scholarly journals Pembelajaran Kooperatif Berbasis Permainan Domikara (Domino Kosakata Bahasa Arab) untuk Meningkatkan Penguasaan Mufradāt Siswa Kelas VIII MTs Negeri 4 Sleman

2021 ◽  
Vol 5 (2) ◽  
pp. 197-220
Author(s):  
Ahmad Ismail ◽  
Nurul Huda ◽  
Diana Fathul Izzah

The minimal use of models and methods in mufradāt learning is the background of this research. Researchers try to apply domikara game-based learning (Domino Arabic) as an innovation in learning methods. This study aims to determine the learning process of mufradāt using domikara games (Domino Arabic Vocabulary) and whether there are differences in student learning outcomes before and after applying this learning method mufradāt mastery. This research is an experimental study with a pretest-posttest control group model design, which involved class VIII A as the experimental class and class VIII C as the control class. The data was collected using tests, observations, interviews, and documentation. This study indicates that the domikara game-based cooperative learning in class VIII A begins with the teacher giving mufradāt, then the teacher reads, and the students imitate it. The teacher removes the mufradāt and continues with the application of domikara games (domino games) in Arabic vocabulary. Based on the post-test score data, the two groups experienced an increase in mufradāt mastery. The average score of the experimental class students, namely 61,764, increased by 91,911, while the average score of the control class began to get 60,588, which increased to 82,647. Be observed the two groups' post-test scores above; it can be seen that the experimental class and the control class both experienced a significant increase. Abstrak: Kurangnya pemanfaatan model dan metode dalam pembelajaran mufradāt melatarbelakangi lahir penelitian ini. Peneliti mencoba menerapkan pembelajaran berbasis permainan domikara (Domino Kosakata Bahasa Arab) sebagai sebuah inovasi pemanfaatan metode belajar. Penelitian ini bertujuan untuk mengetahui proses pembelajaran mufradāt dengan menggunakan permainan domikara (Domino Kosakata Bahasa Arab), dan adakah perbedaan hasil belajar siswa sebelum dan sesudah diterapkan metode pembelajaran ini terhadap penguasaan mufradāt. Penelitian ini merupakan penelitian eksperimen dengan model pretest posttest control grup design. Yang melibatkan kelas VIII A sebagai kelas eksperimen dan kelas VIII C sebagai kelas kontrol Pengumpulan data dilakukan dengan tes, observasi, wawancara dan dokumentasi. Hasil penelitian ini menunjukkan bahwa pembelajaran kooperatif berbasis permainan domikara di kelas VIII A dimulai dengan guru memberikan mufradāt, kemudian guru membaca dan siswa menirukan, lalu guru menghapus mufradāt tersebut dan dilanjutkan dengan penerapan permainan domikara (domino kosakata bahasa Arab). Berdasarkan data nilai posttest, kedua kelompok sama-sama mengalami peningkatan dalam penguasaan mufradāt. Melihat rata-rata nilai siswa kelas eksperimen yaitu sebesar 61,764 mengalami kenaikan sebesar 91,911 sedangkan rata-rata nilai kelas kontrol bermula memperoleh 60,588 mengalami kenaikan menjadi 82,647. Dilihat dari nilai posttest kedua kelompok di atas, dapat diketahui bahwa antara kelas eksperimen dan kelas kontrol sama-sama mengalami peningkatan yang cukup signifikan.

MATHEdunesa ◽  
2020 ◽  
Vol 9 (1) ◽  
pp. 55-60
Author(s):  
Maria Margaretha Faot ◽  
Siti Maghfirotun Amin

This study aims to determine whether learning with the PMRI approach influences student learning outcomes in mathematics. This research was conducted in Class VIII SMPN 2 Gedangan Sidoarjo Odd Semester 2019/ 2020.Academic Year on material number patterns. This study is an experiment that aims to determine the effect of the PMRI approach to student learning outcomes. The design used is the control group pre-test-post-test-design. Data collection techniques include tests (pretest-posttest). Based on the calculation of the results of the experimental class and the control class each comes from a normally distributed population. The regression equation shows that the direction of the PMRI approach influences student learning outcomes. Based on calculation with SPSS (Statistical Product and Service Solution) the value of sig < α. The α value used in the study is 0.05. The sig value obtained is 0.014. based on the guidelines for decision making, that 0.0014> 0.05, the result obtained that the PMRI approach affect student learning outcomes.Keyword : Indonesia’s realistic mathematics education, student learning outcomes.


