Nazzala Sophie Yustina
Universitas PGRI Mahadewa Indonesia

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UPAYA MENINGKATKAN HASIL BELAJAR SENI BUDAYA DENGAN PENERAPAN MODEL PROJECT BASE LEARNING (PjBL) MENGGUNAKAN MINDMAPPING PADA PESERTA DIDIK KELAS X BDPM 1 SMKN 2 DENPASAR SEMESTER 2 TAHUN 2022/2023 I Ketut Muada; Nazzala Sophie Yustina
JURNAL PENDIDIKAN DAN KEGURUAN Vol. 1 No. 1 (2023)
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

This research was structured to improve student learning outcomes in learning Arts and Culture using the Project Based Learning (PjBL) learning model for students in class X BDPM 1 SMKN 2 Denpasar in the 2022/2023 Academic Year. This type of research is Classroom Action Research (CAR). Based on the calculation of the value of learning outcomes, the results of student learning scores have fulfilled the requirements to continue in the next cycle, with an average score of 69.3 in cycle I. While in cycle II it was 73.4 so that the target of successful learning outcomes in cycle II was achieved and the average student learning outcomes have exceeded the Minimum Passing Criteria (KKM), which is 70.0 so that research can be stopped and continued with data analysis. Thus the use of Project Based Learning in the subject of Cultural Arts can increase the learning activity of students in class X BDPM 1 SMKN 2 Denpasar in the 2022/2023 Learning Year.
UPAYA MENINGKATKAN HASIL BELAJAR SENI BUDAYA MELALUI GAME TEBAK KATA PADA SISWA KELAS X BDPM 1 SMKN 2 DENPASAR SEMESTER 2 TAHUN 2022/2023 Nazzala Sophie Yustina
JIP: Jurnal Ilmu Pendidikan Vol. 1 No. 3 (2023): Agustus
Publisher : CV. Adiba Aisha Amira

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Abstract

The word guessing game media is a game that is able to cultivate students' memories and cohesiveness among students in groups. The purpose of this study was to determine the development of charades media, the feasibility of charades media, and students' responses to charades media. This research uses cooperative learning method. This research was conducted at SMK Negeri 2 Denpasar in class X BDPM 1 which was tested on students. The research used qualitative and quantitative data collection methods and the results of the data obtained used Likert and Guttman scale scores. From the results of the study, it shows that the percentage of material experts obtained is 87% and media experts is 88%. From the questionnaire that was tested on 20 students, it was 96.5%. It can be concluded that the word guessing game media is appropriate to be used as a medium of learning in art and culture material.