Journal Universitas Pasundan
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PENGARUH MODEL PEMBELAJARAN DISCOVERY LEARNING DENGAN MEDIA INTERAKTIF ANIMASI TERHADAP HASIL BELAJAR SISWA PADA PELAJARAN IPA KELAS V SD SWASTA FREE METHODIST 2 MEDAN
This research aims to 1.) Find out whether using animated interactive media can improve student learning outcomes in science learning class VA at Free Methodist 2 Medan Private Elementary School. 2.) Know how learning is implemented after using the Discovery Learning learning model assisted by Animation Interactive Media in science lessons in the VA class of Free Methodist 2 Medan Private Elementary School. 3.) Find out whether there is an influence of animated interactive media on student learning outcomes in science learning class VA at Free Methodist 2 Medan Private Elementary School. This research method is quantitative research. The design of this research uses posttest and pretest experiments, with a sample of VA class research totaling 25 students. Data collection techniques in the study used observation, questionnaires, tests and documentation. Data analysis techniques used Correlation Coefficient Test and Hypothesis Test. There is an influence of the Discover Learning learning model on student learning outcomes in science lessons in class VA of Free Methodist 2 Medan Private Elementary School in the 2023/2024 Academic Year. It can be seen from the average pretest score of students of 47.52 and the average posttest score of students of 83.12. Based on the results of the hypothesis test (t-test) with a thieung value ≥ trabel, namely 6.620 ≥ 1.708 at a significance level of 0.000 <0.05. These data can show that Ha is accepted, namely there is an influence between the Discover Learning learning model (X) and student learning outcomes (Y)
MENINGKATKAN HASIL BELAJAR SISWA MELALUI PENERAPAN MODEL DISCOVERY LEARNING BERBANTUAN VIDEO PEMBELAJARAN MATERI BUNYI DAN SIFATNYA KELAS V SDN 89 SIPATANA
The formulation of the problem in this research is "Can the application of the Discovery Learning model assisted by Video Learning on sound material and its properties improve the learning outcomes of class V students at SDN 89 Sipatana?". The aim of this research is to improve student learning outcomes through the application of the Discovery Learning model assisted by Video Learning on sound material and its characteristics for class V SDN 89 Sipatana. The research method used is Classroom Action Research (PTK) using observation, test and documentation data collection techniques with the research subjects being class V students with a total of 19 students. The indicator of the success of the action is marked by a minimum of 80% of students' overall learning outcomes reaching a KKTP score of 75. The research results show that the application of the Discovery Learning model assisted by Learning Videos applied in class V at SDN 89 Sipatana can improve student learning outcomes. In cycle I, student learning outcomes that met the minimum completeness standard were 57.89%. Then it increased to 84.21%, meaning there was an increase from cycle I to cycle II of 26.38%. It can be concluded that the application of the Discovery Learning model assisted by Learning Videos can improve student learning outcomes in the science and science learning content in class V at SDN 89 Sipatana
DAMPAK GAME ONLINE TERHADAP KONSENTRASI DAN HASIL BELAJAR SISWA DI KELAS
The rapid advancement of digital technology has led to the rise of online gaming, which has significantly affected various aspects of daily life, including education. This study aims to analyze the impact of online games on students' concentration and academic performance in the classroom. Online games can have both positive and negative effects on students. On the positive side, certain games are designed to enhance cognitive skills, such as critical thinking, strategy, and teamwork. However, the negative effects are more pronounced in students who become addicted to online gaming. Excessive time spent playing games can interfere with study time, reduce concentration in class, and hinder academic achievement. Students who frequently play online games tend to be more easily distracted, struggle to maintain focus, and become disengaged during lessons. Research findings indicate a significant negative correlation between the amount of time spent playing online games and academic performance. Students who spend longer hours gaming tend to have lower academic scores compared to those who game less. Therefore, it is crucial for schools and parents to monitor online game usage and set appropriate time limits to prevent it from disrupting effective learning
PROFIL KONDISI FISIK WUSHU SANDA PPLOP JAWA TENGAH TAHUN 2023
Physical condition is really needed by athletes as evaluation material to find out how far the goals achieved from the results of their training. The aim of this research is to determine the Physical Condition Profile of Wushu Sanda PPLOP Central Java in 2023. The method used is descriptive quantitative. The sampling technique uses total sampling because the population is less than 30 people. The data collection technique uses physical condition measurement tests. Data analysis used descriptive statistics with SPSS version 25. The results showed that the physical condition in each test for 30 meter running speed was in the very good category, abdominal muscle strength in the good category, arm muscle strength in the medium category, leg muscle strength in the medium category, flexibility in the very good category, agility in the very good category. , endurance in the poor category, shoulder muscle strength in the very good category, 300 meter running speed in the medium category, and arm muscle strength in the very good category. The conclusion of this research is that the active physical condition profile of Wushu Sanda PPLOP Central Java in 2023 based on the t score in the "Very Poor" category is 14.29%, the "Poor" category is 14.29%, "Fair" is 42.86%, and the "Good" category was 28.57%. Meanwhile, based on the average value of 500.05, the active physical condition profile of Wushu Sanda PPLOP Central Java in 2023 is included in the "sufficient" category
PENGARUH MEDIA PEMBELAJARAN BERBASIS GAME EDUKASI WORDWALL TERHADAP HASIL BELAJAR SISWA KELAS IX DI UPT SPF SMP NEGERI 21 MAKASSAR
Wordwall learning media impact research on learning class ix in upt SPF 21st country junior high school makassar. The study was intended to learn how to influence learning media based on the game the education on wordwall to students in upt SPF 21st country junior high school. The sample in this study is a class ix f upt SPF public junior high school of 28 people/respondents. The design of the research used in this study was one shot case design, where it was done to compare the conditions before and after being treated in the learning process. Studies have shown that the use of the mobile media game education on wordwall is affecting students' learning on Indonesian subjects, especially narrated text material.
