Claim Missing Document
Check
Articles

Found 10 Documents
Search

The Application of The Google Form Media to Increase Student Learning Motivation at Kandangan 4 Elementary School Ninik Sulis Setiani; Esti Untari; Sri Kustiyah
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 2 No. 1 (2022): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v2i1.6

Abstract

This study aims to determine the use of google form media to increase the learning motivation of grade 4 students at Kandangan 4 Elementary School, Kandangan District. The research was conducted with a qualitative approach to the type of classroom action research. The research was carried out in two cycles, each consisting of 4 stages, namely planning, implementation, observation, and reflection. The data obtained are process data and result data. Collecting data using interview techniques, observation, tests, documentation, and field notes. Data analysis was carried out with the stages of reducing data, presenting data, and drawing conclusions. The results showed that the application of google form media can increase students' learning motivation. This is evidenced by the increase in teacher activity from 81.25% in the first cycle to 93.5% in the second cycle. The student activity increased from 81.8% in the first cycle to 90.9% in the second cycle. Meanwhile, the level of student motivation also increased from 66.5% in the pre-action to 84.8% in the first cycle and 88% in the second cycle. Teachers are expected to continue to develop online learning through the right and correct google form, and add some references about online learning that are more innovative and interesting for students in achieving the expected goals.
Increasing Students' Learning Motivation Through e-Student Worksheet Anisa Dwi Elistiyaningsi; Esti Untari; Sri Kustiyah
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 2 No. 1 (2022): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v2i1.18

Abstract

During the Covid-19 pandemic, it is mandatory for every education unit to implement the PJJ system. This causes various problems, including a decrease in students' learning motivation. This study aims to determine the application of e-Student Worksheet Live Worksheet in learning to increase learning motivation in Grade II elementary school students. The approach used is a qualitative approach. The type of research used in this research is Classroom Action Research (CAR). The subjects used in this study were educators and class II students at Kraton Elementary School , Kediri Regency. The data collected in this study is the data of the thematic learning implementation process using the e-Student Worksheet Live Worksheet. The results showed that the use of e-Student Worksheet Live worksheet can increase teacher activities and student activities in learning activities and can increase students' learning motivation. For teachers, teachers should make variations in learning activities. One of them is by applying learning media in the form of e-Student Worksheet Live worksheet so that students do not get bored following learning activities and can be actively involved in learning activities.
Application of Quizizz Educational Games and Rewards to Increase Students' Learning Motivation Efy Lilawati; Esti Untari; Sri Kustiyah
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 2 No. 1 (2022): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v2i1.20

Abstract

Learning through online that does not do face-to-face certainly has various challenges. One of the challenges is the lack of student learning motivation. Efforts to create an interesting and fun learning atmosphere require several breakthroughs, both in curriculum development, learning media innovation and fulfilling educational infrastructure. This study aims to describe the application of the quizizz educational game and the provision of rewards to increase the learning motivation of fifth grade students at SDN Tarokan 5 Kediri. The approach used in this research is a qualitative approach with the type of classroom action research. The research was carried out in two cycles. Each cycle consists of 4 stages, namely planning, implementation, observation, and reflection. The subjects of the research were the fifth grade students of SDN Tarokan 5, totaling 10 students consisting of 6 boys and 4 girls. The data in this study are the results of observations of teacher activities, student activities, and student learning motivation. Data collection techniques used by using observation, questionnaires, field notes and documentation. The results of the study by applying the quizizz educational game and giving rewards can run well and have increased. In the first cycle the average value of teacher activity was 98% in the very good category, increasing to 100% with the very good category in the second cycle. The value of student activity is 83.5% in the good category, in the second cycle it increases to 91.5% in the very good category. Meanwhile, the result of students' learning motivation in the pre-action was 53% with a very low category. In the first cycle, the results of the observation of students' learning motivation increased to 77% in the high category. Furthermore, in the second cycle, the results of the observation of students' learning motivation increased to 82% with a very high category. The conclusion of this study is that the application of the quizizz educational game and the giving of rewards to the fifth grade students of SDN Tarokan 5 Kediri, has been carried out by the teacher and students very well.
Improving Speaking Skills through Online-Based Interactive Picture Media in Elementary Schools Pipit Rahmadhany; Esti Untari; Sri Kustiyah
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 2 No. 1 (2022): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v2i1.23

