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The Influence of the Game-Based Learning Model with Baamboozle Application Media on Critical Thinking and PPKn Learning Outcomes for 2nd Grade Elementary School Students Safitri, Dian Indah; Sumardi
Basic and Applied Education Research Journal Vol 5 No 1 (2024): Basic and Applied Education Research Journal
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/baerj.05.01.06

Abstract

This ponder points to decide the impact of the game-based learning demonstrate with the baamboozle application media on basic considering and civics learning results for moment review rudimentary school understudies. This inquire about could be a sort of test investigate with a quantitative approach. The method utilized is the test strategy within the shape of a quasy test plan with a pretest-posttest control gather plan. The test in this consider were understudies of SD Negeri Tempursari 01, Course II. Information collection strategies incorporate perception and tests. The information examination strategy utilized in this investigate is the test/T-test information examination procedure, where the collected information will be prepared and analyzed utilizing the typicality test and homogeneity test. The information investigation strategy utilized the SPSS form 21 application. After testing, it is known that the importance esteem is 0.000 which is underneath the foreordained importance esteem, specifically 0,000 ≤ 0,05. The comes about appeared that learning utilizing the game-based learning demonstrate with the baamboozle application media significantly impacted basic considering and learning results of PPKn understudies in lesson II character at SD Negeri Tempursari 01.
PENERAPAN MODEL PJBL DENGAN BERBASIS PERTANIAN INDUSTRIALUNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KREATIF SISWA TEMA WIRAUSAHA Purnami, Ita; Safitri, Dian Indah
Promosi: Jurnal Program Studi Pendidikan Ekonomi Vol 11, No 2 (2023): Promosi
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/pro.v11i2.9090

Abstract

To increase children's interest in the agricultural sector, a technology-basedapplicative learning method is needed in the field of agriculture for elementaryschool students through media-based educational videos on agriculture andindustrial form and hands-on practice of making entrepreneurial-type products.The purpose of this research is to describe the model of project-based learning(PjBL) with based education and industrial agriculture to increase students' skillsand creativity in the theme of entrepreneurship. The method used in this researchis a quasi-experimental design in the form of a non-equivalent control group design.The subjects of this research were 19 students in grade VI of SD Negeri Tempurejo1. The data analysis techniques used are the normality test, the homogeneity test,and hypothesis testing. Based on the research results, it can be concluded that themodel of project-based learning (PjBL) based on industrial agriculture canimprove students' creative thinking in class VI entrepreneurial theme learning.
The Influence of the Game-Based Learning Model with Baamboozle Application Media on Critical Thinking and PPKn Learning Outcomes for 2nd Grade Elementary School Students Safitri, Dian Indah; Sumardi
Basic and Applied Education Research Journal Vol. 5 No. 1 (2024): Basic and Applied Education Research Journal
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/baerj.05.01.06

Abstract

This ponder points to decide the impact of the game-based learning demonstrate with the baamboozle application media on basic considering and civics learning results for moment review rudimentary school understudies. This inquire about could be a sort of test investigate with a quantitative approach. The method utilized is the test strategy within the shape of a quasy test plan with a pretest-posttest control gather plan. The test in this consider were understudies of SD Negeri Tempursari 01, Course II. Information collection strategies incorporate perception and tests. The information examination strategy utilized in this investigate is the test/T-test information examination procedure, where the collected information will be prepared and analyzed utilizing the typicality test and homogeneity test. The information investigation strategy utilized the SPSS form 21 application. After testing, it is known that the importance esteem is 0.000 which is underneath the foreordained importance esteem, specifically 0,000 ≤ 0,05. The comes about appeared that learning utilizing the game-based learning demonstrate with the baamboozle application media significantly impacted basic considering and learning results of PPKn understudies in lesson II character at SD Negeri Tempursari 01.