2020 ◽  
Vol 6 (2) ◽  
pp. 143
Author(s):  
Niswatul Khaira ◽  
Yusrizal Yusrizal ◽  
Abdul Gani ◽  
Muhammad Syukri ◽  
Elisa Elisa ◽  
...  

This research develops a comic-based student worksheet to learn about feasibility, learning outcomes, and motivation of the student worksheet. The research was carried out using research and development (R&D) methods with the ADDIE development model. The implementation of this comic-based Student Worksheet uses a pretest-posttest control group design. The population in this study were students of class VIII at MTsN 3 Banda Aceh. The samples in this study were 57 students in the class of Abu Bakar Ash Siddiq and Zaid bin Thabit who were selected by purposive sampling. Data collection using validation tests, written tests, and questionnaires. The results of the feasibility test showed that the Developed Student Worksheet was included in the feasible category with an average score of assessments by experts and natural science teachers of 91.25% and 99.03%. Analysis of learning outcomes data using the t-test, obtained tcount>ttable (4.42> 2.01) shows that there are differences in the value of student learning outcomes between the experimental and control classes where the value of the experimental class is higher than the control class. Results of analysis Motivation of students tcount>ttable (15,53> 2,01) also shows the use of comic-based worksheets can increase students' learning motivation so that it can be concluded that the use of comic-based worksheets is feasible, it can improve student learning outcomes and motivation


2019 ◽  
Vol 1 (2) ◽  
pp. 107
Author(s):  
Frindly Makarawung ◽  
I Dewe Ketut Anom ◽  
John Lombok

This research aims to determine the effect of mind mapping learning methods on the basic laws of chemistry toward learning outcomes of students of class X MIPA in SMA Negeri 2 Langowan. The sample used in this study were all students of class X MIPA of SMA Negeri 2 Langowan. This research uses an experimental method, with the research method used is Quasi Experiment  with Nonequivalent Control Group Design design. The research data were obtained from post-test results. Obtained the average value of student learning outcomes Experiment class is 85. The results showed the value of tcount = 15.7> ttable = 2.21, so H0 was rejected and H1 was accepted. Based on the results of the research it can be concluded that there is an influence on student learning outcomes on the basic laws of chemistry using mind mapping learning methods.


2018 ◽  
Vol 6 (3) ◽  
pp. 354
Author(s):  
Eka Trisianawati ◽  
Tomo Djudin ◽  
Yayuk Dwi Stianingsih

Penelitian ini bertujuan untuk menganalisis: 1) hasil belajar siswa sebelum dan setelah diterapkan model pembelajaran NHT, 2) perbedaan hasil belajar siswa sebelum dan setelah diterapkan model pembelajaran NHT, dan 3) besar efektivitas model pembelajaran NHT terhadap hasil belajar siswa dikelas X SMAN 1 Sungai Raya. Metode penelitian ialah metode eksperimen (Pre-Experimental Design) dengan One-Group Pretest-Posttest Design. Populasi penelitian adalah seluruh siswa kelas X IPA SMAN 1 Sungai Raya yang terdiri dari 5 kelas. Sampel penelitian ini ialah kelas X IPA5 sebagai kelas eksperimen, dengan menggunakan teknik purporsive sampling.  Instrumen untuk mengukur hasil belajar siswa menggunakan tes essay. Data dianalisis dengan menggunakan uji rata-rata, uji pair sample t-test, dan effect size.  Hasil penelitian menunjukkan bahwa: 1) terdapat peningkatan skor rata-rata hasil belajar siswa dari 45,0 menjadi 77,8, 2) Dari hasil analisis data menggunakan uji pair sample t-test dapat disimpulkan bahwa terdapat perbedaan yang signifikan hasil belajar siswa sebelum dan setelah diterapkan model pembelajaran NHT, dan 3) Nilai Effect Size sebesar 2,2 yang termasuk dalam kategori tinggi. Disimpulkan bahwa penerapan model pembelajaran NHT pada materi gerak lurus berubah beraturan berpengaruh terhadap hasil belajar siswa kelas X SMA Negeri 1 Sungai Raya. This study aims to analyze: 1) student learning outcomes before and after applying the NHT learning model, 2) differences in student learning outcomes before and after applying the NHT learning model, and 3) the effectiveness of NHT learning models on student learning outcomes in class X SMAN 1 Sungai Raya. The research method is the experimental method (Pre-Experimental Design) with One-Group Pretest-Posttest Design. The study population was all students of class X Science at Sungai Raya 1 State High School consisting of 5 classes. The sample of this study is class X IPA5 as an experimental class, using purposive sampling technique. Instrument to measure student learning outcomes using an essay test. Data were analyzed using an average test, pair sample t-test, and effect size. The results show that: 1) there is an increase in the average score of student learning outcomes from 45.0 to 77.8, 2) From the results of data analysis using pair sample t-test can be concluded that there are significant differences in student learning outcomes before and after applying the NHT learning model, 3) Effect Size values of 2.2 which is included in the high category. It was concluded that the application of NHT learning  model affecting the learning outcomes of class X students of  SMAN  1 Sungai Raya, of the subject matter rectilinear motion with constant acceleration.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Arpina Saleha ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Okviyoandra Akhyar