Abstract

The COVID-19 pandemic has had an unfavorable impact on all aspects of life, including aspects of health, economy, tourism, social and education. Students can also use learning support applications such as study houses, teacher rooms, thinglink, netboard, oodlu, quizwhizzer and other applications. In fact, not all students will be successful in online learning. This research aims to improve speaking skills through the application of online-based interactive picture media to 5th graders at SD Negeri 2 Blitaran, Nganjuk Regency. This research is a classroom action research with the research design determined are planning, implementation, observation and reflection. There are two data obtained, namely process data and result data. Process data obtained from teacher activity data and student activities in applying online-based interactive image media. Result data obtained from student learning outcomes data in the form of students' speaking skill scores through the application of online-based interactive image media. The research subjects were 31 fifth grade students at SD Negeri 2 Blitaran, Nganjuk Regency, for the 2020/2021 academic year. The results showed that the teacher's activities continued to increase starting from the pre-action cycle II. In the pre-action, the average score of students was only 63.1 with a very poor category. After taking action in cycle 1 at meeting 1, the average score of students increased to 80%. The percentage of 80% indicates that there are still activities that have not been carried out at meeting 1. The action is continued in the second friendship, where the ability of students has reached 87%. With this percentage, improvements need to be made in cycle II. The teacher must review the steps in the lesson plans that have been prepared so that learning can run according to the plan. In Cycle II meeting 1, the percentage of success was 92.8%. The thing that must be maintained in cycle II is that the teacher carries out learning according to the steps that have been planned and provides explanations to students regarding important things that must be considered when retelling a reading. The action was continued in Cycle II meeting 2 where the student success achieved reached 95.7%. This happens because the teacher carries out learning in accordance with the planned RPP based on the results of the cycle reflection. Teachers should emphasize
Improving the Ability to Present Information in the Form of Writing Stories Through Interactive Learning Media Idha Rachmawati; Esti Untari; Sri Kustiyah
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 2 No. 1 (2022): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v2i1.24

Abstract

Writing stories can start when students are in elementary school. Through story writing activities students can express their feelings, ideas, and ideas to others. Based on the results of interviews and observations conducted on January 20, 2021, the 5th grade homeroom teacher of SDN 5 Sudimoroharjosiswa felt bored in online learning during the pandemic. This can be seen from the students' writings that do not match the information. The writing of stories that do not match this information can be seen from one of the students who did not write down sports activities where there are pictures of people who are exercising. This study aims to determine the ability of students to present information in the form of stories through interactive image media based on thinglinks for grade 5 students at SDN 5 Sudimoroharjo, Nganjuk Regency. Based on the results of research on the use of interactive image media based on thinglink in Indonesian language learning, the material for retelling the sequence of events in fictional texts according to the background of the story has been carried out, it can be concluded that: (1) The implementation of learning using interactive image media based on thinglink is carried out according to the steps of learning activities which uses the project based learning model very well so as to increase the activities of teachers and students. This is evidenced by the increased activity of teachers and students in cycle I to cycle II. The average percentage of teacher activity in the first cycle is 82.85% with good criteria increasing to 10.01% to 92.86% with very good criteria in the second cycle. While the average student activity from the first cycle is 77, 86% with sufficient criteria increased to 11.43% to 89.29% with good criteria in cycle II. (2) The application of learning using interactive image media based on thinglinks can improve the ability of V SDN 5 Sudimoroharjo students, Nganjuk Regency, in retelling the sequence of events in fictional texts according to the background of the story. This is evidenced by the increase in student learning outcomes when in the skill aspect with the average value in the first cycle of 74 increasing to 89.5 in the second cycle. In addition, the percentage of student learning completeness also increased starting in the first cycle, namely 60.71% with less criteria, increasing by 39.29% to 100% with very good criteria in the second cycle. For teachers, it is recommended that if doing learning using interactive image media based on thinglinks, they should do a trial before being used by students.  
The Application of The Google Form Media to Increase Student Learning Motivation at Kandangan 4 Elementary School Ninik Sulis Setiani; Esti Untari; Sri Kustiyah
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 2 No. 1 (2022): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v2i1.6

