Application of the Ladder Snake Game Media to Improve the Learning Outcomes of Students in Grade VI-D SDN Tawangsari I Taman Lessons Year 2016-2017
- DOI
- 10.2991/icei-18.2018.135How to use a DOI?
- Keywords
- Media learning; Kemmis and Mc. Taggart; Learning outcomes
- Abstract
This study aims to determine the improvement of student learning outcomes after using the game media snake ladder. The research method used in this research is classroom action research by selecting the design model from Kemmis and Mc model. Taggart from Deakin University, Australia conducted for two cycles. The first cycle obtained by the value of learning achievement reached 74.19%, where the result is ≥ 75 (KKM) which shows that in the first cycle of the classical students have not finished learning. The second cycle obtained the value of learning completeness reached 87.09%, where the results ≥ 75 (KKM) which indicates that the second cycle has reached the success indicator.
- Copyright
- © 2018, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Eny Mulyamti PY - 2018/12 DA - 2018/12 TI - Application of the Ladder Snake Game Media to Improve the Learning Outcomes of Students in Grade VI-D SDN Tawangsari I Taman Lessons Year 2016-2017 BT - Proceedings of the 2nd International Conference on Education Innovation (ICEI 2018) PB - Atlantis Press SP - 611 EP - 616 SN - 2352-5398 UR - https://doi.org/10.2991/icei-18.2018.135 DO - 10.2991/icei-18.2018.135 ID - Mulyamti2018/12 ER -