PENDAMPINGAN BELAJAR DENGAN PERMAINAN EDUKATIF ULAR TANGGA UNTUK MENINGKATKAN KEAKTIFAN BELAJAR SISWA SMP NEGERI 2 TEHORU

  • Nana Ronawan Rambe Program Studi Pendidikan Biologi, Fakultas Tarbiyah dan Keguruan, IAIN Ambon
  • Fenny Adnina Daulay Program Studi Manajemen Pendidikan, Fakultas Tarbiyadan Keguruan IAIN, Ambon
Keywords: Assistance, Snakes and Ladders Game, Active

Abstract

Teaching and learning is an integral process of providing education. In carrying out learning activities it is expected that students can play an active role during the implementation of activities taking place. However, the fact that passive students participate in teaching and learning activities has a direct impact on student learning outcomes. monotonous teaching. Therefore this community service activity aims to increase student learning activeness in learning. The method used is the PAIKEM method (active, innovative, creative, effective and fun learning). The results of the community service activities carried out at SMP Negeri 2 Tehoru in class VIII showed significant results, namely that 27 students had scores above the KKM (70.0) while 3 students had scores below the KKM. So it can be concluded that community service activities carried out in class VIII SMP Negeri 2 Tehoru by conducting learning using the snakes and ladders learning model are said to be able to increase the effectiveness of student learning.

Downloads

Download data is not yet available.

References

Endah, W., Nurwidodo., Sri, Wahyuni. 2015. Perbedaan Prestasi Belajar Mata Pelajaran Mipa Kelas X Antara Siswa Reguler Dengan Siswa Akselerasi Di SMA Negeri 3 Malang.Pendidikan Biologi FKIP Universtias Muhammadiyah Malang. JURNAL PENDIDIKAN BIOLOGI INDONESIA. Vol.1(3).

Elke, M., F, Firman. 2019. Media Permainan UlarTangga, Motivasi Dan Hasil Belajar Peserta Didik Di Sekolah Dasar. Jurusan Program Studi Pendidikan Dasar dan Jurusan Bimbingan dan Konseling Fakultas Ilmu Pendidikan Universitas Negeri Padang. https://osf.io.

Hamzah,. Uno. 2013. Belajar dengan Pendekatan PAIKEM. Jakatra: PT. Bumi Aksara

M. M. Solichin: Psikologi Belajar: Aplikasi Teori-Teori Belajar Dalam Proses Pembelajaran. Yogyakarta: Suka Press.

M, Husna. 2009. Permainan Tradisional Indonesia Untuk Kreativitas, Ketangkasan, Dan Keakraban. (Yogyakarta: Penerbit Andi)

Sondang P, Siagian. 2004. Managemen Strategi. (Bumiaksara: Jakarta).

M., Haryati. 2009. Model Dan Teknik Penilaian Pada Tingkat Satuan Pendidikan. Jakarta: Gaung Persada Press.

Kuncoro,. Mudrajad. 2006. Strategi Bagaimana Meraih Keunggulan Kompetitif. (Jakarta: Erlangga).

Ahmad., Ngubaidillah., Rikie., Kartadie., 2018. Pengaruh Media Visual Menggunakan Aplikasi Lectora Inspire Terhadap Hasil Belajar Peserta Didik. Jurnal Penelitian Pendidikan Vol. 35( 2).

Elok, Sudibyo., Wahono, Widodo.,Wasis. Dwi, Suhartanti. 2008. Mari Belajar IPA 3 untuk SMP/MTs Kelas IX Jakarta: Pusat Perbukuan, Departemen Pendidikan Nasional.

Published
2023-06-16
How to Cite
Rambe, N., & Daulay, F. (2023). PENDAMPINGAN BELAJAR DENGAN PERMAINAN EDUKATIF ULAR TANGGA UNTUK MENINGKATKAN KEAKTIFAN BELAJAR SISWA SMP NEGERI 2 TEHORU. BAKIRA: Jurnal Pengabdian Kepada Masyarakat, 4(1), 45-49. https://doi.org/10.30598/bakira.2023.4.1.45-49