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Journal : JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan

Pengaruh Media Interaktif Berbasis Power point Terhadap Hasil Belajar IPS Kelas IV Sekolah Dasar Roehmatulloh, Dwi Novela; Susilo, Tri Achmad Budi; Maqfiro, Mochammad Ludfy Hadis
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 8, No 2 (2024): MEI (JIKAP PGSD)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v8i2.61188

Abstract

This study aims to improve learning outcomes by using interactive media based on power point. This type of research is a Quasi Experiment Desaign, with the Nonequivalent Pretest-Postest desaign the sample used amounted to 30 students who were divided into 2 classes, namely class IV-A as the experimental class and class IV-B as the control class. The instruments used are pretest-posttest questions and student response questionnaire sheets. There is a difference in the average learning outcomes in the control class of 63.33% and the experimental class of 88.66%. The influence of this media on learning outcomes is proven through several tests, namely validity, reliability, normality and hypothesis testing. The t test results show t (3.567) > t table (2.160) and (0.003) < (0.005) meaning that H0 is rejected and the results of student responses in interactive media get a score of 81% in the very good category. Based on the acquisition of the percentage above the effect of interactive media based on power point provides an increase in social studies learning outcomes grade IV elementary school.
Pengaruh Media Board Game Terhadap Hasil Belajar Siswa Pada Pembelajaran Matematika Kelas II Sekolah Dasar Ayu Ilmiyah, Elina; Susilo, Tri Achmad Budi; Maqfiro, Mochammad Ludfy Hadis
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 8, No 2 (2024): MEI (JIKAP PGSD)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v8i2.61182

Abstract

Mathematics learning is compulsory learning at every level of eduction. The low understanding of students during mathematics learing can produce suboptimal learning outcomes. The gives significant confidence for researchers to use board game media in examining research problems. The purpose of conducting research using quantitative experimental methods that apply a Nonequivalent Control Group design aims to determine whether or not there is an influence of board game media on student learning outcomes in grade II elementary school mathematics learning. The instrument used are pretest, posttest and student response questionnaires. There is a difference in the average learning outcomes in the experimental class obtained a value of 90,66 while in the control class obtained a value of 62,66. The results of the test t (4,315) > t table (2,160) with a p-value of 0,001 < 0,05 which means H0 is rejected. Then the results of the student response questionnaire in learning using the board game media are 82%.