Feri Haryati
PPG PGSD FKIP Universitas Muhammadiyah Sumatera Utara

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UPAYA MENINGKATKAN MOTIVASI BELAJAR IPAS MENGGUNAKAN GAME TEBAK GAMBAR PADA PESERTA DIDIK KELAS VI SDN 066050 MEDAN Ledy Chintia Marbun; Feri Haryati; Roma Ulinta Saragih
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 03 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i03.3822

Abstract

This research aims to increase the science and science learning motivation of class VI students. This research uses a qualitative approach. The types of Classroom Action Research (PTK) Kemmis & Mc Tggart model are planning, action, observation and reflection. The subjects of this research were all class VI students at SDN 060650 Medan, totaling 21 students, consisting of 7 girls and 14 boys. The focus of this research is to increase students' learning motivation. The results of this research show that the picture guessing game can increase student motivation. Judging from the implementation of actions in learning from initial observations, it was found that the average level of student motivation in cycle I was 66.04 complete for 7 students or 33.33%, and not yet complete. there were 14 students or 66.66%. experienced an increase in cycle II with an average of 84.37, there were 18 students or 87.5% complete and 3 students or 12.5% ​​had not yet completed, thus there was an increase in student learning motivation. Student learning motivation in cycle II has met the success indicators because ≥ 75% have reached the KKM.
PENERAPAN MEDIA GAMES BLOOKET PADA MATA PELAJARAN PENDIDIKAN PANCASILA UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS IV DI SDN 066050 MEDAN Milenia Nainggolan; Feri Haryati; Zuraida Hanum Lubis
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 03 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i03.3834

Abstract

This research aims to determine the application of blooket games learning media to elementary school student learning outcomes. The research method used was fifth grade students of an elementary school at SDN 066050 Medan. This research focuses on the low mathematics learning outcomes in addition and subtraction of fractions in class V UPT SD Negeri 066050 Medan. The method used is Classroom Action Research (PTK). This proves that the application of Blooket Games learning media to student learning outcomes has a very good influence. The subjects of this research were 20 class IV students. Data collection was carried out through tests, and the results showed a significant increase in learning outcomes. After implementing the use of Blooket media games, this percentage increased to 50% in cycle I and reached 90% in cycle II. The average student score also increased from 62,75 in pre-action to 72,25 in cycle I, and 80,5 in cycle II. This proves that the application of the Blooket game learning media has a significant effect on student learning outcomes. In addition, students who study with Blooket show improved learning outcomes. These results indicate that game-based learning media can be an effective alternative for improving student learning outcomes.