Abstract:Students can understand and master learning materials if the learning process uses tools and materials called learning media. The tool can be in the form of physical objects, technology or a combination of the two things…
that are made to communicate information effectively and provide good understanding facilities. Teachers will find it easier to teach when they are able to use learning media as a means when teaching, because the function of learning media is not only as a means of teaching, but also as a way for teachers to make students active and happy to learn. This study aims to describe the use of PhET simulation as a learning medium in traveling and stationary wave theory. This article uses the literature study methodology. The stages in using the literature method include observing, analyzing, then identifying, then providing interpretation, and finally in the form of some evaluation of the research that has been done. There are 25 publication articles obtained from various domestic sources analyzed in this article. The articles used were reported from 2018 to 2024. By using PhET simulation, it feels easier to practice compared to real practicum, because visible media allows users to be more active in presenting subjects that are mastered, especially in traveling and stationary wave material. And by using this PhET virtual media makes students tend to be active and very enthusiastic in the learning process because the appearance of the PhET media is very different from other media. Based on this research, it can be concluded that learning stationary wave and traveling wave material can improve learning outcomes and improve critical thinking skills.
Abstract:The objective of this research is to provide engaging and tailored learning materials that cater to the needs of students, facilitating comprehension and playing a vital part in achieving academic achievement. This study…
employs the Research and Development (R&D) methodology. Through the utilization of research and development (R&D), the primary focus of investigation can be directed towards the creation, advancement, and assessment of learning media in terms of design and viability. The end result is an Android game that serves as a learning tool for computer system topics. The assessment findings indicate that the storyboard design has achieved a validity score of 4.91 out of 5, placing it in the “Very Good” category. The score was derived from the evaluation of two design professionals. The initial design expert assigned a validity score of 4.88, while the second design expert assigned a validity score of 4.94 on a 5-point scale. These scores indicate that the research results fall into the “Very Good” category. According to the assessment conducted by linguists, the language employed in creating the tale has been given a validity score of 4.73 out of 5, placing it in the “Very Good” category. The score was derived from two linguists. The initial linguist assigned a validity score of 4.5, while the second linguist assigned a validity score of 4.7 on a 5-point scale. These scores placed the results of the study in the “Very Good” category. The study has reached its conclusion. The development step use the RPG Maker MV program. The development results include the creation of various maps such as the devil's palace map (for the purpose of kidnapping the royal princess), prologues 1 and 2, the map inside the king's palace, the map outside the king's palace, the village map, the library map, the sword shop map, the armor shop map, the forest map, the bridge map, the desert map, the cave map, the magma map, the devil's palace outer map, the devil's palace inside map, the king's palace page map, and the epilogue.
Abstract:Students can recognize gaining knowledge of material if in the mastering manner they use gear and substances referred to as getting to know media. This tool can take the shape of a physical item, inclusive of sporting out…
out experiments to understand standards in actual terms,
along with melting experiments to search for string wavves. Waves are also known as
vibration phenomena that propagate via a medium or maybe without a medium, these
vibrations may be idea of as oscillations that pass from one factor to another, because the
characteristic of an test is real and additionally uses teaching equipment, as well as an
approach for educators to make college students lively and satisfied in studying. This
observe ambitions to analyze the Melde experiment that's usedto decide the traits of waves
in strings. The test become accomplished by using striking a string and growing waves with
a certain frequency. The analysis effects display that Melde's experiment is powerful in
figuring out the properties of waves in strings, the results of those findings may be utilized
in various fields together with physics and engineering. This research utilized literature as
a method, examine methodology. The ranges in the use of the literature technique are looking
at, analyzing, then figuring out, then ultimately several opinions of the research that has
been achieved. There are 25 published articles acquired from various domestic assets
analyzed in this article. via wearing out a Melde test to determine a wave on a string,
students can discover the primary concepts of mechanical waves and college students begin
to have direct enjoy the use of the Melde experiment. And by means of sporting out the Melde
experiment students can be encouraged to recognize the role of tension, string density, and
string duration within the formation of status waves via statistics evaluation from their
personal experiments and are capable of increase students' talents in facts collection,
information evaluation, and the software of bodily principles to waves on strings in context,
experimental.
