cover
Contact Name
Irmayani
Contact Email
mediadidaktika@unisda.ac.id
Phone
+6285707942728
Journal Mail Official
mediadidaktika@unisda.ac.id
Editorial Address
Universitas Islam Darul 'Ulum Jalan Airlangga 3 Sukodadi - Lamongan - Jawa Timur - Indonesia
Location
Kab. lamongan,
Jawa timur
INDONESIA
Media Didaktika
ISSN : 24599611     EISSN : 25795023     DOI : 10.52166
The journal is published by the Postgraduate Program of Universitas Islam Darul Ulum Lamongan as a medium of information and dissemination of research results, classroom action research, theoretical developments, scientific papers on education and learning, and best practice from any field of education.
Arjuna Subject : Umum - Umum
Articles 6 Documents
Search results for , issue "Vol 7 No 1 (2021): Mei 2021" : 6 Documents clear
UPAYA MENINGKATKAN PRESTASI BELAJAR PKN MATERI LEMBAGA-LEMBAGA NEGARA DAN SUSUNAN PEMERINTAHAN TINGKAT PUSAT DENGAN METODE PETA KONSEP BERGAMBAR Hartono Hartono
MEDIA DIDAKTIKA Vol 7 No 1 (2021): Mei 2021
Publisher : Program Pascasarjana Universitas Islam Darul `Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/didaktika.v7i1.3662

Abstract

This study aims to describe the improvement of Civics learning outcomes by using the concept map method in fourth grade students of SDN Pangkatrejo I, Sugio District, Lamongan Regency. This type of research is classroom action research. The research subjects were fourth grade students, amounting to 18 students. The method of data collection in this study used tests, observation and documentation. The research instrument was in the form of tests and observation sheets. The data analysis technique used is descriptive quantitative and qualitative. Student learning outcomes from the cycle of student achievement are still low because under the KKM the class average reaches a value of 64.4. In the first cycle after applying Civics learning using media Picture Concept Maps showed PKn learning outcomes from the average class increased to 75.0 had reached KKM but learning completeness was still 72.2% had not reached 75% then proceed to cycle II. In the second cycle the class average reached a value of 82.8. Student mastery learning has also been completed with the percentage of completeness 88.9% exceeding the minimum completeness criteria which is 75%.
PENGGUNAAN PROJECT BASED LEARNING UNTUK MENINGKATKAN KETERLIBATAN SISWA DALAM MENGGUNAKAN BAHASA INGGRIS DI SMA SUNAN DRAJAT SUGIO Nur Hasyim
MEDIA DIDAKTIKA Vol 7 No 1 (2021): Mei 2021
Publisher : Program Pascasarjana Universitas Islam Darul `Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/didaktika.v7i1.3663

Abstract

Audio-Visual Learning Model in fact can improve student learning and achievement activities.The data collection method is observation and learning achievement tests. Data analysis methods is descriptive is good for qualitative data as well as for quantitative data.Remaining barriers that need to be discussed is the learning achievements achieved in cycle I have yet to meet expectations in accordance with the demands of the KKM United Kingdom Language subjects at this school namely 7.5 therefore attempts further improvements still need to be strived so need to do planning more ripe for the next cycle.Of the value gained students, more students got half the value of 8.5, 13 students earn intermediate value that is 8.From a comparison of this value can already believed that the achievements of the student learning can be enhanced with the use of Audio-Visual method.See a comparison of the initial value, the value of the cycle I and cycle II values, there was a significant rise, from an average initial value is 4.5 rise in cycle I became 6.3 and in cycle II rose to 7.9 this Increase could not be considered one eye because This value is the increment of the maximal efforts implemented researchers for the sake of educational enhancement and advancement of education especially at the HIGH SCHOOL of Sunan Drajat Sugio.The conclusions derived from this study was the audio-visual learning models can improve learning achievement.
PENERAPAN METODE DISKUSI UNTUK MENINGKATKAN HASIL BELAJAR SISWA Muhkarom Muhkarom
MEDIA DIDAKTIKA Vol 7 No 1 (2021): Mei 2021
Publisher : Program Pascasarjana Universitas Islam Darul `Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/didaktika.v7i1.3664

