scholarly journals Development of Tie Dye Technique and Its Impact On Students Learning Outcome and Fine Motor Development

2020 ◽  
Vol 3 (1) ◽  
Author(s):  
Riska Yuliastanti Putri ◽  
Deasylina Da Ary

This study aims to develop a color barrier technique in the class III charge of Cultural Arts and Skills at SDN Purwoyoso 06 Ngaliyan, Semarang. This research is a Research and Development (RnD) research with steps namely: potential and problems, data collection, product design, design validation, design revision, product testing, product revision, usage testing, product revision, and final product. The population of this study was 42 third grade students of SDN Purwoyoso 06 Ngaliyan Semarang. Data analysis techniques use product data analysis, learning outcomes, and student activities. The results of the study showed: (1) the development of color barrier techniques, namely the media and tools used and the motives produced. Based on expert validation shows the color barrier technique in the test of learning techniques experts and material get a percentage of 96.4% and 97.5% with very feasible criteria; (2) the use of color barrier techniques influences the effectiveness of SBK learning as evidenced by student learning outcomes with an average student score of 78.33%; (3) student activities obtain an average percentage of 94.83% with very high criteria. The conclusions of the study showed that the results of the development of the color barrier technique based on the validation of the learning techniques experts and the material fulfilled the criteria were feasible, could improve the effectiveness of student learning and activity.

2017 ◽  
Vol 1 (2) ◽  
pp. 162
Author(s):  
Nurli Rosmi

This research is motivated by the results of learning mathematics students class SD Negeri 003 Pulau Jambu, Kecamatan Cerenti, Kabupaten Kuantan Singingi which is still very low. This study aims to improve the results of learning mathematic on the subject of angles, circumference of square and rectangle. This study is a classroom action research conducted in two cycles, each cycle is implemented with four stages, namely: planning, implementation, observation and reflection. From the data analysis, there is an increase of both teacher activity, student activity, and student learning result. The teacher activity at the 1st cycle of percentage is 75% (Good) and at the 2nd meeting it increases 5% to 80% (Very Good). The average percentage of teacher activity in cycle I was 77.5% (Good). In the second cycle of the 3rd meeting increased by 10% from 80% (Good) to 90% (Very Good) and at 4th meeting increased by 5% from 90% (Very Good) to 95% (Very Good). The average Percentage of teacher activity in cycle II was 92.5% (Very Good). Judging from the student activity also increased from the 1st cycle meeting I was 60% (Enough) and at the 2nd meeting increased 15% to 75% (Good). The average percentage of student activity in cycle I was 67.5% (Enough). In the second cycle of meeting 3 it increases 10% from 75% (Good) to 85% (Very Good) and at 4th meeting increases 5% from 85% (Very Good) to 90% (Very Good). The average of student activity percentage in cycle II is 87,5% (Very Good). The average base score of 51.88 increased to 68.44 in the first cycle of the increase of 16.56 points and then in the second cycle increased to 88.75 on the second cycle of large increase of 36.87 points. From the data analysis there is an increase both from teacher activity, student activity, and student learning outcomes. It can be concluded that the enforcement of direct learning model can improve student learning outcomes mathematics class III SD Negeri 003 Pulau Jambu, Kecamatan Cerenti, Kabupaten Kuantan Singingi.


Author(s):  
Zubaidah Matondang

This study aims to determine whether the use of learning model Listening Team can improve student learning outcomes. This research is a classroom action research conducted at SD Negeri 101768 Lesson Year 2015/2016. Subject of this research is student of class III which amounted to 24 people. Technique of collecting data is done by test method and observation method. Effectiveness research indicators in this assessment include student activities during learning activities and students' learning completeness in a classical way. The results showed the effectiveness of student learning reviewed through learning mastery that is equal to 83.3%. Increase in review through the learning activities of students is 92%. Based on the details of the results of the above research, then learning to use learning model Listening Teams in third grade students SD N 101768 TP 2015/2016 can improve student learning activities and improving student learning outcomes in terms of mastery of student learning classically on money history materials in Social Studies subjects.


Author(s):  
Tri Mutmainnah ◽  
Munoto Munoto ◽  
Marniati Marniati ◽  
Tri Rijanto

The purpose of this study was to determine the activities of students in the basic learning activities of sewing technology using video media, to determine the learning outcomes of basic students of sewing technology using video media, and to determine students' responses to the basic learning activities of sewing technology using video media. This type of research is Classroom Action Research (CAR). The learning method is implemented using the direct learning method. Data collection techniques use observation to get data about student activities, performance tests to determine student learning outcomes, and questionnaires to determine student responses. Data analysis using quantitative descriptive. The results showed that student activities which include preliminary, core, and closing activities were said to be very good with an average value of 93% in the first cycle and rose to 96% in the second cycle. Student learning outcomes reached 73% grade completeness in the first cycle and rose to 82% in the second cycle. The average percentage of success in cycle I and II was 77% in the good category. The results of students' responses stated that they agreed that video media made them have a high willingness to participate in learning by 56%, with 47% of students strongly agree that learning with video media was very interesting and not boring, 58% agreed that it was easier to understand learning materials with video media, and 39% agree that video media motivate students to excel.


