Upaya Meningkatkan Hasil Belajar Siswa Menggunakan Metode Belajar Bermain Teka Teki Clue Dengan QR Code
Abstract
This study aims to improve Student Learning Outcomes Package B Equivalent to Middle School Grade 8 at PKBM Ki Hadjar Dewantara Using the Learning Method to Play Puzzle Clue With QR Code. The researcher used the Classroom Action Research method and used the data collection method through the distribution of questionnaires which had been carried out twice, namely in the early stages or commonly referred to as pre-test and the final stage, namely post-test. Researchers also use the method of quantitative analysis. The results of this study indicate that student learning outcomes have not met the researcher's target. However, learning outcomes tend to increase. As well as the need for understanding to students or learning residents in terms of the use of technology related to the learning process. In addition, explanations or learning methods need to be repeated with more in-depth or more intense explanations.