Multimedia Learning Science Development in improving the Problem Solving Skill of Elementary School Student

Author(s):  
Fitria Febriani ◽  
Yetti Supriyati ◽  
Ucu Cahyana

This study aims to develop multimedia products and measure the effectiveness of multimedia in improving the problem solving skills of primary school students. The type of this research is development research that is by developing media product content of science matter of influence of heat 2 to change body shape and temperature. The research subjects consisted of 50 respondents in 5th grade. The development model used was Lee and Owens model which was adapted to the research with steps: 1) analysis, 2) multimedia design, 3) multimedia development, 4) empirical analysis, 5)implementation, 6) final product. Effectiveness test was conducted to measure problem solving skill through pre-test and post-test then processed using t-test. The result of t-test indicate that there is a difference of the mean value of pretest and posttest value with trust level α = 0.05, there is an increase of mean value or in other words, Ho is rejected, mean pre-test value 61.12 and average post-test value 75. Respondents also showed positive attitude using multimedia supported with the result of questionnaire response value 81% with criteria very good. Based on the results of effective multimedia used by learners in learning and improve problem solving skills.

2019 ◽  
Vol 8 (2) ◽  
pp. 199
Author(s):  
Wahyudi Wahyudi ◽  
Marisa Ambarwati ◽  
Endang Indarini

The purpose of this study is to develop a web-based learning game media to improve problem-solving skills in two-dimensional figure. Research method with R & D use the ASSURE development model consisting of 6 steps, that is 1) analyze learners, 2) state objectives, 3) select method, media, and materials, 4) utilize media and materials, 5) require learner participation, 6) evaluated and revise. The validity of the product is assessed by the experts with the expert validation sheets. The practicality of the product was tested by a limited trial of 10 students followed by interviews to see student responses. The Product effectiveness was seen from one class trial with one group pretest-posttest design and the results were analyzed using the Paired-Samples T-Test. The results of this study are in the form of web-based game learning media to improve problem-solving skills in flat-build material. The Learning media is proved valid based on the expert media, material, and learning tests. Learning media was also proved practical based on the results of interviews by 10 students. Learning media is proved effective based on the Paired Samples T-Test which was taken from the results of the pretest and post test


2021 ◽  
Vol 2 (1) ◽  
pp. 42-53
Author(s):  
Dyah Ayu Setyarini ◽  
Zainal Arifin Imam Supardi ◽  
Elok Sudibyo

This research aims to improve senior high school students’ physics problem-solving skills through learning used IBMR learning model. This research was a pre-an experimental study with a one-group pre-test and post-test design. The Methods of data collection used validation and test. The materials used to teach were valid category by two experts and can be used to practice physics problem-solving skills. The average post-test score physics problem-solving ability was 73.24 with an N-gain of 0.59 was classified as moderate. The success of IBMR learning model-based devices in practicing problem-solving abilities can be seen in the increase in the average score in each indicator of problem-solving abilities. The indicator of understanding the problem had the highest post-test average score of 94.58 with an N-gain of 0.89 in the high category. The problem-solving indicator had the lowest posttest average score was 58.22 with N-gain 0.39 and mean that it was the moderate category. Based on the results study, it can be concluded that the learning used by IBMR learning model can practice the ability to solve physics problems on heat material and its displacement. Learning with the IBMR learning model was expected to train students in solving physics problems. The stages in the IBMR learning model can help students


2020 ◽  
Vol 1 (1) ◽  
pp. 11-17
Author(s):  
Rizky Nur Hidayah ◽  
Wahyudi

The purpose of this research is to know about the effectiveness of geometry maze games media on problem skills in elemantary school students. This research is a pre-experimental using in group, pretest and posttest desaign. Data collection method is interview, questionnaire, and test. The effectiveness of media from maze games seen from the results of the pretest and posttest problem solving ability by means of a test Paired SamplesT-Test with helped by SPSS 25.0 for windows. The results is significant value (2-tailed) equals 0,000 pretest and posttest. From Paired Samples T-Test game geometry maze media towards probleam solving skilss


2017 ◽  
Vol 5 (2) ◽  
pp. 271
Author(s):  
Dian Dwi Nur Rahmah Rahmah ◽  
Arief Fahmie