Abstract

The purpose of the study is the application of discussion methods can improve student learning outcomes in learning Citizenship Education in Organization material. This study uses the Classroom Action Research (CAR) method using two cycles. Each cycle consists of four stages, namely planning, implementation, observation and reflection. Data collection is done with student observation sheets and test results in each cycle. Then the data is analyzed by quantitative analysis and qualitative analysis. The results of the study can be seen from the presentation of the average activity of students in the first cycle is 69 categories are quite active and have increased in the second cycle to 81 active categories. The completeness of student learning outcomes in the first cycle was 5 students (62.5%) and experienced an increase in the second cycle to 8 students (100%). The conclusion of the study shows that the use of discussion methods can improve student learning outcomes in learning Citizenship Education in the 2017/2018 Academic Year Organization material.
PENINGKATAN HASIL BELAJAR IPS MELALUI MODEL PEMBELAJARAN KONTEKSTUAL DENGAN MEDIA AUDIO VISUAL Hati Wahyuni
MEDIA DIDAKTIKA Vol 7 No 1 (2021): Mei 2021
Publisher : Program Pascasarjana Universitas Islam Darul `Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/didaktika.v7i1.3665

Abstract

The purpose of this class action research is to improve teacher skills, student activities, and student learning outcomes through contextual learning models with audio visual media. This type of research is classroom action research conducted in two cycles. Each cycle consists of four stages, namely planning, implementation, observation, and reflection. The study was conducted at Gondanglor II Elementary School, Sugio Subdistrict, Lamongan Regency. The technique of collecting data uses tests, non tests, observations, and documentation. Data analysis techniques by means of descriptive, quantitative and qualitative analysis. The results showed that: the skills of the first cycle teachers scored 23 (good category), cycle II scored 30 (very good category). The activity of students in the first cycle obtained an average score of 2.49 (good category), in the second cycle the average score was 3.00 (good category). The percentage of classical completeness of learning outcomes in the first cycle was 67.3%, cycle II increased to 93.3%.
PENINGKATAN KUALITAS PEMBELAJARAN PKn MELALUI MODEL TEAMS GAMES TOURNAMENT DENGAN MEDIA TEKA-TEKI SILANG Kasmuri Kasmuri
MEDIA DIDAKTIKA Vol 7 No 1 (2021): Mei 2021
Publisher : Program Pascasarjana Universitas Islam Darul `Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/didaktika.v7i1.3666

Abstract

The purpose of this study was to improve the quality of Civics Education learning. This research was carried out using a classroom action research design with four stages each cycle, namely: (1) planning, (2) implementation, (3) observation, and (4) reflection. This research was conducted in two cycles, each cycle two meetings. The subjects of this study were teachers and fourth grade students of SDN Pangkatrejo I Kec. Lamongan. The variables of this study are teacher skills, student activities, and student learning outcomes. Data is stacked with technical tests and non-tests. The results showed that the Teams Games Tournament learning model with crossword puzzle media could improve teacher skills, student activities, and learning outcomes of fourth grade students at SDN Pangkatrejo I Kec. Lamongan, Kab. Lamongan. Suggestions formulated are teachers can apply the Teams Games Tournament learning model with media crossword puzzles as an alternative solution to improve teaching skills to be more innovative, student activities to be able to participate more, and student learning outcomes increase.
UPAYA PENINGKATAN PEMBELAJARAN LOMPAT JAUH GAYA JONGKOK DENGAN BERMAIN LOMPAT DAN LONCAT Imam Mustofa Luthfi
MEDIA DIDAKTIKA Vol 7 No 1 (2021): Mei 2021
Publisher : Program Pascasarjana Universitas Islam Darul `Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/didaktika.v7i1.3667

Abstract

This study aims to determine the improvement of physical education learning in the subject matter of long jump by playing jump and jump in class V students of Karangsambigalih I Elementary School, Sugio Subdistrict, Lamongan Regency. This research design is a classroom action research that lasts two cycles and in each cycle consists of two meetings. The data was taken before the learning process, during the learning and after learning process. This study was analyzed using quantitative descriptive descriptive techniques. The results of this study indicate that there is an increase in classroom learning and long jump skills by jumping and jumping. The class atmosphere is indicated by the activeness of the results from the first cycle to the second cycle of 100% of children in good category (B) and for the development of 95% prefix long jump basic children in the good category (B), 5% of children in the adequate category. Rejection of 95% of children in good category (B), 5% of children in sufficient category (C). As for landing, 89% of children are in good category (B), 11% of children are in the adequate category (C).

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