scholarly journals Smart mathematics: a kindergarten student learning media based on the drill and practice model

2019 ◽  
Vol 1175 ◽  
pp. 012037 ◽  
Author(s):  
Dwi Ely Kurniawan ◽  
Afdhol Dzikri ◽  
Hilda Widyastuti ◽  
Evaliata Sembiring ◽  
Rosida Tiurma Manurung
2021 ◽  
Vol 14 (1) ◽  
pp. 40
Author(s):  
Padlurrahman Padlurrahman ◽  
Muh. Jaelani Al-Pansori

This study aims to determine the effectiveness of the computer-assisted learning module for drill and practice model of Indonesian language learning in SMA/MA East Lombok District. This research includes development research through the stage of requirement analysis, limited sample testing and testing of action research settings. The research subject consists of teachers and SMA/ MA students in East Lombok district. Research Data is collected via questionnaire, observation sheets, tests, and interview guidelines. Data was analyzed using the component's anáolysis technique and continued with test-t analysis. The results showed that (1) th majority of teacher prepare the teaching materials independently than work collaboratively; (2) The result of learning Indonesian language through the use of a computer-assisted drill and practice based learning Module at each cycle increases, (3) There are differences in the results of Indonesian language learning between students who have been taught using a computer-assisted learning module drill and practice model with students who are taught without using a computer-assisted learning Module drill and practice model, and (4) students ' responses to learning modules developed and are in a good category.


Author(s):  
Kadek Agus Hendra Pujawan

This study aims (1) To create interactive multimedia design with drill and practice model at Multimedia II (animation 2 dimension) course, (2) To know the feasibility of interactive multimedia with drill and practice model at Multimedia II (animation 2 dimension) course.  The type of study used was Research and Development by using development model of Dick & Carey. This study involved the first grade students of Informatika Management program at Politeknik Ganesha Guru. Based on the result of data analysis which is derived from the content feasibility aspect performed by the content expert showed that the product was acceptable with SAP of Multimedia II (animation 2 dimension) course.  In the tests which were performed by the media expert obtained 85% calculation results are in good qualification.  In the tests which were done by the design of the learning expert obtained 88% calculation results are in good qualification. The user/lectures gave good response. Field trials that were conducted obtained a calculation of 89% are in good qualification.


2016 ◽  
Vol 2 (1) ◽  
Author(s):  
Miftah Farid Adiwisastra

Abstract - This study aims to build a model of multimedia learning such as drill and practice that improve for student learning outcomes. The method used is us in this research is a method of research and development (R & D). Its for test the performance of the media as well as determine the feasibility of this game was tested to the field. It is hoped this game could help improve student learning outcomes. This study also aims to determine the views and interests of students towards learning using multimedia learning model of drill and practice, and to see the validity or appropriateness interactive quiz game that has been built as well as to see the students' multimedia assessment have been developed. Questionnaires were used in this study include field survey questionnaire used is given to two junior high school students of Islamic Boarding School Darul Muta'allimin Tasikmalaya and student assessment questionnaire to the interactive quiz game. In this research showed that almost all of the students gave positive responses regarding the use of multimedia learning model such as drill and practice with an interactive quiz game, students give a very good assessment of the learning multimedia interactive quiz game with a percentage rating of 91, 979%, and get increased learning outcomes. Keywords : Multimedia Learning, Drill and practice, Interactive Quiz Game Abstrak - Penelitian ini bertujuan untuk membangun multimedia pembelajaran model drill and practice untuk meningkatkan hasil belajar siswa. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan atau Research and Development(R&D). Menguji kinerja media serta mengetahui tingkat kelayakan game ini diujikan ke lapangan. Diharapkan game ini mampu membantu meningkatkan hasil belajar siswa. Penelitian ini juga bertujuan untuk mengetahui pandangan dan ketertarikan siswa terhadap pembelajaran yang menggunakan multimedia pembelajaran model drill and practice dan untuk melihat validitas atau kelayakan game kuis interaktif yang telah dibangun serta untuk melihat penilaian siswa terhadap multimedia yang telah dikembangkan. Kuisioner yang digunakan dalam penelitian ini diantaranya adalah kuisioner survey lapangan yang diberikan kepada 2 siswa SMP IBS Darul Muta’allimin Tasikmalaya dan kuisioner penilaian siswa terhadap game kuis interaktif. Dari penelitian ini didapatkan hasil yaitu hampir seluruh siswa memberikan respon positif mengenai pembelajaran yang menggunakan multimedia pembelajaran model drill and practice dengan game kuis interaktif , siswa memberikan penilaian sangat baik terhadap multimedia pembelajaran game kuis interaktif dengan persentase penilaian sebesar 91.979%, dan mengalami peningkatan hasil belajar. Kata kunci : Multimedia Pembelajaran, Drill and practice, Game kuis interaktif


2020 ◽  
Vol 3 (2) ◽  
pp. 62-76
Author(s):  
Huproni Huproni

This study aims to improve student learning outcomes through the use of drill and practice models in Islamic studies in class XII IPS 3 at SMAN 1 Pusakagara. This research is a descriptive qualitative research with a sample population of 36 students consisting of 21 male students and 15 female students, data obtained through interviews, tests, and observations. From the test data in the first cycle, the student learning outcomes who completed were 22 students with an average score of 69 and the highest score was 85, while the lowest score was around 45. In the second cycle, student learning outcomes who completed an increase even though the number was not so significant. Of the 36 students who are in the upper class, there are about 26 students and 10 students in the lower class, the highest score is 87 and the lowest score is 51 with a standard deviation of 9. By using the drill and practice learning model in Islamic studies in Class XII IPS 3 at SMAN 1 Pusakagara has improved student learning outcomes when compared to teachers who teach using the lecture method.


2008 ◽  
Vol 11 (1) ◽  
pp. 9-11 ◽  
Author(s):  
Carolyn S. Potts ◽  
Sarah M. Ginsberg

Abstract In recent years, colleges and universities across the country have been called upon to increase the quality of education provided and to improve student retention rates. In response to this challenge, many faculty are exploring alternatives to the traditional “lecture-centered” approach of higher education in an attempt to increase student learning and satisfaction. Collaborative learning is one method of teaching, which has been demonstrated to improve student learning outcomes.


2010 ◽  
Vol 13 (2) ◽  
pp. 40-48 ◽  
Author(s):  
John Wm. Folkins

A class of 58 students in Introduction to Communication Disorders was divided into eight teams of approximately seven students each. The teams sat together all semester and participated in at least one team activity (team discussions, in-class written assignments, and team quizzes) in every class period. Teams also were used for taking roll and reviewing for examinations. There was no decline in student evaluation of the overall effectiveness of the course or in examination scores when compared to when this course was taught with half the number of students and no teams. Students evaluated the team experience highly and appeared to enjoy competition among teams. Using teams was successful in creating experiences that foster student learning as embodied in Chickering and Gameson’s principles of good practice.


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