Penelitian ini bertujuan untuk mengetahui ada tidaknya pengaruh antara pelatihan coaching dengan kemampuan pemecahan masalah pada supervisor di PT.X Kalimantan Timur.Kemampuan Pemecahan masalah adalah kemampuan untuk mengenali dan merumuskan masalah, serta menemukan dan menerapkan pemecahan yang ampuh.Coaching adalah kunci pembuka potensi seseorang untuk memaksimalkan kinerjanya. Hipotesis yang diajukan adalah ada pengaruh pelatihan coaching terhadap kemampuan pemecahan masalah yang terdiri dari 4 aspek yaitu mampu memahami masalah, mampu mencari dan menilai alternatif solusi, mampu melaksanakan solusi, mampu melaksanakan evaluasi terhadap solusi yang telah di laksanakan. Penelitian ini melibatkan 26 supervisor baru dengan masa kerja 1 – 3 tahun. Alat ukur yang digunakan adalah skala stres kerja menurut Ellis dan Hunt (1993) yang berjumlah 25 butir. Validitas yang dihasilkan adalah 0,700 sedangkan uji reliabilitas menghasilkan koefisien reliabilitas alpha sebesar 0,908. Analisis hipotesis menggunakan Independent Sample t-test menunjukkan nilai signifikansi p value (p = 0,506 > 0,05) pada pascates, maka hipotesis dinyatakan tidak diterima. Dengan demikian, tidak ada perbedaan kemampuan pemecahan masalah pada kelompok eksperimen dan kontrol. Walaupun demikian, saat pelaksanaan tindak lanjut nilai signifikansi p value menunjukkan (p = 0,030 > 0,05) yang menandakan bahwa ada perbedaan dari pascates ke tindaklanjut pada kelompok eksperimen.Kata Kunci :Coaching, kemampuan Pemecahan Masalah, Pelatihan This study aims to determine whether there is influence between coaching training with problem solving skills on PT.X supervisor in East Kalimantan. Problem solving ability is the ability to identify and formulate problems, and find and implement effective solutions. Coaching is the key to unlocking a person's potential to maximize performance. The hypothesis is there are not coaching training effect on the ability of problem solving consists of four aspects which is able to understand the problem, which is able to seek and assess alternative solutions, able to implement the solution, able to carry out an evaluation of the solutions that have been implemented. The study involved 26 new supervisors with tenure 1-3 years. Measuring instruments used are problem solving scale according to Ellis and Hunt (1993), which amounted to 25 points. Validity produced was 0,700 while the reliability test result reliability coefficient alpha of 0.908. Hypothesis analysis using independent sample t-test showed a significance value of p value (p = 0.506> 0.05) in the post-test, the hypothesis stated are not accepted. Thus, there is no difference in the ability of solving problems in experimental and control groups. However, when the implementation of the follow-up showed a significance value p value (p = 0.030> 0.05), which indicates that there are differences of post-test to follow up the experimental group.Keywords: Coaching, Problem Solving Ability, Training


2020 ◽  
Vol 4 (1) ◽  
pp. 57-64
Author(s):  
Agus Wibowo ◽  
Zulia Awaliana Muslikhah ◽  
Nurul Atieka

THE USING OF ANIMATION FILM IN INFORMATION SERVICE TO IMPROVE PROBLEM SOLVING ABILITY OF VOCATIONAL SCHOOL STUDENTS. The use of animated film in information services aims to ensure that massage of information service can be well received by students, and students have good motivation in participating in services. This study aims to determine the effectiveness of film animation in information services to improve the ability to abilty of problem solve students of SMKN 3 Metro in the academic year 2019/2020. The research method used action research. The research subjects were 30 students. The research instrument is a test of problem solving skills. The results of the study were an increase in average achievement scores, in the first cycle the average score of students 'ability to solve problems was 19.5, and the second cycle was 24.19 and the difference in the scores of students' understanding scores in the second cycle with an ideal score of 7.05, in the first cycle the difference between the score with the ideal score is 11.75. Thus an increase between cycles I and II amounted to 4.70. The conclusion of the research is the animation film in information service effective to improve abilty problem solving of students SMKN 3 Metro academic year 2019/2020.


