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Peningkatan Hasil Belajar Siswa dalam Pembelajaran IPA dengan Menggunakan Model Contextual Teaching and Learning pada Kelas V SDN Gebang 01 Fahrizal Ananda Putra; Setia Hasanah Zuhdi; Azzahra’ Rahita Taufiq; Agung Setyawan
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3707

Abstract

The effectiveness of a course of study is affected by the strategy used. When it comes to teaching science, a method that is oriented on the instructor is less successful. Belajar melalui Melakukan Konsep belajar mengajar dapat digunakan oleh pendidik dengan menempatkan siswa dalam konteks aktual di mana mereka dapat menerapkan pengetahuan kelas. Penelitian ini bertujuan untuk menyelidiki, "How effective are contextual learning methods in learning?" with specific reference to the sciences. Classroom action research (CAR) was used, and the study was written in a descriptive style to quickly describe the study's themes, sample procedures, data collecting methods, and data analysis procedures. This study's findings suggest there is room for improvement in the way science is taught to pupils. In Cycle I, students scored 64.46 on the understanding exam; in Cycle II, they scored 82.76, an increase of 38 percent. The "Contextual Teaching and Learning" technique has a success rate of 87%, indicating that it is effective in raising students' achievement in primary science.
Analisis Dampak Permainan Daring Mobile Legends terhadap Prestasi Belajar Siswa Sekolah Dasar Rafi Arya Putra; Fahrizal Ananda Putra; Agung Setyawan
Insan Cendekia : Jurnal Pendidikan dan Kebudayaan Vol. 1 No. 2 (2024): Juni
Publisher : Yayasan Citra Dharma Cindekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56480/insancendekia.v1i2.112

Abstract

he rapid advancement of information technology has significantly influenced various aspects of human life, including education. One of the technological developments that has attracted considerable attention is the increasing popularity of online games among school-aged children. Mobile Legends is one of the most widely played online games in Indonesia and has both positive and negative impacts on students. This study aims to analyze the effects of playing Mobile Legends on elementary school students' learning achievement. The research employed a qualitative approach using a literature review method. Data were collected from scientific journal articles, books, and relevant previous studies discussing online gaming and students' academic achievement. The findings indicate that playing Mobile Legends may provide several positive effects, such as improving concentration, strategic thinking, teamwork, English language skills, and expanding social interactions. However, excessive gaming has more dominant negative impacts, including addiction, reduced learning motivation, decreased concentration during classroom activities, eye health problems, limited social interaction, and declining academic achievement. Therefore, parental supervision and effective time management are essential to ensure that online gaming activities do not interfere with students' learning responsibilities. Schools also play an important role in educating students about responsible digital entertainment.