2020 ◽  
Vol 5 (2) ◽  
pp. 115-122
Author(s):  
Rizkayatul Fatimah ◽  
Sholahudin Al Ayubi ◽  
Tri Novita Irawati

This research is a classroom action research which the aims is to form students character in the classroom learning process and to determine student activities and student learning outcomes in VIIIB class at Darul Mukhlasin MTs for the 2019/2020 school year with 26 students as the reserh subject. Data collection methods used were documentation, observation, tests and interviews than data analysis in this study using qualitative analysis with the percentage of student activity and student learning outcomes. Based on the results of the study, it was obtained that the average percentage of student activeness in the first cycle was 59%, and in the second cycle it was 80%. This shows that from cycle I to cycle II student learning activities increase. Student learning completeness before the study was 42.3%, in the first cycle it was 53%, and in the second cycle it was 91%. This shows that from before the research to cycle I then to cycle II student learning outcomes have increased. Keywords: discovery learning, learning activity and learning outccomes.


2020 ◽  
Vol 4 (2) ◽  
pp. 130-136
Author(s):  
Sunarti Sunarti

This researcher bertutuan to improve the activity and learning outcomes in mathematics through Materials Up Datat Props to the Geometry of the Flat in class III SDN 008 South Sangatta. This research is motivated by low activity mathematics learning outcomes of students class III SDN 008 South Sangatta. Subject this research is students class III SDN 008 South Sangatta which amounted to 20 students. This research type is Classroom Action Research (classroom Action). With research that use is the model Kemmis which includes the stages of planning, implementation of action, observation, and reflection. The instrument of data collection used is the observation sheet. The data analysis technique used is data analysis descriptive qualitative.             Based on the results of data analysis at cycle I of meeting I activity the students showed 30%, meeting 2 shows 39%, meeting 3 showed 47%, the average value of student activity cycle I shows 42%, classified as criteria low. After repair there was an increase in cycle II meeting I Activity the student demonstrates 80%, meeting 2 shows 86%, meeting 3 show that 92%, the average value of students of cycle II showed 86%, quite high criteria. This increase occurs where students always pay attention to his weaknesses and trying to memprbaikinya seemingly on the stages of the cycle that there is always an increase. Increased activity of students can also affect the improvement of student learning which indicates the average percentage of the first cycle 61%, cycle II is 78%. From the results of the research show that props up a flat geometry flat can increase the activity and learning outcomes in mathematics in class III SDN 008 South Sangatta.


2019 ◽  
Vol 3 (1) ◽  
pp. 74
Author(s):  
Baiq Olatul Aini ◽  
Khaerunnisa Cantika Ayu ◽  
Siswati Siswati

Abstrak: Pada aplikasi game puzzle ini berisi materi teori bilangan, aljabar, bangun datar dan bangun ruang. Pada game ini terdapat 15 level dan dibuat dari Appsgeyser. Penelitian ini bertujuan untuk meningkatkan kemampuan berpikir melalui minat belajar siswa di SD kelas III, IV, V dan VI. Dampak dari media pembelajaran edugame ini adalah media pembelajaran berpengaruh pada kemampuan berpikir siswa. Instrument penelitian yang digunakan adalah pedoman angket dan observasi. Berdasarkan hasil analisis data, diperoleh hasil validasi dari ahli media dengan skor rata-rata 73,649% dalam kriteria layak, sedangkan respon dari pengguna rata-rata sebesar 80,335% dalam kreteria menarik. Abstract: In this puzzle game application contains material in number theory, algebra, wake up flat and build space. In this game there are 15 levels and are made from Appsgeyser. This study aims to increase students' interest in learning at SD class III, IV, V, and VI. The impact of edugame learning media is learning media influencing student learning outcomes. The research instrument used was the questionnaire and observation guidelines. Based on the results of data analysis, the results of validation from media experts were obtained with an average score of 73,649% in eligible criteria, while the response from users on average was 80,335% in the criteria interesting.


