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PENERAPAN MODEL INSTRUCTIONAL GAMES MENGGUNAKAN HOT POTATOES UNTUK MENINGKATKAN PENGUASAAN KONSEP SISWA PADA MATERI EKOSISTEM (Penelitian Tindakakan Kelas SMP Negeri 2 Tanjungsiang-Subang) Mia Nurwanti; R. Ading pramadi; Milla Listiawati
Jurnal BIOEDUIN : Program Studi Pendidikan Biologi Vol 5, No 1 (2015): Bioeduin Februari
Publisher : Department of Biology Education UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/bioeduin.v5i1.2461

Abstract

Technology continues to developing along with the times require people to participate utilize these technologies in various fields, including education.T he teacher need to use a variation of instructional media to increase student mastery of concepts. Against the background of preliminary observations showed low student mastery of concepts, it can be seen based on the average value of the test results is 60 students daily test the average value is still below the minimum completeness criteria (KKM) set a school that is 75 This shows the low student mastery of concepts. Therefore, to improve students 'mastery of concepts then applied using a model of Instructional Games Hot Potatoes.Tujuan to be achieved, this study describes: a) the activities of teachers and students during the learning process b) Increasing students' mastery of concepts before implementation models using Hot Potatoes Instructional games each cycle c) students' mastery of concepts as applied to the model using the Hot Potatoes Instructional Games in the entire cycle, d) the attitude of students towards using models Instructional Games Hot Potatoes.Penelitian is classroom Action Research is located at SMP 2 Tanjungsiang class VII C amounts to 36 students.The instrument used in this study consisted of the test, namely: material ecosystem to determine students' mastery of concepts, teacher observation sheet activities and attitudes of students using a questionnaire. The results obtained by a) increasing student activity in each cycle, the highest student activity in the third cycle is 85% (high). Activity obtaining teacher during the learning process grounded in the learning stages planned b) Increasing students 'mastery of concepts in the first cycle to 65% (enough), Cycle II 75% (high) and cycle III 87% (high) c) students' mastery of concepts Instructional games after application of the model using the Hot Potatoes by 75% (high) d) students' attitudes toward models using Hot Potatoes Instructional games are overall positive. This is evident from the average score of the students' attitude scores greater than neutral attitude of students.Based on these results it can be concluded that the application of the Instructional games with hot potatoes can effectively improve the students' mastery of concepts
Peningkatan Hasil Belajar Siswa Menggunakan Video Animasi Audiovisual Berbasis Animaker Pada Materi Sistem Gerak Manusia Devi Kusumahwardani; Ading Pramadi; Meti Maspupah
Jurnal Educatio FKIP UNMA Vol. 8 No. 1 (2022): January-March
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/educatio.v8i1.1665

Abstract

Penelitian ini dilatar belakangi ketuntasan nilai ulangan siswa pada mata pelajaran Ilmu Pengetahuan Alam. Perlu dilakukan sebuah inovasi untuk menunjang proses pembelajaran daring yang diharapkan dapat meningkatkan hasil belajar siswa. Penelitian ini bertujuan untuk mendeskripsikan penerapan video animasi audiovisual berbasis animaker untuk meningkatkan hasil belajar siswa pada materi sistem gerak manusia. Metode yang digunakan yaitu metode pre eksperiment dengan design one group pretest-posttest. Penelitian ini dilaksanakan di SMPN Satu Atap 1 Rawamerta tahun ajaran 2021/2022 dengan populasi penelitian adalah seluruh siswa kelas VIII dan sampel siswa kelas VIIIA yang berjumlah 30 orang. Instrumen yang digunakan untuk mengumpulkan data adalah lembar observasi, test dan angket. Hasil penelitian menunjukkan keterlaksanaan pembelajaran guru memperoleh kategori sangat baik, sedangkan aktivitas keterlaksanaan siswa memperoleh kategori baik. Respon siswa terhadap pembelajaran menggunakan video animasi audiovisual berbasis animaker memperoleh kategori tinggi. Hasil uji beda rata-rata tes belajar siswa menunjukkan nilai postes lebih baik dibanding nilai pretes. Dengan demikian, media video animasi audiovisual berbasis animaker membantu meningkatkan hasil belajar siswa.
Application of the Think Talk Write Learning Model to Improve Argumentation Skills on Ecosystem Materials Jamilah Solihah; R. Ading Pramadi; Meti Maspupah
Formosa Journal of Sustainable Research Vol. 2 No. 3 (2022): March 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/fjsr.v2i3.3503

Abstract

Biology learning at the high school level is still dominated by traditional learning which has not yet developed thinking/argumentation skills. This study aims to analyze the increase in students' argumentation skills after applying the Think Talk Write learning model to Ecosystem material. The researcher uses a research method that is pre-experimental design and uses a quantitative and qualitative approach, namely quantitative data obtained based on pretest and posttest analysis while qualitative data is obtained through observation and questionnaires. Analysis of the quality of student arguments was carried out using the N-Gain test, the average value during the pretest was 48.41 and the posttest was 75.34 with an average N-Gain value obtained 0.52. It can be concluded that the results of the analysis that has been carried out on the application of the TTW learning model in improving argumentation skills have a positive effect so that they can be used effectively in the classroom