{"title":"Gagnon和colay学习模式的应用有助于提高学生的动力和学习成绩","authors":"Mar Mardiyanti, Ida Royani, Taufik Samsuri","doi":"10.36312/rj.v2i1.857","DOIUrl":null,"url":null,"abstract":"Tujuan penelitian ini adalah mengidentifikasi penerapan model pembelajaran Gagnon and Collay berbantuan games dalam meningkatkan motivasi dan prestasi belajar siswa pada materi karakteristik makhluk hidup. Subyek penelitian ini adalah siswa kelas VII SMP Muhammadiyah Mataram. Jenis penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dalam dua siklus. Data motovasi belajar siswa dikumpulkan dengan quisioner dan data hasil belajar dikumpulkan dengan tes. Data yang diperoleh dianalisis mengunakan statistik deskriptif. Berdasarkan hasil analisis data menunjukan bahwa pada siklus I rata-rata motivasi belajar siswa sebesar 62,5% dengan kategori termotivaasi dan meningkat pada siklus II menjadi 75,6% dengan kategori sangat termotivasi. Kondisi tersebut memperlihatkan adanya peningkatan sebesar 13,18%. Sementara data rata-rata prestasi belajar siswa pada siklus 1 sebesar 74.2% dan meningkat pada siklus II sebesar 80,9% dengan nilai rata-rata peningkatan yaitu 14,9% setelah dilakukan tindakan pada setiap siklusnya. Berdasarkan analisis data penelitian dapat disimpulkan bahwa penerapan model pembelajaran Gagnon and Collay berbantuan games dapat meningkatkan motivasi dan prestasi belajar siswa kelas VII pada mata pembelajaran IPA-Biologi SMP Muhammadiyah Mataram.\nThe Application Of The Gagnon And Collay Learning Model Helps Games In Increasing Student Motivation And Learning Achievement\n The purpose of this study is to identify the application of the Gagnon and Collay learning model assisted by games in increasing student motivation and learning achievement on material characteristics of living beings. The subject of this study was a grade VII student of Muhammadiyah Mataram Junior High School. The type of research used is Classroom Action Research (PTK) which is carried out in two cycles. Student learning data were collected with questionnaires and learning outcomes data were collected with tests. The data obtained were analyzed using descriptive statistics. Based on the results of data analysis, it shows that in cycle I the average student learning motivation was 62.5% with the category of termivation and increased in cycle II to 75.6% with the category of highly motivated. This condition showed an increase of 13.18%. Meanwhile, the average data on student learning achievement in cycle 1 was 74.2% and increased in cycle II by 80.9% with an average score of 14.9% after actions were taken in each cycle. Based on the analysis of research data, it can be concluded that the application of the Gagnon and Collay learning model assisted by games can increase the motivation and learning achievement of grade VII students in the science-biology learning course of Muhammadiyah Mataram Junior High School.","PeriodicalId":135532,"journal":{"name":"Reflection Journal","volume":"120 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Penerapan Model Pembelajaran Gagnon And Collay Berbantuan Games Dalam Meningkatkan Motivasi Dan Prestasi Belajar Siswa\",\"authors\":\"Mar Mardiyanti, Ida Royani, Taufik Samsuri\",\"doi\":\"10.36312/rj.v2i1.857\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Tujuan penelitian ini adalah mengidentifikasi penerapan model pembelajaran Gagnon and Collay berbantuan games dalam meningkatkan motivasi dan prestasi belajar siswa pada materi karakteristik makhluk hidup. Subyek penelitian ini adalah siswa kelas VII SMP Muhammadiyah Mataram. Jenis penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dalam dua siklus. Data motovasi belajar siswa dikumpulkan dengan quisioner dan data hasil belajar dikumpulkan dengan tes. Data yang diperoleh dianalisis mengunakan statistik deskriptif. Berdasarkan hasil analisis data menunjukan bahwa pada siklus I rata-rata motivasi belajar siswa sebesar 62,5% dengan kategori termotivaasi dan meningkat pada siklus II menjadi 75,6% dengan kategori sangat termotivasi. Kondisi tersebut memperlihatkan adanya peningkatan sebesar 13,18%. Sementara data rata-rata prestasi belajar siswa pada siklus 1 sebesar 74.2% dan meningkat pada siklus II sebesar 80,9% dengan nilai rata-rata peningkatan yaitu 14,9% setelah dilakukan tindakan pada setiap siklusnya. Berdasarkan analisis data penelitian dapat disimpulkan bahwa penerapan model pembelajaran Gagnon and Collay berbantuan games dapat meningkatkan motivasi dan prestasi belajar siswa kelas VII pada mata pembelajaran IPA-Biologi SMP Muhammadiyah Mataram.