Author(s):  
Alfa Charisma Sardjono Pello

This research was conducted in class X of IPH 2 High School Surabaya. Researcher looked at several problems in the classroom, namely: the ability of students to understand less quadratic equations, lack of learning tools that are good for use in classrooms, activities in class that seem unattractive to improve learning motivation and the condition of students who are always individual in achieving success. To support this, this research is assisted by kahoot media. This research is a type of experiment that begins with the development of a 4D model device. Based on the problems above, the researcher helps the teacher by developing learning tools that are well validated. After that, the researcher will check the effectiveness of the device and then be implemented in the experimental class in order to obtain good learning outcomes. Descriptive data analysis results, obtained valid learning tools, good teacher ability, positive student response, and student activities that are in a good range. The results of inferential data analysis obtained an average increase in learning outcomes in the experimental class is greater than the average increase in learning outcomes in the control class. Learning tools in the form of RPP, LKS, and THB developed with the 4-D development model are valid tools to support learning effectively so that student learning outcomes are better than student learning outcomes that are taught using conventional learning. Key Word: effectiveness, cooperative learning, teams games tournament, quadratic equations, kahoot media


2016 ◽  
Vol 1 (2) ◽  
pp. 298-318
Author(s):  
S Sofnidar ◽  
Gustia Murni

The purpose of this study was to develop a sheet of student activities with a Scientific approach to flat-woke material in class III SDN No. 34/1 Muara Bulian Lotus which has good validity according to experts and to determine the effectiveness of using student activity sheets on student learning outcomes. This type of research is development research. The instruments used in this study were expert assessment questionnaires for evaluation of teaching materials and assessment questionnaires for the design of student activity sheets with the Scientific approach, teacher and student responses questionnaire and student learning outcomes tests. From the results of the analysis carried out on the final test obtained 81.48% of the students reached KKM, the results of observation of student activities in the learning process reached 74.6%. This means that the student activity sheet made is in accordance with the purpose of the effectiveness of using the student activity sheet. So that this student worksheet can be used by elementary math teachers especially in flat learning.


Author(s):  
Jaka Rahmana ◽  
Agus Efendi ◽  
Abdul Haris Setiawan

<p class="BodyText1">The purpose of this research is to improve the teaching of engineering mechanics and explain the mechanism of implementation of engineering mechanics of learning through the implementation of cooperative learning TAI (Team Assisted Individualization) in class X SMK TGB B 2 Sukoharjo academic year 2014/2015.</p><p class="BodyText1">This study uses a Class Action Research (CAR). This study was conducted in two cycles, with each cycle consisting of planning, action, observation, and reflection. The subjects in this study TGB B class X SMK Negeri 2 Sukoharjo the school year 2014/2015 amounted to 32 consist of 17 boys and 15 girls. Data collection techniques with learning outcomes assessment calculations simple construction, observation, and interviews. The data analysis technique used in this research is descriptive qualitative analysis based on the percentage.</p><p class="BodyText1">Based on data analysis results: The implementation of cooperative learning TAI (Team Assisted Individualization) can improve the mechanics of learning techniques in class X TGB B SMK Negeri 2 Sukoharjo. It can be seen from the results of research. Student learning outcomes cognitive domains (Pre Cycle of 31.25%; the first cycle was 65.63%; Cycle II amounted to 90.63%). Affective student learning outcomes (Pre cycle of 53.02%; the first cycle was 64.06%; Cycle II amounted to 78.23%). Psychomotor student learning outcomes (Pre cycle of 43.19%; the first cycle was 62.50%; Cycle II amounted to 80.08%). Teacher performance assessment scores in learning activities (Pre cycle of 34.40%; the first cycle was 69.79%; Cycle II amounted to 90.625%).</p><p class="BodyText1">Based on the research that has been conducted conclusion of this research is the application of learning models TAI (Team Assisted Individualization) can improve the mechanics of learning techniques in class X TGB B SMK Negeri 2 Sukoharjo the school year 2014/2015.</p><p class="BodyText1"> </p><p class="BodyText1"><strong>Keywords</strong>: Team Assisted Individualization, (TAI), learning outcomes, Engineering Mechanics</p>


2021 ◽  
Vol 4 (2) ◽  
pp. 197-203
Author(s):  
Valensia Ose ◽  
Natalia Peni ◽  
Maria Fatima Mei

The purpose of this study was to determine student activities, teacher activities, and learning outcomes through problem-solving learning on the relationship material of class VIII SMPN 2 Adonara Barat. This research is classroom action research. The research subjects were students of class VIII SMPN 2 Adonara Barat, totalling 16 people. Data collection is done by observation, tests, and documentation. The data analysis technique used is quantitative data analysis. The results showed that learning mathematics using problem-solving can improve student and teacher activities and student learning outcomes. Based on the results of data analysis, the level of implementation of teacher activities in the first cycle was 75% with good criteria, in the second cycle, it was 93,1% with very good criteria. For student activities in the first cycle of 65% with sufficient criteria and the second cycle of 84% with good criteria. Student learning outcomes have increased learning mastery with a pre-action percentage of 6.25%, the first cycle of 31.25%, and the second cycle of 100% learning outcomes. The increase in the average value of the pre-test results was 42.25%, the first cycle was 65% and the second cycle was 82.25%.


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