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh media permainan ular tangga senyawa terhadap hasil belajar siswa.Penelitian ini menggunakan nonequivalentcontrolgroupdesign. Populasi dalam penelitian ini adalah seluruh siswa kelas X MIA, sedangkan sampel penelitian yang digunakan yaitu X MIA 2 dan X MIA 3.Pada penelitian ini kedua kelas diberikan perlakuan yang berbeda,kelas X MIA 2 dibelajarkan tanpa menggunakan permainan media ular tangga senyawa, sedangkan kelas X MIA 3 dibelajarkan menggunakan media permainan ular tangga senyawa.Teknik pengumpulan data yang digunakan adalah soal tes pilihan  ganda.  Data  yang diperoleh dianalisis  menggunakan  uji mann whitney u.Data hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas kontrol lebih rendah daripadanilai rata-rata kelas eksperimen.Sehingga dapat disimpulkan bahwa terdapat pengaruh media permainan ular tangga senyawa pada materi tata nama senyawa terhadap hasil belajar siswa di SMA Negeri 1 AlalakThis study aimed to determine whether or not the influence of snake and compound compound media play on student learning outcomes. This study used nonequivalent control group design. The population in this study were all students of class X MIA, while the research samples used were X MIA 2 and X MIA 3. In this study both classes were given different treatments, class X MIA 2 was taught without using snake ladder compound media games, while classes X MIA 3 was taught using the media game snake ladder compound. Data collection techniques usedwere multiple choice test questions. The data obtained were analyzed using the Mann Whitney test. The data of the research showed that the average value of the control class post-test is lower than the average value of the experimental class.  So  it  can  be  concluded  that  there  were  the influence  of  snake  ladder compound  media  on  compound  nomenclature material  on  student  learning outcomes in SMA Negeri 1 Alalak.


2021 ◽  
Vol 12 (1) ◽  
pp. 23
Author(s):  
Aris Try Andreas Putra ◽  
Sufiani Sufiani

<em>This study aims to describe the application of the snowball throwing learning model in improving the learning outcomes of students in Islamic religious education subjects in class VIII 2 at SMP Negeri 23 Konawe Selatan. This type of research is a classroom action research (PTK) with research procedures in two cycles with several stages, namely planning, action, observation and reflection. The data collection techniques used were observation, test learning outcomes and documentation. Observations were made to determine the activities of researchers and students in implementing learning. Learning outcome tests are carried out to determine the completeness of student learning outcomes. Meanwhile, documentation is used to obtain data about the state or number of students who will be studied in class VIII 2 SMP Negeri 23 Konawe Selatan. From the results of the study, students who scored above 70 in the pre-cycle initial test were 5 people with an average of 59.14 and a percentage of 23, 80%. After the implementation of cycle I, 11 students who achieved mastery learning above a value of 70 with an average score of 63.80 and a percentage of 52.38%. Furthermore, after the implementation of cycle II, 17 students who obtained a value of 70 and above with an average of 71.90 and a percentage of 80.95%.</em>


2021 ◽  
Vol 4 (2) ◽  
pp. 307
Author(s):  
Rina Yuliana Pratama

When explaining the material, the teacher only uses blackboard learning media and is monotonous. This has an impact on student learning outcomes are low. This study aims to analyze the effectiveness of the Quizizz Game learning media in increasing enthusiasm and learning outcomes. This type of research is classroom action research. The research subjects were fourth-grade students with 23 students. The data in this study were obtained through pretest, post-test questions contained in the Quizizz Game application from observations and documentation. The instruments used to collect data are questionnaires and tests. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of the study were that students obtained a percentage of learning completeness of 43.47%. After being given action I, the average score was 72, with a learning completeness percentage of 60.86% in Cycle I. In Cycle II, the average score increased to 85 with a learning completeness percentage of 95.65%. From the analysis above, it can be concluded that the application of the Quizizz Game learning media can increase students' interest and learning achievement. This research implies that teachers can use the application of the Quizizz Game learning media to increase student interest and learning outcomes.


