努力提高小学二年级平面建筑材料上的拼图媒体辅助学习成果和积极性

Farchana Nur Aufa, M. Wulandari, Mila Ary H
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引用次数: 0

摘要

这项研究旨在解决卡塔苏拉市N Wirogunan 03中学(SD N Wirogunan 03 Kartasura)二年级数学教学过程中出现的问题,因为该班的数学教学仍然沿用传统模式,即仅由教师讲授,而没有任何实际活动来帮助学生理解教材。建议的解决方案是使用基于拼图的学习媒体来提高学习效果和学生在学习过程中的参与度。本研究采用课堂行动研究(CAR)方法,包括两个周期:前期周期,随后是计划、实施、观察和反思阶段。通过评估表和观察对学习成果和学生参与度进行评估。研究结果表明,拼图式学习媒体的使用提高了学习效果和学生的参与度。在前测中,学习成果的百分比为 27.2%,在周期 I 中增加到 54.6%,在周期 II 中达到 81.9%。此外,学生参与度在前测中为 36.3%,在第一周期增至 63.7%,在第二周期达到 100%。从这些研究结果中可以得出结论,拼图式媒体的使用有效地提高了学习效果和学生的参与度,创造了积极主动、引人入胜的学习体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Upaya Peningkatan Hasil Belajar dan Keaktifan Berbantu Media Puzzel pada Materi Bangun Datar Kelas II SD
This research aims to address issues occurring in the teaching process in class II of SD N Wirogunan 03 Kartasura, where mathematics instruction still follows a conventional model involving only teacher-led delivery without any real activities to aid students' understanding of the material. The proposed solution is to use puzzle-based learning media to enhance learning outcomes and student engagement in the learning process. This study employs the Classroom Action Research (CAR) method, comprising two cycles with a pre-cycle followed by planning, implementation, observation, and reflection stages. Evaluation of learning outcomes and student engagement is conducted using assessment sheets and observations. The research findings indicate that the use of puzzle-based learning media improves learning outcomes and student engagement. The percentage of learning outcomes in the pretest was 27.2%, increased to 54.6% in cycle I, and reached 81.9% in cycle II. Furthermore, student engagement in the pretest was 36.3%, increased to 63.7% in cycle I, and reached 100% in cycle II. From these research findings, it can be concluded that the use of puzzle-based media effectively enhances learning outcomes and student engagement, creating active and engaging learning experiences.
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