2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Wahyu Candra Dwi Safitri

ABSTRAKPembelajaran tematik di sekolah dasar sangat penting untuk memperkuat karakter siswa, salah satunya dengan media board game. Penelitian ini bertujuan untuk mengembangkan dan menguji kevalidan, kepraktisan, dan keefektifan media board game pada pembelajaran tematik di sekolah dasar. Metode penelitian yang digunakan adalah R&D dengan desain ADDIE yang meliputi lima tahap, yakni 1) analysis (analisis), 2) design (perancangan), 3) development (pengembangan), 4) implementation (implementasi), dan 5) evaluation (evaluasi). Kevalidan produk diperoleh melalui uji pakar dengan instrumen validasi pakar. Kepraktisan produk diperoleh melalui uji coba terbatas 8 siswa dan pemberian angket untuk melihat respon siswa setelah menggunakan media board game. Keefektifan produk diperoleh melalui uji coba satu kelas dengan one grup pretest-posttest design yang hasilnya diuji menggunakan Paired Samples t-Test dengan SPSS 20.0. Hasil penelitian menunjukkan bahwa media board game dapat meningkatkan kemampuan pemecahan masalah pada pembelajaran tematik di sekolah dasar. Media pembelajaran dinyatakan valid berdasarkan hasil uji pakar media, pakar materi, dan pakar pembelajaran yang rata-ratanya mencapai 74.3% (tinggi). Media pembelajaran dinyatakan praktis berdasarkan hasil angket respon siswa mencapai 94% (praktis). Media pembelajaran juga dinyatakan efektif berdasarkan rata-rata hasil pretes dan postes serta uji Paired Samples T Test pretest-posttest dengan menunjukkan nilai Sig. (2-tailed) sama dengan 0,000. Kata kunci: Media pembelajaran, Board Game, Pemecahan Masalah, Siswa Sekolah Dasar ABSTRACTThis study aimed to develop and test the validity, practicality, and effectiveness of game board media on thematic learning in elementary schools. It employed Research and Development (R&D) method with ADDIE design, including: 1) analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. The product validity was obtained through expert tests using expert validation instruments. The product practicality was verified after limited trials to 8 students. Questionnaires were given to see student responses after using the game board media. The product effectiveness was validated by a one-class trial with one group pretest-posttest design, tested using Paired Samples t-test in SPSS 20.0. Results showed that board game media improved elementary school students’ problem-solving skills in thematic learning. The learning media is valid based on the test results of media experts, material experts, and learning experts. It is also practical based on the results of the student response questionnaire. The learning media is effective based on the results of the average pretest and posttest and the Paired Samples t-test pretest-posttest test results by showing the Sig. (2-tailed) equal to 0,000. Keywords: Learning media, Board Game, Problem Solving, Elementary students


Author(s):  
Maria Moskofoglou-Chionidou

The purpose of this study was to examine the effect of verbal and illustrative representation of the same statistical problems experienced by 56 elementary school students. Students were evaluated on problem-solving skills through six statistical problems as presented in school textbooks. One week later, the students were re-evaluated on problem-solving skills using the same problems that had been illustratively and verbally represented by the researchers. At the same time, we examined the correlation of students' performance to the six given problems in relation to their reading comprehension, verbal and mathematical competence (based on teachers' grade assignment). From the results of the quantitative research method that was used, there was a statistically significant correlation between the verbal representations in a) two out of six problems related to the mean value calculation using α representational table format and b) a bar graph construction based on a representational table format. However, an important finding of the research was the high correlation between students' performance and their reading comprehension, verbal and mathematical competence. Keywords: Verbal representation of a problem, illustrative representation of a problem, statistics.


Akademika ◽  
2018 ◽  
Vol 7 (02) ◽  
pp. 46-65
Author(s):  
Sudarman Na

Future education requires a pattern of education that is able to preparegenerations who are able to face and adapt to the global community. The challenge requiresa learning model that guides students to be able to think critically and be skilled in solvingproblems. This study aims to describe the application of the CoLT model in the learningprocess and find the superiority of the CoLT learning model to the ability to solve problemsand prove whether this collaborative learning model is superior and in accordance with theconditions and characteristics of students in East Kalimantan. The research method of thisstudy was designed using quasi-experimental research methods (quasi experimental) withrandomized pretest-posttest kontrol group design and survey methods to obtain qualitativedata. The research subjects in this study were high school students of class XI IPS who werein Bontang, Mahulu, Kutai Kartanegara and Samarinda, each of the two classes as theexperimental class and the kontrol class, so the total number was 8 classes, with a totalkontrol class of 122 respondents and experimental class 116 respondents. Research resultsshow student response to the implementation of learning with the CoLT Model is very good, itis illustrated by the percentage of pleasure with the learning with a score of 84%, theresponsibility in the excellent category is strengthened by the ability to interact with the groupis also good, and the end result of the response learning achievement and performanceimprovement 83%. Based on the results of problem solving skills, class students who learn touse the CoLT model have higher abilities than students in the kontrol class who learn to usedirect (traditional) learning models.


