Proceedings of the 2nd International Conference of Science and Technology for the Internet of Things, ICSTI 2019, September 3rd 2019, Yogyakarta, Indonesia

Research Article

Use of Game Images to Improve Results and Learning Activities of The Beautiful Materials of The Equality of Class IV Students in SD Kartika XIX-4 Cimahi

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  • @INPROCEEDINGS{10.4108/eai.20-9-2019.2292119,
        author={Galih Dani Septian Rahayu and Euis Eti Rohaeti and Asep  Samsudin and Dinno  Mulyono and Susilawati  Susilawati},
        title={Use of Game Images to Improve Results and Learning Activities of The Beautiful Materials of The Equality of Class IV Students in SD Kartika XIX-4 Cimahi },
        proceedings={Proceedings of the 2nd International Conference of Science and Technology for the Internet of Things, ICSTI 2019, September 3rd 2019, Yogyakarta, Indonesia},
        publisher={EAI},
        proceedings_a={ICSTI},
        year={2020},
        month={3},
        keywords={drawing games results and student learning activities},
        doi={10.4108/eai.20-9-2019.2292119}
    }
    
  • Galih Dani Septian Rahayu
    Euis Eti Rohaeti
    Asep Samsudin
    Dinno Mulyono
    Susilawati Susilawati
    Year: 2020
    Use of Game Images to Improve Results and Learning Activities of The Beautiful Materials of The Equality of Class IV Students in SD Kartika XIX-4 Cimahi
    ICSTI
    EAI
    DOI: 10.4108/eai.20-9-2019.2292119
Galih Dani Septian Rahayu1,*, Euis Eti Rohaeti2, Asep Samsudin1, Dinno Mulyono3, Susilawati Susilawati4
  • 1: PGSD, IKIP Siliwangi, Cimahi, Indonesia
  • 2: Pendidikan Matematika, IKIP Siliwangi, Cimahi, Indonesia
  • 3: Pendidikan Masyarakat, IKIP Siliwangi, Cimahi, Indonesia
  • 4: Teacher of SD Kartika XIX-4, Cimahi, Indonesia5
*Contact email: galih040990@ikipsiliwangi.ac.id

Abstract

Active and creative attitudes are the main capital for elementary school students in getting optimal learning outcomes, because it is used in understanding the material about the beauty of diversity using a thematic approach. As many as 80% of students in grade IV SD Kartika XIX-4 need a variety of learning to avoid boredom in learning, especially because of thematic material that makes students try harder to understand each learning context. The theory used is the concept of games, the concept of strategies and methods of learning and classroom action research. The method used is classroom action research consisting of 2 cycles with stages of planning, action, observation and reflection. Research Subjects were fourth grade students of SD Kartika XIX-4 totaling 36 students. The results obtained are there is an increase in student learning outcomes by using picture games in the learning process. With the final conclusions of this study is a picture game can be used to improve the results and learning activities in the material Beautifulness of togetherness for grade IV students of SD Kartika XIX-4, Cimahi.