Increased Learning Activities Toward Economis Learning Trhough Game-based Learning Model Using Wordwall Media DOI Open Access

Rani Faniamawati,

Buchori Agus Wahyudi,

Dhiah Fıtrayatı

и другие.

Jurnal Pendidikan dan Kebudayaan Missio, Год журнала: 2023, Номер 15(2), С. 129 - 140

Опубликована: Июль 22, 2023

The 21st century education is student-centered and can not independent of technological development. Based on observations in the class X-7 SMA Negeri 1 Driyorejo, learning activities at low levels, this activity appears to be based using a group discussion method. Viewing such activities, researchers are intended implement game-based model as an effort improve student activities. Thus, research was conducted with aim increasing students economics through wordwall media. This study consists two cycles four stages each which planning, implementation, observation, reflection. instruments used observation sheets 7 aspects indicators used. 1) participating assignments; 2) involved problem solving; 3) ask teacher or friends if they do understand issue; 4) trying find information needed for 5) carry out discussions instructs; 6) assessing abilities results; 7) use apply what found completing task. result that models media increase economic learning.

Язык: Английский

Pemanfaatan Wordwall pada Model Game Based Learning terhadap Digitalisasi Pendidikan Sekolah Dasar DOI Open Access

Lovandri Dwanda Putra,

Nabilah Dwi Arlinsyah,

Fahmi Rosyad Ridho

и другие.

Jurnal Dimensi Pendidikan dan Pembelajaran, Год журнала: 2024, Номер 12(1), С. 81 - 95

Опубликована: Янв. 30, 2024

Berkembangnya teknologi dengan pesat di era ini membawa tantangan baru khususnya dalam pembelajaran. Tujuan penelitian adalah untuk membangkitkan minat siswa sekolah dasar belajar bantuan teknologi, yaitu Wordwall. Dengan metode studi literatur yang mengumpulkan berbagai sumber dari jurnal terkait kemudian, dapat diketahui bahwa faktor utama dimana memberikan pengaruh ketertarikan rendah mengajar membuat bosan. Game Based Learning (Pembelajaran berbasis permainan) bisa dijadikan alternatif permasalahan ini. cara menerapkan permainan sebagai penunjang proses pelajar dan diharapkan jalan keluar segala masalah Metode mencakup pemanfaatan digital sehingga mempermudah pekerjaan kita karena lebih efektif, efisien, mudah beradaptasi perkembangan ada. Pemanfaatan Wordwall berfungsi alat penilaian menyenangkan bagi siswa, belajar, serta media pembelajaranbisa menjadi solusi. Selain itu digunakan mengetahui tingkat kemampuan siswa. Melalui game, menaikkan keahlian berpikir kritisnya, terutama menganalisis data diterimanya agar menentukan langkah-langkah mengambil keputusan dibutuhkan pilihan. Hasil terhadap tersebut memperlihatkkan bagaimana kemauan belajar. Hal tercermin aktivitas peserta didik. Terlihat jelas hasil terlihat partisipasi aktif pada banyak kegiatan Kriteria diukur menggunakan indikator, saat menjalani mengisi absensi, menyelesaikan tugas tidak terlambat, pertanyaan mengenai materi belum dimengerti

Процитировано

7

The Effect Of Application Of Wordwall Gamification Media In Accounting Learning On Vocational Students' Learning Interest In Sukoharjo DOI Creative Commons

Theodora Fausta Ayu Gracia,

Diah Susanti

International Journal of Educational Development, Год журнала: 2024, Номер 1(3), С. 45 - 60

Опубликована: Июнь 21, 2024

This research aims to examine the effect of application gamification learning media in accounting on interests students SMKN Sukoharjo. The population this study was first grade (class X) Accounting and at writer used random sampling technique choose sample. There were 36 X AKL B as experimental class C control class. uses an method with a quasi approach. collecting data observation questionnaire. techniques analyzing paired sample t-test, independent N-Gain. results showed that there significant difference students' interest. It proven by acquisition t-test test significance level 0.000 <0.05. In obtained value N-Gain score 0.38 or 0.38> 0.3. addition, average interest after treatment 79.81 higher than which had 72.19. Thus it can be concluded affected basic

Язык: Английский

Процитировано

1

Penerapan Media Inovatif Berbasis Problem Based Learning sebagai Upaya Mengatasi Kesulitan Belajar Peserta Didik pada Pembelajaran Pendidikan Pancasila di Sekolah Dasar DOI Creative Commons

Anis Indira Dwi Saputri,

Ervitaviyan Wahyu Putri Pangestu,

Susilo Tri Widodo

и другие.

Jurnal Basicedu, Год журнала: 2023, Номер 7(6), С. 3548 - 3558

Опубликована: Дек. 10, 2023

Penelitian ini bertujuan untuk mengetahui penerapan media inovatif berbasis Problem Based Learning sebagai upaya mengatasi kesulitan belajar peserta didik pada pembelajaran pendidikan pancasila kelas 1 SD Negeri Kuningan 01 Kota Semarang. Jenis penelitian yang digunakan yaitu kualitatif deskriptif dengan 3 kali pertemuan (Pra siklus, Siklus I, dan II). Sampel diambil jumlah 28 didik. Teknik pengumpulan data menggunakan wawancara, observasi, dokumentasi. Hasil menunjukan bahwa adanya lebih dipahami oleh serta aktif dalam kegiatan pembelajaran. Melalui hasil nilai rata-rata siklus I diperoleh 79 II terjadi peningkatan sebanyak 87. Dengan demikian signifikan.

