PENGGUNAAN MEDIA PERMAINAN EDUKATIF ULAR TANGGA UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA MATERI BANGUN RUANG KELAS V MIN 2 MOJOKERTO

Rofiqoh Nirwana
{"title":"PENGGUNAAN MEDIA PERMAINAN EDUKATIF ULAR TANGGA UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA MATERI BANGUN RUANG KELAS V MIN 2 MOJOKERTO","authors":"Rofiqoh Nirwana","doi":"10.55732/jmi.v1i01.716","DOIUrl":null,"url":null,"abstract":"The research in this thesis is motivated by several obstacles in the mathematics learning process, including: (1) Students feel bored because learning is more centered on the teacher while students tend to be passive (2) It is easy to forget to remember material because the delivery method is still conventional, namely lectures. and question and answer (3) The media used does not attract students' attention because the teacher only relies on LKS books. Classroom Action Research (CAR) was carried out at MIN 2 Mojokerto, with the object of research being class V students. The approach used in this study was a quantitative descriptive approach with the type of Classroom Action Research. The stages of action research are carried out in 4 stages, namely: 1).Planning, 2).Implementation, 3).Observation, and 4).Reflection. While the data collection using observation techniques, tests and documentation. The results showed that learning by using snakes and ladders game media can improve learning outcomes of mathematics learning materials for class V MIN 2 Mojokerto. The increase in student learning outcomes can be seen in the test results between the pre-cycle, cycle I and cycle II. The percentage increase in learning outcomes in the pre-cycle was 32% with an average of 58.96, then became 56% with an average of 58.20 in the first cycle and increased to 84% with an average of 76.60 in the second cycle.","PeriodicalId":18944,"journal":{"name":"Muallimuna : Jurnal Madrasah Ibtidaiyah","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Muallimuna : Jurnal Madrasah Ibtidaiyah","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.55732/jmi.v1i01.716","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

The research in this thesis is motivated by several obstacles in the mathematics learning process, including: (1) Students feel bored because learning is more centered on the teacher while students tend to be passive (2) It is easy to forget to remember material because the delivery method is still conventional, namely lectures. and question and answer (3) The media used does not attract students' attention because the teacher only relies on LKS books. Classroom Action Research (CAR) was carried out at MIN 2 Mojokerto, with the object of research being class V students. The approach used in this study was a quantitative descriptive approach with the type of Classroom Action Research. The stages of action research are carried out in 4 stages, namely: 1).Planning, 2).Implementation, 3).Observation, and 4).Reflection. While the data collection using observation techniques, tests and documentation. The results showed that learning by using snakes and ladders game media can improve learning outcomes of mathematics learning materials for class V MIN 2 Mojokerto. The increase in student learning outcomes can be seen in the test results between the pre-cycle, cycle I and cycle II. The percentage increase in learning outcomes in the pre-cycle was 32% with an average of 58.96, then became 56% with an average of 58.20 in the first cycle and increased to 84% with an average of 76.60 in the second cycle.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
使用教育蛇楼梯游戏来提高V MIN 2 MOJOKERTO教室的数学结果
本文的研究源于数学学习过程中存在的几个障碍,包括:(1)学生感到无聊,因为学习更多地以老师为中心,而学生往往是被动的;(2)由于授课方式仍然是传统的,即讲课,容易忘记记忆材料。(3)使用的媒体没有吸引学生的注意力,因为老师只依赖于LKS的书籍。课堂行动研究(CAR)是在min2 Mojokerto进行的,研究对象是五班的学生。本研究使用的方法是课堂行动研究类型的定量描述方法。行动研究的阶段分为4个阶段,即:1)计划,2)实施,3)观察,4)反思。同时使用观察技术、测试和文档收集数据。结果表明,利用蛇梯游戏媒介进行学习,可以提高V班MIN 2 Mojokerto数学学习材料的学习效果。在pre-cycle, cycle I和cycle II之间的测试结果中可以看到学生学习成果的提高。前一个周期的学习成果提高百分比为32%,平均58.96;第一个周期的学习成果提高百分比为56%,平均58.20;第二个周期的学习成果提高百分比为84%,平均76.60。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
PENGEMBANGAN KOMIK EDUKASI BERBASIS CREATIVE PROBLEM SOLVING BERBANTUAN KVISOFT FLIPBOOK MAKER PRO UNTUK SEKOLAH DASAR PENGEMBANGAN MEDIA INTERAKTIF SIPEDA SISTEM PEREDARAN DARAH MANUSIA UNTUK MENINGKATKAN BERPIKIR KRITIS KONTRIBUSI LITERASI DIGITAL DAN INTERAKSI BELAJAR ANTAR SISWA TERHADAP KETERAMPILAN MEMECAHKAN MASALAH PEMBELAJARAN IPAS OPTIMALISASI KREATIVITASOPTIMALISASI KREATIVITAS SISWA BERBASIS PROGRAM SEKOLAH ADIWIYATA DI SEKOLAH DASAR SISWA BERBASIS PROGRAM SEKOLAH ADIWIYATA DI SEKOLAH DASAR ANALISIS MODEL PROJECT BASED LEARNING BERBANTUAN LIVEWORKSHEETS DALAM MENINGKATKAN PRESTASI BELAJAR DAN KETERAMPILAN LITERASI SAINS
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1