ONLINE LEARNING BOARD GAME TO IMPROVE STUDENT ACTIVITIES AND LEARNING OUTCOMES DURING COVID-19 PANDEMIC

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Candra Sihotang, Abdul Hasan Saragih, Abdul Hamid K

Abstract

This scientific paper is a best practice in Indonesian language learning during the Covid-19 pandemic. The purpose of writing best practices is to describe the increase in learning activities and learning outcomes of students through online learning board games using Google Classroom during the Covid-19 pandemic. The subjects of writing this best practice are 30 students of class VII-3 MTsN 1 Subulussalam in 2020/2021 Academic Year. The writing of this best practice uses a descriptive method. The impact of online learning board games using Google Classroom during the Covid-19 pandemic can increase: (1) student activities in learning. The percentage of active students in online learning was 71.39% with the active category increasing to 75.83% in the very good category; and (2) student learning outcomes. The average learning outcomes of students in previous KD with online learning without using a board game was 85.16 with a good category, increasing by 5.11 to 90.27 with a very good category in online learning using board games on the description text material.

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