INNOVATION OF INTERACTIVE MULTIMEDIA IN EFFORTS TO INCREASE CREATIVITY AND SOCIOLOGY LEARNING OUTCOMES FOR CLASS XI IPS 5 AT SMA N 1 PASAMAN

Ossy Ana Prima, S. Anwar
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Abstract

This research was structured with the aim of students' creativity and learning outcomes using interactive multimedia innovations for class XI IPS 5 SMAN 1 Pasaman, Academic Year 2021/2021. Creativity and learning outcomes are referred to in this study, namely the ability of students to provide an active and creative attitude in learning and the bias to give good learning outcomes during the implementation of learning. The type of this research is Classroom Action Research (CAR), in which the teacher is the implementer of learning as well as the researcher. This research design uses a model. This research was carried out in the even semester of the 2019/2020 school year, namely in March. The subjects of this study were students of class XI IPS 5 consisting of 34 students. The object of research is the creativity and learning outcomes of students. Data collection techniques using observation and interviews. Data were analyzed descriptively and presented in tabular form. The results showed an increase in students' creativity and learning outcomes, namely in the first cycle. In the first cycle, students' learning mastery increased by 70.58% (initial condition 8.82% increased to 70.58%). In the second cycle, with the improvement and modification of learning multimedia, accompanied by the management of group formation and the provision of rewards, student learning outcomes increased by 88.23% (the condition of the first cycle increased 70.58% to 88.23%). Learning achievement in cycle II has met the indicators of success because 75% of students have reached the KKM. Data were analyzed descriptively and presented in tabular form. The results showed an increase in students' creativity and learning outcomes, namely in the first cycle. In the first cycle, students' learning mastery increased by 70.58% (initial condition 8.82% increased to 70.58%). In the second cycle, with the improvement and modification of learning multimedia, accompanied by group formation management and giving rewards, student learning outcomes increased by 88.23% (the condition of the first cycle increased 70.58% to 88.23%). Learning achievement in cycle II has met the indicators of success because 75% of students have reached the KKM. Data were analyzed descriptively and presented in tabular form. The results showed an increase in students' creativity and learning outcomes, namely in the first cycle. In the first cycle, students' learning mastery increased by 70.58% (initial condition 8.82% increased to 70.58%). In the second cycle, with the improvement and modification of learning multimedia, accompanied by the management of group formation and the provision of rewards, student learning outcomes increased by 88.23% (the condition of the first cycle increased 70.58% to 88.23%). Learning achievement in cycle II has met the indicators of success because 75% of students have reached the KKM. student learning mastery increased by 70.58% (initial condition 8.82% increased to 70.58%). In the second cycle, with the improvement and modification of learning multimedia, accompanied by group formation management and giving rewards, student learning outcomes increased by 88.23% (the condition of the first cycle increased 70.58% to 88.23%). Learning achievement in cycle II has met the indicators of success because 75% of students have reached the KKM. student learning mastery increased by 70.58% (initial condition 8.82% increased to 70.58%). In the second cycle, with the improvement and modification of learning multimedia, accompanied by group formation management and giving rewards, student learning outcomes increased by 88.23% (the condition of the first cycle increased 70.58% to 88.23%). Learning achievement in cycle II has met the indicators of success because 75% of students have reached the KKM.
本研究所指的创造力和学习成果,即学生在学习中提供积极和创造性态度的能力,以及在学习实施过程中给予良好学习成果的倾向。这种研究的类型是课堂行动研究(CAR),在这种研究中,教师既是学习的实施者又是研究者。本研究设计采用模型。本研究在2019/2020学年的双学期,即3月份进行。研究的对象是学生的创造力和学习成果。使用观察和访谈的数据收集技术。对数据进行描述性分析,并以表格形式呈现。结果显示,学生的创造力和学习成果有所提高,即在第一个周期。在第一个周期中,学生的学习掌握程度提高了70.58%(从初始状态的8.82%提高到70.58%)。在第二个周期中,随着学习多媒体的改进和修改,加上小组组建的管理和奖励的提供,学生的学习成果提高了88.23%(第一个周期的情况提高了70.58%,达到88.23%)。第二阶段的学习成绩达到了成功的指标,因为75%的学生达到了KKM。对数据进行描述性分析,并以表格形式呈现。结果显示,学生的创造力和学习成果有所提高,即在第一个周期。在第一个周期中,学生的学习掌握程度提高了70.58%(从初始状态的8.82%提高到70.58%)。在第二个周期中,随着学习多媒体的改进和修改,并辅以分组管理和奖励,学生的学习成果提高了88.23%(第一个周期的情况提高了70.58%,达到88.23%)。第二阶段的学习成绩达到了成功的指标,因为75%的学生达到了KKM。对数据进行描述性分析,并以表格形式呈现。结果显示,学生的创造力和学习成果有所提高,即在第一个周期。在第一个周期中,学生的学习掌握程度提高了70.58%(从初始状态的8.82%提高到70.58%)。在第二个周期中,随着学习多媒体的改进和修改,加上小组组建的管理和奖励的提供,学生的学习成果提高了88.23%(第一个周期的情况提高了70.58%,达到88.23%)。第二阶段的学习成绩达到了成功的指标,因为75%的学生达到了KKM。学生的学习掌握程度提高了70.58%(从初始状态的8.82%提高到70.58%)。在第二个周期中,随着学习多媒体的改进和修改,并辅以分组管理和奖励,学生的学习成果提高了88.23%(第一个周期的情况提高了70.58%,达到88.23%)。第二阶段的学习成绩达到了成功的指标,因为75%的学生达到了KKM。学生的学习掌握程度提高了70.58%(从初始状态的8.82%提高到70.58%)。在第二个周期中,随着学习多媒体的改进和修改,并辅以分组管理和奖励,学生的学习成果提高了88.23%(第一个周期的情况提高了70.58%,达到88.23%)。第二阶段的学习成绩达到了成功的指标,因为75%的学生达到了KKM。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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