcomes. This action was carried out on class II students who had problems with low student learning outcomes. At the pre-cycle stage, the average grade II grade was only 51.6, and the classical completeness was only 40%. The action in applying a game-based learning approach using maze game media given to class II succeeded in increasing student learning outcomes in each cycle. In the first cycle, the average score was 68.3 and the classical learning mastery was 65.2%; in the second cycle, the average value was 78.3 and the classical learning mastery was 82.6%.
Meta-Analysis Study for the Use of Project Based Learning Models in Teaching and Learning Activities Dodik Widarbowo; Nofirman Nofirman; Jasiah Jasiah; Miftahus Surur; Enny Diah Astuti
Journal on Education Vol 5 No 4 (2023): Journal on Education: Volume 5 Nomor 4 Mei-Agustus 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v5i4.2781

Abstract

This study aims to analyze the effectiveness of using the project-based learning (PjBL) learning model on students' biology learning outcomes. The method used is meta-analysis, a method for synthesizing research results from various studies using statistics commonly used in primary studies. The research instrument is in the form of a coding sheet that contains the necessary data and journal information. The research findings show that overall, the PjBL learning model is effective for biology learning, with a large effect size of 1.050 and a very high effect category. The PjBL model also provides influence and is effective in terms of area, educational level, and its application in biology learning to improve learning outcomes, creative thinking skills, critical thinking skills, and in larger groups, namely 21st century skills and knowledge or cognitive learners.
GAME‘S APPLICATION: Learning Method Using Maze Game Media to Increase the Learning Outcomes of Early Childhood Students Dema Yulianto; Maryana; Sumarni Rumfot; Muhammad Ridhwan; Jasiah
Journal of Childhood Development Vol. 3 No. 2 (2023): Journal of Childhood Development
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Institut Agama Islam Ma'arif (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/jcd.v3i2.3365

Abstract

Student learning outcomes can measure the achievement of learning objectives, so increased learning outcomes can also determine the success of a lesson. Efforts to improve student learning outcomes can be made by implementing Classroom Action Research (CAR). Providing action in the form of a game-based learning approach using maze game media in classes where the learning process tends to be monotonous has the potential to be a solution to improving student learning outcomes. This action was carried out on class II students who had problems with low student learning outcomes. At the pre-cycle stage, the average grade II grade was only 51.6, and the classical completeness was only 40%. The action in applying a game-based learning approach using maze game media given to class II succeeded in increasing student learning outcomes in each cycle. In the first cycle, the average score was 68.3 and the classical learning mastery was 65.2%; in the second cycle, the average value was 78.3 and the classical learning mastery was 82.6%.