PENERAPAN KONSEP PEWARNAAN GRAF DALAM PENYUSUNAN JADWAL PELAJARAN MENGGUNAKAN ALGORITMA RECURSIVE LARGEST FIRST DI SMAN 1 AIKMEL TAHUN AJARAN 2024/2025
The problem of scheduling teaching and learning activities is a problem that occurs at SMAN 1 Aikmel. The problem is that there are several teachers teaching two different subjects at the same time in different classes. This problem will be solved by applying the concept of graph coloring using an algorithm Recursive Largest First. This article presents the application of the concept of graph coloring in preparing a schedule for teaching and learning activities at SMAN 1 Aikmel. Based on the scheduling data, the adjacency matrix of the scheduling graph is obtained. By using an algorithm Recursive Largest First The chromatic number is 3. Apart from that, it is also found that the maximum number of nodes in one color is 23 nodes. This shows that schedules can be made without overlap at SMAN 1 Ailkmel which has 23 rooms
PENERAPAN MODEL PEMBELAJARAN AUDITORY INTELLECTUALLY REPETITION TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS DITINJAU DARI PERBEDAAN GENDER DALAM MATERI BARISAN DAN DERET ARITMATIKA PADA SISWA SMA
This study aims to determine whether there is a difference in the auditory intellectually repetition learning model on mathematical problem solving abilities in terms of gender differences in the material of arithmetic sequences and series in high school students. This study is a quantitative study of the Quasy Experimental type. Data were obtained from a mathematical problem solving ability test given to students. The data analysis technique used a two-way ANOVA test and further testing using a multiple comparison test with the Sheffe method. Based on the results of the analysis and discussion of the research data, the results showed that the Auditory Intellectually Repetition learning model has better mathematical problem solving abilities than the direct learning model. Female students have better mathematical problem solving abilities than male students. in the category of the Auditory Intellectually Repetition model and the direct learning model, female students have better mathematical problem solving abilities than male students. In the category of female and male students, the Auditory Intellectually Repetition model has better mathematical problem solving abilities than the direct learning model
MODEL PEMBELAJARAN TEAM GAME TOURNAMENT (TGT) MENINGKATKAN HASIL BELAJAR MACECIMPEDAN SISWA KELAS 5 SD N 2 PEDAWA
This study aims to improve students' understanding of macecimpedan lessons using the Team Game Tournament (TGT) Learning Model for 5th grade students of SD N 2 Pedawa. This study uses qualitative and quantitative descriptive data. The subjects of this study were 5th grade students of SD N 2 Pedawa, and the object of research in this study was the Team Game Tournament (TGT) Learning Model. This research method uses a test sheet for each student in order to determine the students' abilities and understanding of macecimpedan lessons. This study obtained results, namely an increase in students' understanding when using the Team Game Tournament (TGT) Learning Model, namely from 66.87 to 83.12. The implications of this study are an increase in student learning when learning using the Team Game Tournament (TGT) Learning Model
PROSEDUR PENGEMBANGAN BAHAN AJAR PENDIDIKAN AGAMA ISLAM (PAI)
This article aims to discuss the procedures for developing PAI teaching materials. The literature review research method was used to understand key concepts and best practices in developing PAI teaching materials. The main data sources include literature from the fields of Islamic Religious Education and educational psychology, as well as the views of educational practitioners involved in the development process. Data collection techniques include searching, selecting and analyzing relevant literature to formulate a comprehensive framework for compiling effective PAI teaching materials. The results of the systematic and comprehensive development of Islamic Religious Education (PAI) teaching materials show a significant increase in students' motivation and understanding of the material. The discussion in this article highlights that teaching materials that are designed in an attractive and easy to understand manner can facilitate a more effective learning process. It was also stated that the stages of needs analysis, design, development, implementation and evaluation are a systematic approach that is crucial in creating responsive and relevant teaching materials. The importance of understanding the local context and characteristics of students is emphasized as an essential factor in ensuring the success of developing teaching materials. Continuous evaluation of the teaching materials that have been developed is necessary for adaptation and quality improvement according to practical feedback. In conclusion, the development of effective PAI teaching materials not only supports students' learning needs but also strengthens teachers' capacity to deliver the material efficiently
STRATEGI GURU DALAM MENGEVALUASI PEMBELAJARAN DENGAN APLIKASI KAHOOT DI UPT SD NEGERI SINAR MULYO
This study aims to describe teacher strategies in evaluating learning using the Kahoot Application at UPT SD Negeri Sinar Mulyo, as well as to analyze the obstacles faced and the effectiveness of the strategies applied. The method used is descriptive qualitative research with the research subjects being grade IV teachers. Data collection techniques in this study were carried out through interviews, observations, and documentation, while data analysis techniques used data reduction techniques, data presentation, and drawing conclusions. The results of the study showed that teachers have a good understanding of Kahoot and have integrated it into the learning process since 2021. Thorough preparation was carried out by compiling question grids and integrating Kahoot with Google Classroom. In its implementation, Kahoot was used as a formative evaluation and ice-breaking tool, which succeeded in creating an interactive classroom atmosphere. Although there were obstacles such as internet network problems, teachers were able to overcome them by changing service providers and taking technology training. The effectiveness of using Kahoot can be seen from the increase in student participation and motivation. This study concludes that Kahoot is an effective evaluation tool in increasing student engagement, and provides recommendations for ongoing training for teachers and improving technology infrastructure in schools