2021 ◽  
Vol 7 (1) ◽  
pp. 101-120
Author(s):  
M. Chotibuddin

Learning and teaching are the most important activities in the whole educational process. This implies that the success or failure of the educational goals depends on how to design the teaching and learning process (learning) professionally. The success of the learning process cannot be separated from the preparation of students and the preparation of educators. In learning activities, methods are needed for educators and their use varies according to the goals to be achieved after teaching ends. An educator will not be able to carry out his duties if he does not master any of the teaching methods that have been formulated. The methods used in data collection are the observation method and the test method. The data analysis used was the instrument validity test, the normality test and the homogeneity test. The results of the research carried out proved that student learning outcomes before and after using the jigsaw method could be seen from the average pre-test scores of 62.00 and 76.60 post-test results. The pre-test result value is lower than the post-test score, so it means that there are differences in student learning outcomes before and after using the jigsaw method in the learning process.The percentage of the completeness criteria of the pre-test result value is 28%, while the posttest result score is 68%. From this data, it can be seen that using the jigsaw method can affect student learning outcomes. Hypothesis testing using the Product Moment Correlation test and Paired Sample T-test with the help of SPSS 20 software in the sig (2-tailed) section is known to be 0.000 <0.05. As the basis for decision making in the Product Moment Correlation test anddecision guidelines based on the probability value, it can be concluded that H0 is rejected and Ha is accepted. This means that the jigsaw method can affect the improvement of learning outcomes of class V Islamic Religious Education at MI Muhammadiyah 09 Kranji Lamongan


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


2018 ◽  
Vol 6 (2) ◽  
pp. 201-206
Author(s):  
Villa Anggraini ◽  
Lucky Heriyanti Jufri ◽  
Wella Juliati

AbstrakPenelitian ini dilatarbelakangi oleh rendahnya hasil belajar dan minat siswa untuk mengulang pelajaran yang telah dipelajarinya. Mengatasi masalah tersebut penulis melaksanakan pembelajaran dengan menerapkan strategi pembelajaran Make A Match dan Index Card Match. Penelitian ini bertujuan untuk mengetahui bagaimana peningkatan hasil belajar matematika siswa dengan menerapkan strategi pembelajaran Make A Match dan Index Card Match. Jenis penelitian ini adalah kuasi eksperimen, dengan rancangan penelitian Nonequivalent Control Group Design. Populasi dalam penelitian ini adalah seluruh siswa kelas VIII SMPN 1 Koto XI Tarusan dan yang terpilih sebagai kelas sampel adalah kelas VIII.2 dan kelas VIII.3. Instrumen yang digunakan dalam penelitian ini adalah pretest dan posttest. Bentuk tes yang digunakan adalah tes uraian. Hasil analisis butir soal diperoleh soal tes reliabel dengan reliabilitas tes adalah r_11=0,8421. Berdasarkan pengujian hipotesis menggunakan uji t satu arah diperoleh thitung = 3,17 dan ttabel = 1,676 karena thitung> ttabel maka H0 ditolak dan H1 diterima sehingga dapat disimpulkan bahwa peningkatan hasil belajar matematika siswa menerapkan strategi pembelajaran Make A Match lebih baik dari peningkatan hasil belajar matematika siswa menerapkan strategi pembelajaran Index Card Match pada siswa kelas VIII SMPN 1 Koto XI Tarusan Tahun Pelajaran 2016/2017.Kata Kunci: Make A Match, Index Card Match, hasil belajar.AbstractThe background of the research is caused by student learning outcomes and interest in learning to review the lesson that is still low. To solve these problems, the researcher doing learn by applying strategies for learning Make A Match and index Card Match. This research aims to know the improvement mathematics student learning outcomes by applying strategies for learning Make A Match and index Card Match. The types of this research is A quasi-experiment with Nonequivalent Control Group Design. The population of this research is whole students in class VIII SMPN 1 Koto XI Tarusan, the sample is class VIII.2 and class VIII.3. The instrument used is pretest and posttest. The test form that used is essay with reliability r_11=0,8421. base on the hypothesis test which applying test one side, it obtained tcount = 3,17 and ttable = 1,676 for t_count>t_table then rejected H0 and accepted H1. Therefore, it can be concluded the improvement mathematics student learning outcomes by applying strategies for learning Make A Match better than improvement mathematics student learning outcomes by applying strategies for learning Index Card Match in class VIII SMPN 1 Koto XI Tarusan in school year 2016/2017.Keyword: Make A Match, Index Card Match, learning outcomes.


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