Abstract:The objective of this study is to create augmented reality educational tools for teaching software introduction topics at Singkawang 4 State Middle School. Evaluating the viability and user reception of educational content…
nt delivered through augmented reality technology. Methods of data collection involving interviews and questionnaires. The data analysis technique employs descriptive statistics. The ADDIE paradigm is employed in the research and development process. This learning media is developed through a sequential process consisting of five stages: analysis, design, development, implementation, and evaluation. The participants in this study were eighth-grade students from Singkawang 4 State Middle School. The product feasibility testing step was conducted by a pair of media specialists and one material specialist. The research findings indicated that the feasibility evaluation conducted by media specialists obtained a score of 155 out of a total possible score of 168, placing it in the “very feasible” category. The examination conducted by material experts achieved a score of 71 out of a possible 80, placing it in the “very feasible” category. The mean score attained from the extensive evaluation of 33 eighth-grade students at Singkawang State Middle School 4 was 2550 out of a possible maximum score of 3036. The assessment categorized the score as “highly appropriate” for utilization as a learning tool.
Abstract:Self-reward is used as a sign of appreciation and reward for individuals for the efforts that have been passed before. High school kids' self-rewarding can play a significant part in piquing their interest in learning. Giving…
iving appreciation to oneself or doing self-reward needs to be done by some students because by doing self-reward students can give appreciation for the endeavors undertaken and feel happy to be able to maintain mental health. This research uses the literature review research method. This study adopts a qualitative methodology, as well as the methods for data analysis used are those that include content analysis. This research is also used in three actions: data gathering, reducing, presenting, and making conclusions. This investigation concludes that the use of the self-reward strategy is important for students to develop learning achievement. Additionally, self-reward can foster learning motivation among students.
Abstract:This research aims to discuss the importance of learning as a process that involves direct experience and not just remembering information. Researchers use a constructivist approach in social studies learning to see how…
students are engaged and their learning outcomes. Constructivism emphasizes the importance of a learning environment that can support students in developing their own perspectives. Through qualitative research methods with the type of library research, this research focuses on how to implement social studies learning using a constructivist approach because the challenges and teaching of social studies are often associated with still using traditional learning which tends to be monotonous and does not encourage student involvement. The research results show that the constructivist approach can actually provide social studies teachers with access to choose appropriate learning rules, provide opportunities to make their own assessments and of course can reduce the teacher's burden because the teacher only acts as a facilitator.
Abstract:Abstract To improve Social Sciences (IPS) learning outcomes, interesting learning media such as comics are needed which are the focus of research. The research will examine how the use of comics as learning media can influence…
fluence student learning outcomes. This research uses literature studies to collect and analyze various appropriate data related to the use of comics in social studies learning in junior high schools. The research results show that the use of comic media improves student learning outcomes, especially in social studies learning compared to the use of other learning media. Apart from learning outcomes, student motivation also increases significantly in social studies learning because comics make it easier for students to understand the information in them.
Abstract:The formulation of the objectives of this research is: (1) to find out PAI learning planning at the Qorrota A'yun Integrated Islamic Elementary School (SDIT) and Al-Khoiriyyah Madrasah Ibtidaiyah (MI); (2) to determine the…
he implementation of learning at the Qorrota A'yun (SDIT) and Al- (MI); (3) to find out the evaluation of learning at the Qorrota A'yun Integrated Islamic Elementary School (SDIT) and Al-Khoiriyyah Madrasah Ibtidaiyah (MI). The research method uses a qualitative approach while the subjects of this research are Islamic Religious Education (PAI) teachers, deputy head of curriculum and school principals at SDIT Qorrota A'yun and MI Al-Khoiriyyah. The results of this research are (1) Concept of Learning Planning for Islamic Religious Education (PAI) at SDIT Qurrota A'yun and MI Al-Khoiriyyah by first making a Learning Implementation Plan (RPP) according to the syllabus; (2) The implementation of PAI learning at SDIT Qurrota A'yun and MI Al-Khoiriyyah at SDIT Qurrota A'yun is held in two meetings a week, while at MI Al-Khoiriyyah it is held every day because PAI subjects are explained more specifically; (3) Evaluation of PAI learning at SDIT Qurrota A'yun and MI Al-Khoiriyyah carried out as in general schools with various written, oral and general practical tests.
