Ririn Fatayati
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PENERAPAN MEDIA INTERAKTIF WORDWALL UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI KERAGAMAN ALAM INDONESIA KELAS VIII-G SMPN 18 SURABAYA Anisa, Zulva Rizky; Rindawati; Ririn Fatayati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.18035

Abstract

This study aims to improve the learning outcomes of students in class VIII-G SMP Negeri 18 Surabaya in Social Studies (IPS) material on Indonesia's natural diversity through the application of interactive wordwall media. This study used a Collaborative Classroom Action Research (PTKK) approach with two cycles to evaluate the effectiveness of interactive media in improving students' achievement of Learning Objective Criteria (KKTP). Data collection techniques included formative tests, classroom observations, and interviews with Social Studies teachers. In the pre-cycle, which is seen from the End of Year Summative test (SAT), the average student score is 67.26 with only 32.35% of students reaching the Learning Objective Achievement Criteria (KKTP). The application of wordwall interactive media in cycle I led to an increase in the class average score to 78.23 and 76.47% of students reached the Criteria for Achieving Learning Objectives (KKTP). The results of cycle II showed greater progress with the class average score increasing to 82.06 and 88.23% of students reaching the Criteria for Achievement of Learning Objectives (KKTP). These findings suggest that wordwall interactive media, when combined with adaptive teaching strategies, is effective in improving student learning outcomes. This study recommends the application of similar interactive media in other subjects to improve student learning outcomes.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI KERAGAMAN ALAM INDONESIA SISWA KELAS VIII-F SMP NEGERI 18 SURABAYA TAHUN PELAJARAN 2024-2025 Qurrota A'yun, Shauma; Rindawati; Ririn Fatayati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.18225

Abstract

The effectiveness of education in schools is highly dependent on student engagement and the utilization of appropriate pedagogical frameworks. Learning models play an important role in the teaching and learning process because they have the ability to capture students' attention, stimulate their interest, and foster their active participation. Cooperative learning in the Teams Games Tournament format is a pedagogical approach that is easy to implement, involves students as peer educators, and incorporates game elements. This study used Classroom Action Research (CAR) as a strategy to overcome the challenges faced. The data collection procedures used included observation, testing, and documentation. The test was given in the form of a post-test, consisting of multiple-choice questions. The data analysis methodology used included qualitative and quantitative data analysis. During cycle I, out of 33 students in class VIII-F of SMP Negeri 18 Surabaya, 14 students were classified as complete, accounting for 42.42% of the total, while 19 students were classified as incomplete, accounting for 57.57%. In cycle II of 33 students, 26 students, covering 78.78% of the total, were classified in the complete category because they successfully completed the Learning Target Achievement Criteria (KKTP) with a score of ≥78. A total of 7 students, covering 21.21% of the group, were classified as incomplete because they failed to achieve the Learning Target Achievement Criteria (KKTP), which requires a score of ≤78. Therefore, this study shows that the use of the Teams Games Tournament cooperative learning paradigm can improve student.
PENERAPAN MEDIA PEMBELAJARAN LUMIO BY SMART UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK PADA MATERI PERUBAHAN SOSIAL KELAS IX-D SMPN 18 SURABAYA TAHUN PELAJARAN 2024-2025 Andayani, Yuyun Astri; Rindawati; Ririn Fatayati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.18318

Abstract

The learning outcomes of Class IX D students on the topic of social change at SMPN 18 Surabaya are still low. This study aims to improve student learning outcomes on this topic by implementing Lumio by Smart as a learning medium. This research is a classroom action study conducted in three stages: pre-cycle, the first cycle, and the second cycle. Each cycle includes several key steps: planning, implementation, observation, and reflection. The subjects of the study consisted of 32 students from Class IX D in the 2024-2025 academic year. According to the research results, before the implementation of Lumio by Smart, only 10 students, or approximately 31.25%, achieved the Learning Objective Mastery Criteria (KKTP). However, after the implementation of this learning medium, there was a significant improvement. In the first cycle, the number of students achieving KKTP increased to 23 students, or 71.87%. Furthermore, in the second cycle, the number increased to 28 students, or 87.50%. Therefore, it can be concluded that the implementation of Lumio by Smart can improve student learning outcomes, especially in the topic of social change.