Penerapan Permainan Ular Tangga dalam Peningkatan Hasil Belajar Geometri Bangun Ruang di Kelas v SD 006 Rambah Samo

reny munadah, Puput Sri Rahayu, Erliska Pranandari, Fitri Jukia, V. Rosdianti
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引用次数: 1

Abstract

Abstract  This study aims to determine the increase in student learning outcomes through learning media for the game of snakes and ladders. The subjects of this study were 15 students of grade V SD 006 Rambah Samo, which amounted to 15 people in the 2020/2021 school year. This study consisted of 2 cycles consisting of the stages of planning, action, observation, and reflection. The instruments used to measure the improvement of student learning outcomes are test instruments and non-test instruments in the form of observation sheets, field notes, and documentation. The data obtained from the research results were analyzed using quantitative descriptive research, namely data in the form of numbers and can be expressed in units of count. The results of the data analysis showed that there was an increase in student learning outcomes in class V SD 006 Rambah Samo, after applying the playing method using snake and ladder medis by 26,67%. This can be seen from the increase in the average percentage of student learning outcomes in cycle 1 of 6,66% and in cycle 2 amounted to 33,33%. The small percentage of student learning outcomes who reach the KKM is due to constraints in online learning that were less effective during the Covid-19 pandemic.
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摘要本研究旨在探讨蛇梯游戏学习媒介对学生学习效果的影响。本研究的对象是15名V级SD 006 Rambah Samo学生,在2020/2021学年达到15人。本研究分为计划、行动、观察和反思两个阶段。用来衡量学生学习成果改善的工具有测试工具和非测试工具,包括观察表、现场笔记和文件。从研究结果中获得的数据采用定量描述性研究进行分析,即数据以数字的形式,可以用计数单位表示。数据分析结果显示,采用蛇梯玩法后,V SD 006 Rambah Samo班学生的学习成绩提高了26.67%。这可以从第一周期学生学习成果的平均百分比增加6.66%和第二周期达到33.33%看出。获得KKM学习成果的学生比例很小,这是由于在线学习受到限制,在2019冠状病毒病大流行期间效果较差。
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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