Linda Hartati, Laili
Unknown Affiliation

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

ImproviApplication of ICT-Based Problem Based Learning Method as a Learning Innovation for Pancasila Education to Improve Learning Outcomes of Class VII D Students of SMPN 51 Palembangng Student Motivation in Learning Pancasila Education with Bamboozle Media Games in Class VII B SMP Negeri 51 Palembang Rafindo, Yanuar; Dianti, Puspa; Linda Hartati, Laili
Jurnal Profesi Pendidikan Vol. 4 No. 1 (2025): June
Publisher : PPG IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jpp.v4i1.27622

Abstract

This study aims to improve the effectiveness of learning outcomes of students in class VII D SMPN 51 Palembang in the subject of Pancasila Education, especially the material of Unity in Diversity, through the application of the Problem Based Learning (PBL) learning model by utilizing ICT media. The research method used is Classroom Action Research (PTK) which is carried out in two cycles, each consisting of the stages of planning, implementation, observation, and reflection. Data were obtained through observation, interviews, and evaluation of learning outcomes using Google Form. The results showed that the application of ICT-based PBL was able to increase the active participation of students, improve the learning process, and improve learning outcomes significantly. Learning media such as interactive presentations through Canva and online evaluation based on Google Form make learning more interesting and accessible to students. Based on the evaluation results in cycle II, there was an increase in the class average score which showed the achievement of the success indicator. Thus, the ICT-based PBL model is effectively applied in learning Pancasila Education to encourage active learning, critical thinking, and deeper understanding.
Improving Student Motivation in Learning Pancasila Education with Bamboozle Media Games in Class VII B SMP Negeri 51 Palembang Handoko, Sidik; Dianti, Puspa; Linda Hartati, Laili
Jurnal Profesi Pendidikan Vol. 4 No. 1 (2025): June
Publisher : PPG IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jpp.v4i1.27623

Abstract

The use of learning media has an important role in increasing the enthusiasm and motivation of students. Interesting media can create a learning atmosphere that is more varied and not monotonous. Educational games like Bamboozle can make learning more fun and engaging. This study aims to increase the learning motivation of 31 students in class VII.B through the use of Bamboozle educational games. The method used is Classroom Action Research (PTK), with data collection techniques in the form of observation and documentation. The obtained data were analyzed descriptively and quantitatively. The results showed that the application of Bamboozle educational games was able to increase students' learning motivation. The effect can be seen from the results in cycle I, which showed a motivation level of 53% in the moderate category  and experienced a significant increase in cycle II to 75% in the high category. Thus, it can be concluded that the use of Bamboozle educational games is effective in increasing students' learning motivation.