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THE USE OF POWERPOINT-BASED EDUCATION GAME TO IMPROVE THE LEARNING OUTCOMES AND LEARNING ACTIVE ENGAGEMENT OF 9th GRADE STUDENTS IN AL-QURAN AND HADITH LESSONS AT MTs MAARIF MUNGGUNG PONOROGO

Atmoko, Firman Widy (2024) THE USE OF POWERPOINT-BASED EDUCATION GAME TO IMPROVE THE LEARNING OUTCOMES AND LEARNING ACTIVE ENGAGEMENT OF 9th GRADE STUDENTS IN AL-QURAN AND HADITH LESSONS AT MTs MAARIF MUNGGUNG PONOROGO. S1 Undergraduate thesis, Universitas Darussalam Gontor.

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Abstract

This classroom action research is motivated by the low learning scores of 9th grade students at Mts Maarif Munggung, Ponorogo on Al-Qur'an and Hadith material. This is caused by the lack of student activeness in the teaching and learning process, the lack of teacher innovation that only uses the lecture method, which causes students to become bored and bored quickly so that the learning process is not optimal so that it does not reach the target and learning objectives. The objectives of this study are (1) to increase the learning activeness of 9th grade students in the material of al-qur'an and hadith by using educational game media based on power point at Mts Maarif Munggung Ponorogo. (2) to improve the learning outcomes of 9th grade students on the material of al-qur;an and hadith by using educational game media based on power point at Mts Maarif Munggung Ponorogo. The type of this research is collaborative Classroom Action Research. In this study, the researcher became a teacher and was assisted by an observer who would observe student learning activeness during the learning process. This research consists of the first cycle and the second cycle which consists of: planning, implementation, observation, and reflection. Data collection techniques and tools in this study are using descriptive analysis techniques on data in the form of documentation of student learning outcomes, observation sheets and test results. The results showed that educational game media based on power point influenced the learning atmosphere to be more active. Student activeness in the first cycle reached 46.4% and in the second cycle increased to 90.5% The increase that occurred from the first cycle to the second cycle was 44.1% As for learning outcomes, in cycle I the percentage value of 37% completeness with details of 18 students not reaching KKM and 11 students have reached KKM. Therefore the researcher decided to do a second cycle. In the second cycle there was an increase in grades with 24 students who had reached the KKM with a percentage of 82%. Thus it can be concluded that educational game media based on power point can increase student activeness and learning outcomes. Based on the discussion above, the researcher provides suggestions 1) for teachers to have learning innovations by applying learning media that are considered to help the learning process and to prepare teaching materials properly and completely. 2) for further researchers who apply POWER POINT learning media to be able to develop with different variations such as different templates, different elements, or different subjects. Keywords: student activeness, learning outcomes, Al-quran and hadith, Power point learning media

Item Type: Thesis ( S1 Undergraduate )
Additional Information: NAMA : Firman Widy Atmoko NIM : 422021111058
Uncontrolled Keywords: student activeness, learning outcomes, Al-quran and hadith, Power point learning media
Subjects: 23rd Dewey Decimal Classification > 2X1 - Al-Qur'an dan Ilmu yang Berkaitan > 2X1 - Al-Qur'an dan Ilmu yang Berkaitan
23rd Dewey Decimal Classification > 2X2 - Al-Hadits (Al Hadits, Hadits, Hadis) dan yang Berkaitan > 2X2 - Al-Hadits (Al Hadits, Hadits, Hadis) dan yang Berkaitan
Divisions: Fakultas Tarbiyah UNIDA Gontor > Pendidikan Agama Islam
Depositing User: 45 Firman Widy Atmoko
Date Deposited: 14 Dec 2024 04:23
Last Modified: 14 Dec 2024 04:23
URI: http://repo.unida.gontor.ac.id/id/eprint/4644

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