Peningkatan Motivasi dan Hasil Belajar Siswa Menggunakan Model Project Based Learning (PjBL) Berbasis Tik-Tok

  • Siti Zaeriyah SMA Negeri 5 Yogyakarta, Yogyakarta, Daerah Istimewa Yogyakarta,  Indonesia

Abstract

This research is classroom action research (CAR) which aims to describe the application of the Tik-Tok based Project Based Learning model to improve learning motivation and outcomes for Healthy Living Culture material for Class XII IPS 1 SMA Negeri 5 Yogyakarta, and improve learning motivation and outcomes for Healthy Living Culture material. Class XII IPS 1 SMA Negeri 5 Yogyakarta through the Tik Tok-based Project Based Learning (PjBL) model. CAR is carried out in two cycles with the stages of planning, implementing, observing, and reflecting by involving Class XII IPS 1 as the subject. Data was collected through motivational questionnaires, product assessment rubrics, and test instruments. Data analysis was carried out by calculating in Microsoft excel and then compared with success indicators. Data analysis showed an increase in learning motivation and outcomes. The average value of student learning outcomes in the first cycle was 75, while in the second cycle the average was 90. In the achievement of student learning motivation in the first cycle, only 73% were obtained. After going through the second cycle, the average motivation achievement rose to 82%. Thus, the results of this study indicate that the PjBL model using Tik-Tok can improve student’s mastery of sports material and the achievement of student’s learning motivation at SMA Negeri 5 Yogyakarta.

Keywords: Project Based Learning (PjBL), learning outcome, learning motivation, healthy living culture

PDF Downloads

Download data is not yet available.
Published
2022-10-04
How to Cite:
Zaeriyah, S. (2022). Peningkatan Motivasi dan Hasil Belajar Siswa Menggunakan Model Project Based Learning (PjBL) Berbasis Tik-Tok . Ideguru: Jurnal Karya Ilmiah Guru, 8(1), 106-111. https://doi.org/10.51169/ideguru.v8i1.458
Section
Research Articles
Abstract viewed: 1450 times
PDF (Bahasa Indonesia) downloaded: 1347 times

References

Abidin, Y. (2013). Karakteristik Project Based Learning. Jakarta: Kemendikbud.

Adawiyah, Dwi Putri R. (2020). Pengaruh Penggunaan Aplikasi TikTok terhadap Kepercayaan Diri Remaja di Kabupaten Sampang. Jurnal Komunikasi, 14(2), 135-148.

Hamzah B., Uno. (2011). Teori Motivasi dan Pengukurannya: Analisis di Bidang Pendidikan. Jakarta: Bumi Aksara.

Hanief. (2018). Pengembangan Model Aktivitas Jasmani melalui Permainan Sederhana untuk Meningkatkan Kecepatan dan Kelincahan Peserta Didik Sekolah Dasar Kelas Bawah. Tesis. Yogyakarta: Program Pascasarjana, Universitas Negeri Yogyakarta, 2021.

Hapsara, A. S. (2020). Peningkatan Partisipasi dan Hasil Belajar Daring Sosiologi melalui Pendekatan Problem Posing Berbasis Infografis. Ideguru: Jurnal Karya Ilmiah Guru, 5(2), 9–19. https://doi.org/10.51169/ideguru.v5i2.170

Magdalena, I., Islami, N. F., Rasid, E. A., & Diasty, N. T. (2020). Tiga Ranah Taksonomi Bloom dalam Pendidikan. Jurnal Edukasi dan Sains, 2(1), 132-139. https://doi.org/10.36088/edisi.v2i1.822

Majid dan Rochmat. (2014). Strategi Pembelajaran. Bandung: PT Remaja Rosdakarya.

Moerni, S. (2021). Penugasan Pembuatan Tik Tok untuk Mencapai Kompetensi Menafsirkan Instruksi dalam Pembelajaran Jarak Jauh. Ideguru: Jurnal Karya Ilmiah Guru, 6(1), 11-16. https://doi.org/10.51169/ideguru.v6i1.152

Rahmawati, Mega dan Edi Suryadi. (2019). Guru Sebagai Fasilitator dan Efektivitas Belajar Siswa. Jurnal Pendidikan Manajemen Perkantoran, 4(1), 49-54. https://doi.org/10.17509/jpm.v4i1.14954

Sudjana, Nana. (2010). Dasar-Dasar Proses Belajar. Bandung: Sinar Baru Bandung.

Winkel. (2005). Psikologi Pengajaran. Yogyakarta: Media Tama.