Abstract

This study aims to determine the use of google form media to increase the learning motivation of grade 4 students at Kandangan 4 Elementary School, Kandangan District. The research was conducted with a qualitative approach to the type of classroom action research. The research was carried out in two cycles, each consisting of 4 stages, namely planning, implementation, observation, and reflection. The data obtained are process data and result data. Collecting data using interview techniques, observation, tests, documentation, and field notes. Data analysis was carried out with the stages of reducing data, presenting data, and drawing conclusions. The results showed that the application of google form media can increase students' learning motivation. This is evidenced by the increase in teacher activity from 81.25% in the first cycle to 93.5% in the second cycle. The student activity increased from 81.8% in the first cycle to 90.9% in the second cycle. Meanwhile, the level of student motivation also increased from 66.5% in the pre-action to 84.8% in the first cycle and 88% in the second cycle. Teachers are expected to continue to develop online learning through the right and correct google form, and add some references about online learning that are more innovative and interesting for students in achieving the expected goals.
Increasing Students' Learning Motivation Through e-Student Worksheet Anisa Dwi Elistiyaningsi; Esti Untari; Sri Kustiyah
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 2 No. 1 (2022): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v2i1.18

Abstract

During the Covid-19 pandemic, it is mandatory for every education unit to implement the PJJ system. This causes various problems, including a decrease in students' learning motivation. This study aims to determine the application of e-Student Worksheet Live Worksheet in learning to increase learning motivation in Grade II elementary school students. The approach used is a qualitative approach. The type of research used in this research is Classroom Action Research (CAR). The subjects used in this study were educators and class II students at Kraton Elementary School , Kediri Regency. The data collected in this study is the data of the thematic learning implementation process using the e-Student Worksheet Live Worksheet. The results showed that the use of e-Student Worksheet Live worksheet can increase teacher activities and student activities in learning activities and can increase students' learning motivation. For teachers, teachers should make variations in learning activities. One of them is by applying learning media in the form of e-Student Worksheet Live worksheet so that students do not get bored following learning activities and can be actively involved in learning activities.
Application of Quizizz Educational Games and Rewards to Increase Students' Learning Motivation Efy Lilawati; Esti Untari; Sri Kustiyah
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 2 No. 1 (2022): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v2i1.20

Abstract

Learning through online that does not do face-to-face certainly has various challenges. One of the challenges is the lack of student learning motivation. Efforts to create an interesting and fun learning atmosphere require several breakthroughs, both in curriculum development, learning media innovation and fulfilling educational infrastructure. This study aims to describe the application of the quizizz educational game and the provision of rewards to increase the learning motivation of fifth grade students at SDN Tarokan 5 Kediri. The approach used in this research is a qualitative approach with the type of classroom action research. The research was carried out in two cycles. Each cycle consists of 4 stages, namely planning, implementation, observation, and reflection. The subjects of the research were the fifth grade students of SDN Tarokan 5, totaling 10 students consisting of 6 boys and 4 girls. The data in this study are the results of observations of teacher activities, student activities, and student learning motivation. Data collection techniques used by using observation, questionnaires, field notes and documentation. The results of the study by applying the quizizz educational game and giving rewards can run well and have increased. In the first cycle the average value of teacher activity was 98% in the very good category, increasing to 100% with the very good category in the second cycle. The value of student activity is 83.5% in the good category, in the second cycle it increases to 91.5% in the very good category. Meanwhile, the result of students' learning motivation in the pre-action was 53% with a very low category. In the first cycle, the results of the observation of students' learning motivation increased to 77% in the high category. Furthermore, in the second cycle, the results of the observation of students' learning motivation increased to 82% with a very high category. The conclusion of this study is that the application of the quizizz educational game and the giving of rewards to the fifth grade students of SDN Tarokan 5 Kediri, has been carried out by the teacher and students very well.
Improving Speaking Skills through Online-Based Interactive Picture Media in Elementary Schools Pipit Rahmadhany; Esti Untari; Sri Kustiyah
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 2 No. 1 (2022): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v2i1.23