Процитировано

2

Pelatihan Implementasi Media Interaktif Wordwall untuk Menciptakan Lingkungan Belajar yang Inovatif dan Kreatif DOI Creative Commons
Firdiawan Ekaputra, Haryanto Haryanto,

Wilda Syahri

и другие.

I-Com Indonesian Community Journal, Год журнала: 2024, Номер 4(3), С. 1835 - 1842

Опубликована: Сен. 2, 2024

Guru SMA Negeri 2 Muaro Jambi belum banyak yang memahami mengenai media interaktif seperti aplikasi wordwall serta pembelajaran masih didominasi powerpoint dikarenakan minimnya referensi dalam mengembangkan alternatif dapat memotivasi peserta didik belajar. Tujuan kegiatan ini adalah melatih keterampilan guru mengimplementasikan untuk menciptakan lingkungan belajar inovatif dan kreatif. Kegiatan pelatihan implementasi dilakukan di pada tanggal 17 Juli 2024 diikuti oleh 32 dari seluruh bidang studi. Metode digunakan meliputi analisis awal bertujuan mengetahuti permasalahan sekolah mitra, pelaksanaan, evaluasi pelatihan. Berdasarkan telah dilaksanakan menunjukkan antusias sangat tinggi wordwall. Hasil isian angket peningkatan memperoleh nilai tertinggi yaitu sebesar 4,72 skala 5.

Процитировано

0

Contribution of Children's Literature in the Formation of Character of Elementary School Children DOI Creative Commons

Eni Astuti Ni Putu,

Ni Made Rely Indah Sari

Mudra Jurnal Seni Budaya, Год журнала: 2024, Номер 39(4), С. 519 - 528

Опубликована: Окт. 20, 2024

This study aims to describe the contribution of children's literature in character education and selection according developmental stage elementary school children. is a qualitative-descriptive library research type. Data collection techniques are by searching for sources constructing from books on accredited journals, then analyzing critically in-depth. Based results data analysis, it can be explained that emotional aspect obtained demonstrations life as demonstrated characters story so children will learn how manage their emotions not harm themselves others. In intellectual aspect, contains sequencing plot logic support use minds think, understand criticize stories they get. imagination, its attract child's entire self. With this, child gains an extraordinary experience significantly correlated with creativity provoke growth development creativity. social demonstrates interactions supports maximizing proximal zone. addition, educational connected aspects exploration discovery, language, beauty, multicultural insight, reading habits influence literacy culture, which very necessary facing progress science technology this era.

Язык: Английский

Процитировано

0

Needs and Profile of Game Temanggung Library (GATEL) for Madrasah Ibtidaiyah in Temanggung Regency: A Preliminary Study DOI Creative Commons
Hamidulloh Ibda,

Shevia Putri Maharani,

Kuni Milata Zakia

и другие.

FIKROH Jurnal Pemikiran dan Pendidikan Islam, Год журнала: 2023, Номер 16(2), С. 94 - 103

Опубликована: Июль 5, 2023

This research-based community service aims to analyze the overview and media needs of Game Temanggung Library (GATEL) in Madrasah Ibtidaiyah Regency by applying a survey method with cross-sectional type in-depth interviews. The findings this article refer ten criteria. First, 100% assisted subjects have no games for learning. Second, not having is because there training, ignorance, unfamiliarity games. Third, has never been training on making all subjects. Fourth, condition students playing games, data obtained 60% often, 40% ever, 0% never. Fifth, names games/types played very diverse, namely LoL Jigsaw Puzzles E-Sport, LEGO Nijago, Once Upon Tower. Sixth, integrated into learning often 0%, quite less as much 100%. Seventh, causes without being directed teacher cannot direct planning, assistance, lack concern, accompanied parents teachers, noticed teacher. Eighth, knowledge educational that 80% know 20% do not. Ninth, teachers' Homer, Prodigy Math, Buzzmath, Robot School, PBS Kids, Time Tribe, One Globe Kids teachers know, know. last aspect provided input need rarely or

Язык: Английский

Процитировано

0

Increased Learning Activities Toward Economis Learning Trhough Game-based Learning Model Using Wordwall Media DOI Open Access

Rani Faniamawati,

Buchori Agus Wahyudi,

Dhiah Fıtrayatı

и другие.

Jurnal Pendidikan dan Kebudayaan Missio, Год журнала: 2023, Номер 15(2), С. 129 - 140

Опубликована: Июль 22, 2023

The 21st century education is student-centered and can not independent of technological development. Based on observations in the class X-7 SMA Negeri 1 Driyorejo, learning activities at low levels, this activity appears to be based using a group discussion method. Viewing such activities, researchers are intended implement game-based model as an effort improve student activities. Thus, research was conducted with aim increasing students economics through wordwall media. This study consists two cycles four stages each which planning, implementation, observation, reflection. instruments used observation sheets 7 aspects indicators used. 1) participating assignments; 2) involved problem solving; 3) ask teacher or friends if they do understand issue; 4) trying find information needed for 5) carry out discussions instructs; 6) assessing abilities results; 7) use apply what found completing task. result that models media increase economic learning.

Язык: Английский

Процитировано

0