2019 ◽  
Vol 7 (2) ◽  
pp. 71 ◽  
Author(s):  
Risma Valentina Fitriyani ◽  
Supeno Supeno ◽  
Maryani Maryani

Tujuan dari Penelitian ini adalah untuk menganalisis pengaruh Lembar Kerja Siswa (LKS) kolaboratif pada model pembelajaran berbasis masalah terhadap keterampilan pemecahan masalah fisika siswa SMA pada materi gerak parabola. Jenis penelitian ini adalah quasi eksperimen dengan desain berupa pretest and posttest control-group design. Populasi yang digunakan dalam penelitian adalah siswa kelas X SMAN 5 Jember. Setelah menentukan populasi, peneliti akan memilih 2 sampel menggunakan purposive sampling. Instrumen pengumpulan data menggunakan lembar penilaian pretest dan posttest yang berisi soal-soal essay. Perlakuan pada kelas eksperimen adalah berupa model pembelajaran berbasis masalah yang disertai LKS kolaboratif, sedangkan pada kelas kontrol menggunakan model pembelajaran berbasis masalah tanpa LKS kolaboratif. Teknik pengumpulan data yang digunakan untuk memperoleh data keterampilan pemecahan masalah adalah menggunakan data pretest dan posttest. Instrumen pengumpulan data menggunakan lembar penilaian pretest dan posttest. Rata-rata nilai keterampilan pemecahan masalah pada kelas eksperimen yaitu sebesar 72,22 dan kelas kontrol sebesar 45,46. Peneliti menggunakan uji t yaitu independent sample t-test dan diperoleh hasil Sig.(2-tailed) adalah sebesar 0,00. Jadi dapat disimpulkan bahwa LKS kolaboratif pada model pembelajaran berbasis masalah berpengaruh secara signifikan terhadap keterampilan pemecahan masalah fisika siswa SMA. Hasil penelitian ini membawa implikasi bahwa LKS kolaboratif dapat digunakan dalam implementasi pembelajaran berbasis masalah sebagai bentuk bantuan bagi siswa untuk membelajarkan keterampilan pemecahan masalah.The purpose of this study was to analyze the effect of collaborative student worksheets through problem-based learning model on physics problem-solving skills of high school students for parabolic motion. This study was conducted in quasi-experimental using a pretest and posttest control group design. The population in this research is class X SMAN 5 Jember. After determining the population, the researcher will choose two samples using purposive sampling. Data collection instrument using pretest and posttest response sheets containing essay problem-based. In the experimental class, the treatment was given in the form of a problem-based learning model accompanied by the collaborative student worksheet, while in the control class, it used a problem-based learning model without a collaborative student worksheet. Data collection techniques used to obtain data on problem-solving skills are using pretest and posttest data. The instrument of data collection uses the assessment sheet pretest and posttest. The average value of problem-solving skills in the experimental class is 72.22, and in the control class is 45.46. Researcher using the t-test, namely the independent sample t-test and the result of Sig. (2-tailed) is 0,00. So it can be concluded that collaborative student worksheets on the problem-based learning model significantly influence the physics problem-solving skills of high school students. The results of this study implicate that collaborative student worksheets can be used in the implementation of problem-based learning as a form of assistance for students to teach problem-solving skills. 


2022 ◽  
Vol 2163 (1) ◽  
pp. 012010
Author(s):  
C A Hernández-Suarez ◽  
L S Paz-Montes ◽  
W R Avendaño Castro

Abstract The teaching of science, and specifically physics, has been associated with the acquisition of knowledge with a particular emphasis on problem solving, as an activity that brings students closer to the methodology and meaningful learning of science. However, problem solving is perhaps one of the sources of failure in physics teaching, which requires a careful analysis of this didactic activity. Therefore, the aim of this work is to analyze the development of students’ problem-solving skills in a physics course. An analysis is presented using the quasi-experimental method through the application of a pre-test – post-test, for which a methodological intervention was used based on the problem-solving competence, which focused on identifying errors and difficulties by the students themselves and thus favoring the learning and development of this competence, which allowed the academic progress of the students to be analyzed. It is concluded that the intervention supported by problem solving improves students’ performance, in addition to the positive assessment they make of the process, as well as its influence on the change in pedagogical practice.


Sign in / Sign up

Export Citation Format

Share Document