Abstract:Penelitian ini dilakukan untuk mengkaji dampak penerapan model Pembelajaran Berbasis Masalah (PBL) terhadap hasil belajar matematika siswa pada topik perbandingan di Sekolah Dasar Swasta AlWashliyah 80 Kisaran. Metode penelitian…
nelitian yang digunakan Adalah eksperimen dengan pendekatan kuantitatif. Teknik pengambilan sampel yang dipilih adalah pengambilan sampel klaster, yang melibatkan siswa dari kelas VI B dan VI C sebagai subjek penelitian.Teknik analisis data yang digunakan meliputi uji normalitas Shapiro-Wilk dan uji-T untuk pengujian hipotesis. Hasil uji normalitas menunjukkan bahwa data dari kedua kelas tersebut berdistribusi normal, dengan nilai signifikansi sebesar 0,052 untuk kelas eksperimen dan 0,693 untuk kelas kontrol; kedua nilai tersebut melebihi 0,05. Hasil pengujian hipotesis menunjukkan nilai Sig. (dua sisi) sebesar 0,000 < 0,05; oleh karena itu, H₀ ditolak dan H₁ diterima. Hal ini membuktikan bahwa terdapat perbedaan yang signifikan dalam prestasi belajar matematika antara siswa yang menggunakan model PBL dan mereka yang belajar secara konvensional. Oleh karena itu, model Pembelajaran Berbasis Masalah telah terbukti efektif dalam meningkatkan prestasi belajar matematika siswa.
This study was conducted to examine the impact of implementing the Problem-Based Learning (PBL) on students’ mathematics learning outcomes in the topic of ratios at AlWashliyah Private Elementary School 80 Kisaran. The research method used was an experiment with a quantitative approach. The sampling technique selected was cluster sampling, involving students from classes VI B and VI C as research subjects. The data analysis techniques used included the Shapiro-Wilk normality test and the t-test for hypothesis testing. The results of the normality test indicated that the data from both classes were normally distributed, with significance values of 0.052 for the experimental class and 0.693 for the control class; both values exceeded 0.05. The results of the hypothesis testing showed a Sig. (two-tailed) value of 0.000 < 0.05; therefore, H₀ was rejected and H₁ was accepted. This proves that there is a significant difference in mathematics achievement between students who used the PBL model and those who learned conventionally. Therefore, the Problem-Based Learning model has been proven effective in improving students’ mathematics achievement.
Abstract:Penelitian ini bertujuan untuk menganalisis pengaruh model Problem Based Learning (PBL) berbasis Wayground dengan pendekatan deep learning terhadap keterlibatan murid dalam pembelajaran Biologi di SMA Negeri 11 Kota Jambi.…
i. Keterlibatan murid yang rendah menjadi permasalahan utama dalam proses pembelajaran, sehingga diperlukan inovasi model pembelajaran yang dapat meningkatkan keterlibatan secara komprehensif mencakup dimensi behavioral, emotional, cognitive, dan agentic engagement. Penelitian menggunakan metode Pre-Experimental dengan desain One Group Pretest-Posttest. Sampel penelitian adalah 36 murid kelas XI F1 yang dipilih secara random sampling. Instrumen yang digunakan berupa angket keterlibatan murid dan lembar observasi. Data dianalisis menggunakan uji Sign Test dan uji Effect Size. Hasil penelitian menunjukkan adanya peningkatan keterlibatan murid pada keempat dimensi setelah perlakuan. Uji Sign Test menghasilkan nilai signifikansi 0,012 (<0,05), sehingga H₀ ditolak. Effect Size diperoleh sebesar 0,417 yang termasuk kategori sedang. Hasil observasi juga mendukung temuan angket dengan skor rata-rata 3,00 (kategori Baik) pada semua dimensi. Disimpulkan bahwa model PBL berbasis Wayground dengan pendekatan deep learning berpengaruh positif dalam kategori sedang terhadap peningkatan keterlibatan murid dalam pembelajaran Biologi. Penelitian ini diharapkan dapat menjadi referensi bagi guru dalam mengembangkan pembelajaran yang lebih aktif, interaktif, dan bermakna.