The Effect of Portofolio Assessments on Student Learning Outcomes in Learning for Civic Education in Primary School
2. Improving Student Learning Outcomes Using Android-Based
36.06. As in the picture below, it can be seen the comparison of the pretest and posttest values of the experimental class.
2. Improving Student Learning Outcomes Using Android-Based Educational Games Are Better Than Conventional Classes
Learning is an activity carried out by someone so that behavior changes get better, which involves all things both attitudes, skills, and skills. According to Abdillah (in Aunurrahman, 2012: 35) suggests that learning is a conscious effort carried out by individuals in behavioral change through practice and experience
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Apart from the definition of learning itself there are also learning theories namely behaviorism learning theory, cognitive learning theory, humanism learning theory, cybernetic learning theory, and constructivism learning theory. The background learning theory in this study related to the use of instructional media is behavioristic learning theory, where stimuli from outside / the environment affect the process of acquiring knowledge.
Learning outcomes are the most important part of learning. Sudjana (2010: 22) states that
"Learning outcomes are abilities possessed by students after he receives his learning experience". Whereas According to Dimyati and Mudjiono (2006: 3-4) learning outcomes are the result of an interaction between learning and teaching. From the teacher's side, teaching action ends with the process of evaluating learning outcomes, while in terms of students the learning outcomes are the end of teaching from the peak of the learning process.
Learning outcomes can be seen through evaluation activities that aim to obtain evidence data that will show the level of students' ability to achieve learning goals.
In this study there was a better improvement between the learning outcomes of students who used an Android-based educational game learning media from conventional classes. This can be seen from the results of the pretest and posttest between classes using android-based educational game media (experimental class) with classes that use learning conventional (control class).
From the pretest results that have been done, it can be seen that the average value in the control class is 44.39, while in the experimental class is 49.55. both data have a mean that is less than the specified KKM, for KKM determined in science subjects in class VII is 75. Whereas from the results of the
is 0.71 with a high category, while the normalized gain of the control class is 0.42 with a low category. And increasing student learning outcomes for the experimental class as much as 36.06, while for the control class as much as 24.23. it can be concluded that an increase in student learning outcomes using an Android- based educational game learning media is better than conventional classes. In addition, from the test results of hypothesis tcount = 6.895 and ttable
= 2,0003, because tcount> ttable it can be stated that Ho is rejected so that it can be stated that there is a better increase in learning outcomes of students who use android-based educational games with students using the method conventional. To be more clear can be seen in the picture below which shows that the class that uses Android-based educational games is more increased compared to the class that uses conventional methods.
Judging from students 'responses to learning media by using an Android-based educational game, student questionnaire
Proceeding of International Conference: Primary Education Pivotal Literature and Research UNNES 2018 ISBN 978-602-0747-08-8
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analysis showed 82% with very decent criteria.
In accordance with the students' response, Arsyad (2011: 21) stated that learning could be more interesting. The media can be associated as a catcher and keep students awake and attentive.
Students at Bantarkalong 2 Public Middle School were very enthusiastic when learning using the media, and students were interested in following the learners so that there were more significant student learning outcomes.
CONCLUSION
Based on the data and analysis of the results of the research that has been carried out about learning using the application of an Android-based educational game to improve student learning outcomes in science subjects with subject matter, it can be concluded that:
1. The average pre-test results of the experimental class are 49.55 and the post- test average score is 85.61. While the average pre-test results of the control class were 44.39 and the average post-test score was 68.61. There appears to be an increase in the experimental class of 36.06 and the control class of 24.23.
2. Increased learning outcomes of students who use android-based educational game media better than conventional classes (learning videos), seen from the average normalized gain value for the experimental class is 0.71 with a high category while the control class is 0.42 with a moderate category. And from the results of the hypothesis that tcount = 6.895 and ttable
= 2,0003, because tcount> ttable, there is significantly a better increase in learning outcomes for students who use android- based educational games than students who use conventional methods (learning videos).
REFERENCES
Arsyad, Azhar. (2017). Media Pembelajaran.
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(2012). Belajar dan Pembelajaran. Bandung: Alfabeta.
Dimyati dan Mudjiono. (2009). Belajar dan Pembelajaran. Jakarta: PT Asdi Mahasatya. Quinn, Clark J. (2005).
Engaging Learning –Designing e- Learning Simulation Games. USA – San Francisco : John Wiley and Sons Inc.
Rusman. (2012). Belajar dan Pembelajaran Berbasis Komputer Mengembangkan Profesionalisme Guru Abad 21.
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Sudjana, Nana. (2010). Penilaian Hasil Proses Belajar Mengajar. Bandung: PT Remaja Rosdakarya.
Sugiyono.(2012). Metode Penelitian Kuantitatif Kualitatif dan R&D.
Bandung: Alfabet
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Proceeding of International Conference: Primary Education Pivotal Literature and Research UNNES 2018 ISBN 978-602-0747-08-8
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