通过谜题媒体的使用,科学学习活动和结果的升级

Murti Rahayu
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Media puzzle juga disebut sebagai permainan edukasi karena bukan hanya permainan tetapi mengasah otak dan melatih antara kecepatan pikiran tangan, dengan begitu media puzzle dapat meningkatkan aktivitas dan hasil belajar siswa. Rata-rata hasil belajar siswa pada pra siklus 58,03, siklus I 70,31 dan siklus II 83,75 sedangkan ketuntasan belajar siswa pada pra siklus 30,43%,  siklus I 56,52% dan siklus II mencapai 95,8%. Jadi dapat disimpulkan bahwa dengan menggunakan media puzzle dapat meningkatkan aktivitas dan hasil belajar siswa dari pra siklus  sampai siklus II mengalami peningkatan belajar.Student learning outcomes in the teaching and learning process require the role of teachers who are creative and active in managing learning namely. Facts in the field found that there were science learning outcomes that did not meet the minimum completeness criteria, which was 75. Therefore, an innovative learning method was needed to make better memory retention about science material. 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引用次数: 0

摘要

学生在教学过程中的学习结果需要教师在管理学习过程中发挥创造性和积极的作用。现场发现的事实是,目前的科学研究还不符合至少75个百分点。因此,需要一种创新的学习方法来更好地保存对科学材料的记忆。本研究的主题是小学二班教师和小学二年级学生2017 /2020年Lebong年。32个。该研究包括三个周期的前期、第一个周期和第二次周期,以及四个阶段的计划、观察和反思。通过形成性测试和观察表收集数据的方法。用于学习的媒介是拼图。谜题媒体也被称为教育游戏,因为它不仅是一种游戏,而且是磨练大脑的游戏,以及在思维速度之间的训练,因此谜题媒体可以增加学生的活动和学习成果。学生平均学习成绩为58.03周期前期、I 70.31周期和II 83.75周期,而学生在pre - 3043%、I 56.52%周期和II周期为95.8%。因此,可以得出结论,使用拼图媒体可以增加学生的活动和学习结果,从pre -周期到II周期,增加学习。学生们学习到教学和学习过程中,他们重新认识了那些在管理学习过程中既有创意又有活力的教师的角色。在战场上发现的事实是,科学学习的结果是,至少没有遇到完整的critac,也就是75。这就是,an innovative学习方法是需要变得更好记忆retention关于科学材料。这项研究的题目是二年级和二年级国家小学91小学Rejang Lebong学年,共32人。这项研究考虑到3循环,namely pre - cycle, I - cycle II,有4阶段namely计划,行动观察和反射。如何收集数据通过formative测试和观察表。学习媒体是一个谜。媒体的谜题也被称为教育游戏,因为它不仅仅是一款游戏,而是把它的大脑和手思考的速度结合起来,所以媒体的谜题可以增加学生的活动和学习来了。平均学生学习前周期是58.03,第一周期是70.31,第二周期是83.75,学生学习前周期完全是30.43%,第一周期是55.2%,第二周期是95。因此,可以得出结论,使用媒体拼图可以增加学生的活动和学习
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Escalation Of Science Learning Activities And Outcomes Through The Use Of Puzzle Media
Hasil belajar siswa dalam proses belajar mengajar diperlukan peran guru yang kreatif dan aktif dalam mengelola pembelajaran yakni. Fakta dilapangan ditemukan bahwa terdapat hasil belajar IPA yang belum memenuhi kriteria ketuntasan minimal yaitu sebesar 75. Oleh karena itu perlu sebuah metode belajar yang inovatif untuk membuat retensi memori yang lebih baik tentang materi sains. Subjek penelitian ini adalah guru yang mengajar di kelas 2 dan siswa kelas 2 SD Negeri 91 Rejang Lebong tahun pelajaran 2019/2020.yang berjumlah 32 orang. Penelitian ini terdiri dari 3 siklus yaitu pra siklus, siklus I dan siklus II, dengan 4 tahapan yaitu perencanaan, tindakan pengamatan dan refleksi. Cara pengumpulan data melalui tes formatif dan lembar pengamatan. Media yang digunakan dalam belajar yaitu Puzzle. Media puzzle juga disebut sebagai permainan edukasi karena bukan hanya permainan tetapi mengasah otak dan melatih antara kecepatan pikiran tangan, dengan begitu media puzzle dapat meningkatkan aktivitas dan hasil belajar siswa. Rata-rata hasil belajar siswa pada pra siklus 58,03, siklus I 70,31 dan siklus II 83,75 sedangkan ketuntasan belajar siswa pada pra siklus 30,43%,  siklus I 56,52% dan siklus II mencapai 95,8%. Jadi dapat disimpulkan bahwa dengan menggunakan media puzzle dapat meningkatkan aktivitas dan hasil belajar siswa dari pra siklus  sampai siklus II mengalami peningkatan belajar.Student learning outcomes in the teaching and learning process require the role of teachers who are creative and active in managing learning namely. Facts in the field found that there were science learning outcomes that did not meet the minimum completeness criteria, which was 75. Therefore, an innovative learning method was needed to make better memory retention about science material. The subjects of this study were teachers who teach in grade 2 and students in grade 2 of SD Negeri 91 Rejang Lebong for the 2019/2020 academic year, a total of 32 people. This study consisted of 3 cycles, namely pre cycle, cycle I and cycle II, with 4 stages namely planning, action observation and reflection. How to collect data through formative tests and observation sheets. The media used in learning is Puzzle. Puzzle media is also referred to as an educational game because it is not just a game but sharpens the brain and trains the speed of hand thinking, so the puzzle media can increase student activity and learning outcomes. The average student learning outcomes in the pre-cycle was 58.03, the first cycle was 70.31 and the second cycle was 83.75 while the student learning completeness in the pre-cycle was 30.43%, the first cycle was 56.52% and the second cycle was 95.8%. . So it can be concluded that using puzzle media can increase student activity and learning outcomes from pre-cycle to cycle II experiencing an increase in learning
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