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Journal : JURNAL EDUCAZIONE : Jurnal Pendidikan, Pembelajaran dan Bimbingan dan konseling

DAMPAK KETERBUKAAN TEKNOLOGI INFORMASI TERHADAP AKTIFITAS BELAJAR SISWA DI SMP PLUS NURINA BANGSALSARI Iis Daniyah; Siti Roudlotul Hikamah; Laila Khusnah
Jurnal Educazione : Jurnal Pendidikan, Pembelajaran dan Bimbingan dan konseling Vol. 1 No. 1 (2013): November
Publisher : FKIP Universitas Islam Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (138.934 KB) | DOI: 10.0034/edu.v1i1.56

Abstract

To open public technology information is appearance one wrong as too characteristic from culture meet modern people special forward in sector IPTEK. Reseat direction this is want there is and do not impact about technology information. About students study special in SMP PLUS NURINA BANGSALSARI, There are also reseat method the to use is : a. The certainly population an sample, b. The gathering method data with to use, Observation method, poll, interview and documenter. For analysis data the gathering Chi Quadrate formula. To be based on analysis to mention so can in conclusion that is : a). There is positive impact very low to open public technology information about study activities in the class. b).There is positive impact very low to open public technology information about study activities in the class.Keywords: Technology, Information
Penerapan Model Pembelajaran Teams Games Tournament (TGT) untuk Meningkatkan Hasil Belajar Siswa Melalui Media Kokami Siti Khotimatus Suhro; Haning Hasbiyati; Laila Khusnah
Jurnal Educazione : Jurnal Pendidikan, Pembelajaran dan Bimbingan dan konseling Vol. 5 No. 2 (2017): November
Publisher : FKIP Universitas Islam Jember

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

Abstract

This study aims to improve student learning outcomes on the subject of human motion system by applying learning Teams Games Tournament (TGT) using the Kokami media. Researchers conducted observations in class VIII MTs Nurul Yaqin Sukorambi and approximately 45% of the data obtained show student score ≥ 70 in precycle. The study was conducted in two cycles, each cycle consisting of four phase: planning, action, observation and research reflection. This type of research is the Classroom Action Research (CAR). Based on the results obtained, the percentage of student learning outcomes by 75% the first cycle and the second cycle by 85%. The results of the daily test scores of students in the first cycle values ​​obtained 78,85 and 86,65 second cycle values ​​obtained. It proves that the Application of Learning Teams Games Tournament using Kokami can improve student learning outcomes. Keywords: Teams Games Tournament (TGT), Kokami, Learning Outcomes.