Abstract

The COVID-19 pandemic has had an unfavorable impact on all aspects of life, including aspects of health, economy, tourism, social and education. Students can also use learning support applications such as study houses, teacher rooms, thinglink, netboard, oodlu, quizwhizzer and other applications. In fact, not all students will be successful in online learning. This research aims to improve speaking skills through the application of online-based interactive picture media to 5th graders at SD Negeri 2 Blitaran, Nganjuk Regency. This research is a classroom action research with the research design determined are planning, implementation, observation and reflection. There are two data obtained, namely process data and result data. Process data obtained from teacher activity data and student activities in applying online-based interactive image media. Result data obtained from student learning outcomes data in the form of students' speaking skill scores through the application of online-based interactive image media. The research subjects were 31 fifth grade students at SD Negeri 2 Blitaran, Nganjuk Regency, for the 2020/2021 academic year. The results showed that the teacher's activities continued to increase starting from the pre-action cycle II. In the pre-action, the average score of students was only 63.1 with a very poor category. After taking action in cycle 1 at meeting 1, the average score of students increased to 80%. The percentage of 80% indicates that there are still activities that have not been carried out at meeting 1. The action is continued in the second friendship, where the ability of students has reached 87%. With this percentage, improvements need to be made in cycle II. The teacher must review the steps in the lesson plans that have been prepared so that learning can run according to the plan. In Cycle II meeting 1, the percentage of success was 92.8%. The thing that must be maintained in cycle II is that the teacher carries out learning according to the steps that have been planned and provides explanations to students regarding important things that must be considered when retelling a reading. The action was continued in Cycle II meeting 2 where the student success achieved reached 95.7%. This happens because the teacher carries out learning in accordance with the planned RPP based on the results of the cycle reflection. Teachers should emphasize
Improving the Ability to Present Information in the Form of Writing Stories Through Interactive Learning Media Idha Rachmawati; Esti Untari; Sri Kustiyah
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 2 No. 1 (2022): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v2i1.24

Abstract

Writing stories can start when students are in elementary school. Through story writing activities students can express their feelings, ideas, and ideas to others. Based on the results of interviews and observations conducted on January 20, 2021, the 5th grade homeroom teacher of SDN 5 Sudimoroharjosiswa felt bored in online learning during the pandemic. This can be seen from the students' writings that do not match the information. The writing of stories that do not match this information can be seen from one of the students who did not write down sports activities where there are pictures of people who are exercising. This study aims to determine the ability of students to present information in the form of stories through interactive image media based on thinglinks for grade 5 students at SDN 5 Sudimoroharjo, Nganjuk Regency. Based on the results of research on the use of interactive image media based on thinglink in Indonesian language learning, the material for retelling the sequence of events in fictional texts according to the background of the story has been carried out, it can be concluded that: (1) The implementation of learning using interactive image media based on thinglink is carried out according to the steps of learning activities which uses the project based learning model very well so as to increase the activities of teachers and students. This is evidenced by the increased activity of teachers and students in cycle I to cycle II. The average percentage of teacher activity in the first cycle is 82.85% with good criteria increasing to 10.01% to 92.86% with very good criteria in the second cycle. While the average student activity from the first cycle is 77, 86% with sufficient criteria increased to 11.43% to 89.29% with good criteria in cycle II. (2) The application of learning using interactive image media based on thinglinks can improve the ability of V SDN 5 Sudimoroharjo students, Nganjuk Regency, in retelling the sequence of events in fictional texts according to the background of the story. This is evidenced by the increase in student learning outcomes when in the skill aspect with the average value in the first cycle of 74 increasing to 89.5 in the second cycle. In addition, the percentage of student learning completeness also increased starting in the first cycle, namely 60.71% with less criteria, increasing by 39.29% to 100% with very good criteria in the second cycle. For teachers, it is recommended that if doing learning using interactive image media based on thinglinks, they should do a trial before being used by students.