\\nThe Application Of The Gagnon And Collay Learning Model Helps Games In Increasing Student Motivation And Learning Achievement\\n The purpose of this study is to identify the application of the Gagnon and Collay learning model assisted by games in increasing student motivation and learning achievement on material characteristics of living beings. The subject of this study was a grade VII student of Muhammadiyah Mataram Junior High School. The type of research used is Classroom Action Research (PTK) which is carried out in two cycles. Student learning data were collected with questionnaires and learning outcomes data were collected with tests. The data obtained were analyzed using descriptive statistics. Based on the results of data analysis, it shows that in cycle I the average student learning motivation was 62.5% with the category of termivation and increased in cycle II to 75.6% with the category of highly motivated. This condition showed an increase of 13.18%. Meanwhile, the average data on student learning achievement in cycle 1 was 74.2% and increased in cycle II by 80.9% with an average score of 14.9% after actions were taken in each cycle. Based on the analysis of research data, it can be concluded that the application of the Gagnon and Collay learning model assisted by games can increase the motivation and learning achievement of grade VII students in the science-biology learning course of Muhammadiyah Mataram Junior High School.\",\"PeriodicalId\":135532,\"journal\":{\"name\":\"Reflection Journal\",\"volume\":\"120 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-06-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Reflection Journal\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.36312/rj.v2i1.857\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Reflection Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.36312/rj.v2i1.857","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
本研究的目的是确定Gagnon和Collay的学习模式对提高学生在生物特征方面的动机和学习成绩的应用。本研究的主题是七年级学生Muhammadiyah Mataram。使用的研究类型是在两个周期内进行的课堂行动研究(PTK)。学生的动机数据以qui问卷收集,学习结果以测试收集。所获得的数据是通过描述性统计来分析的。根据数据分析,在I循环中,学生的平均学习动机是62.5%,具有热力类别,并在II周期中增加到75.6%,具有高度动力。这一情况表明增长了13.18%。而学生在第一个周期的平均学习成绩为74.2%,在第二次周期的增长率为80.9%,在每个周期的表现后平均增长率为14.9%。根据研究数据分析,研究对象可以得出结论,采用伽农和科莱的游戏学习模式可以提高七年级学生在初中伊斯兰-生物学专业Muhammadiyah Mataram的学习动力和成绩。Gagnon和Collay学习模型帮助应用程序》游戏在Increasing学生Motivation和学习研究成就奖之目的这是需要应用程序》透露Gagnon与Collay学习辅助模型:游戏》Increasing学生Motivation和学习成就奖characteristics Of living的材料上。这项研究的题目是Muhammadiyah Mataram初中的七年级学生。使用的研究类型是课堂动作研究(PTK),这是在两个周期中被记住的。学生学习数据是通过提问收集的,而学习是通过测试收集的数据。分析数据是用描述性统计来分析的。根据数据分析的结果,在周期中,平均学生学习活动性是62。5%这种情况增加了13%。与此同时,在周期中,学生学习成绩的平均数据是74.2%,在周期II中增加8.9%,在周期中平均得分为14.9%。基于研究数据分析,它可以得出这样的结论:通过游戏学习的方法加农的应用可以增加学生在科学生物学学习课程Muhammadiyah Mataram的七年级学生的激励和学习成就。
Penerapan Model Pembelajaran Gagnon And Collay Berbantuan Games Dalam Meningkatkan Motivasi Dan Prestasi Belajar Siswa
Tujuan penelitian ini adalah mengidentifikasi penerapan model pembelajaran Gagnon and Collay berbantuan games dalam meningkatkan motivasi dan prestasi belajar siswa pada materi karakteristik makhluk hidup. Subyek penelitian ini adalah siswa kelas VII SMP Muhammadiyah Mataram. Jenis penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dalam dua siklus. Data motovasi belajar siswa dikumpulkan dengan quisioner dan data hasil belajar dikumpulkan dengan tes. Data yang diperoleh dianalisis mengunakan statistik deskriptif. Berdasarkan hasil analisis data menunjukan bahwa pada siklus I rata-rata motivasi belajar siswa sebesar 62,5% dengan kategori termotivaasi dan meningkat pada siklus II menjadi 75,6% dengan kategori sangat termotivasi. Kondisi tersebut memperlihatkan adanya peningkatan sebesar 13,18%. Sementara data rata-rata prestasi belajar siswa pada siklus 1 sebesar 74.2% dan meningkat pada siklus II sebesar 80,9% dengan nilai rata-rata peningkatan yaitu 14,9% setelah dilakukan tindakan pada setiap siklusnya. Berdasarkan analisis data penelitian dapat disimpulkan bahwa penerapan model pembelajaran Gagnon and Collay berbantuan games dapat meningkatkan motivasi dan prestasi belajar siswa kelas VII pada mata pembelajaran IPA-Biologi SMP Muhammadiyah Mataram.
The Application Of The Gagnon And Collay Learning Model Helps Games In Increasing Student Motivation And Learning Achievement
The purpose of this study is to identify the application of the Gagnon and Collay learning model assisted by games in increasing student motivation and learning achievement on material characteristics of living beings. The subject of this study was a grade VII student of Muhammadiyah Mataram Junior High School. The type of research used is Classroom Action Research (PTK) which is carried out in two cycles. Student learning data were collected with questionnaires and learning outcomes data were collected with tests. The data obtained were analyzed using descriptive statistics. Based on the results of data analysis, it shows that in cycle I the average student learning motivation was 62.5% with the category of termivation and increased in cycle II to 75.6% with the category of highly motivated. This condition showed an increase of 13.18%. Meanwhile, the average data on student learning achievement in cycle 1 was 74.2% and increased in cycle II by 80.9% with an average score of 14.9% after actions were taken in each cycle. Based on the analysis of research data, it can be concluded that the application of the Gagnon and Collay learning model assisted by games can increase the motivation and learning achievement of grade VII students in the science-biology learning course of Muhammadiyah Mataram Junior High School.