scholarly journals The Implementation of Using Role playing Method to Improve Cognitive Aktivities and Learning Outcomes Students' on Excretion System Material in SMPN 1 Batang

2018 ◽  
Vol 7 (3) ◽  
pp. 237-243
Author(s):  
Daniar Arof Adiba ◽  
Sri Mulyani Endang Susilowati ◽  
Ari Yuniastuti

One of the main learning problems in school today is the low absorptive capacity of students as evidenced by the average of the student’s learning outcomes is always still under KKM. The reason is that the learning conditions are still conventional and is still teacher centered learning so it does not touch the dimensional realm of the students themselves. The learning method implemented by the teacher is more dominated by teachers, so students tend to be passive and not given access to develop independently. This illustrates that the process of learning that takes place is not optimal. Efforts to achieve a high absorption students is realized by applying an active learning and fun. Appropriate learning method is a method of role playing. Learning to use the method of role playing is learning that requires students to actively participate in the learning and mastery learning materials development of imagination. The purpose of this study to apply the method of role playing in  order to enhance the activity and the cognitive achievement of students on the material excretory system in SMPN 1 Batang. The study population was half of second class VIII SMP N 1 Batang and sample used is class VIII A and VIII E. Design study used is a quasi-experimental design from of pretest-posttest control group design. The results showed that the implementation of the method of role playing on learning excretory system can increase the activity and cognitive learning outcomes. The result of the increase was gotten in using N-Gain. Results obtained from the data that there is signifiant difference between the results before and after treatment (pretest-posttest). Based on the test results of N-gain, increased cognitive achievement experimental class (VIII A) amounted to 0.633 (moderate) and grade control (VIII E) 0.32 (moderate). Based on t test, showed that the value probability (sig.) <0.05 then Ho is rejected and Ha accepted. It means that there are differences in cognitive learning outcomes significantly between the control and the experimental class. The activity of students in class VIII A of 82.27% (very active) and VIII E amounted to 75.50% (Active). This indicates that the use of role playing method can increase the activity and cognitive learning outcomes of students.

2021 ◽  
Vol 4 (2) ◽  
pp. 214-222
Author(s):  
Farralia Ramadhani ◽  
Yetri Yetri ◽  
Irwandani Irwandani

This study aims to see the effect of using the two stay two stray learning model assisted by an innovative module on the cognitive learning outcomes of students on the topic of simple machines. This quantitative study used a quasi-experimental design with a pretest-posttest control group design. This study consisted of 2 classes, class VIII A as the experimental class and class VIII B as the control class. The results showed that the average of the cognitive test of the experimental class was 80.00 and the control class was 72.67. The results of data processing using the Mann Whitney test with a sig level of 0.05 revealed that the results of sig.2 tailed were 0.000, less than 0.05, which means that there is a difference in the posttest average value of students’ cognitive learning outcomes in the control and experimental classes.


Author(s):  
Riya Wulandari ◽  
Angelia Timara ◽  
Emi Sulistri ◽  
Sumarli Sumarli

ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Role Playing berbantuan media video terhadap hasil belajar kognitif siswa pada materi bunyi. Penelitian dilaksanakan di SD Swasta Torsina III Singkawang. Jenis penelitian yaitu penelitian kuantitatif dengan metode quasi experimental, dalam bentuk Nonequivalent Pre-test and Post-test Control Group Design. Populasi dalam penelitian ini adalah seluruh siswa kelas IV SD Torsina III Singkawang. Sampel diambil menggunakan teknik non probability dengan jenis sampling jenuh. Teknik pengumpulan data menggunakan teknik tes berupa tes objektif materi bunyi dan teknik non tes berupa angket respon. Hasil penelitian menunjukkan bahwa: (1) terdapat perbedaan hasil belajar ranah kognitif antara siswa yang diterapkan model pembelajaran role playing berbantuan media video dengan siswa yang mendapatkan pembelajaran langsung; (2) Penggunaan model pembelelajaran role playing berbantuan media video berpengaruh tinggi terhadap hasil belajar kognitif siswa; (3) Respon siswa positif terhadap model pembelajaran role playing berbantuan media video pada kategori baik. Kata kunci: model pembelajaran role playing; media video; hasil belajar kognitif. ABSTRACTThis study aims to determine the effect of the video media-assisted Role Playing learning model on students' cognitive learning outcomes on sound material. The research was conducted at Torsina III Private Elementary School, Singkawang. The type of research is quantitative research with quasi-experimental method, in the form of Nonequivalent Pre-test and Post-test Control Group Design. The population in this study were all fourth grade students of SD Torsina III Singkawang. Samples were taken using a non-probability technique with saturated sampling type. The data collection technique used a test technique in the form of an objective test of sound material and a non-test technique in the form of a response questionnaire. The results showed that: (1) there were differences in cognitive domain learning outcomes between students who applied the role playing learning model assisted by video media and students who received direct learning; (2) The use of role playing learning models assisted by video media has a high effect on students' cognitive learning outcomes; (3) Positive student responses to the video-assisted role playing learning model in the good category. Keywords: role playing learning model; video media; cognitive learning outcomes.


Biosfer ◽  
2018 ◽  
Vol 8 (2) ◽  
pp. 46-54
Author(s):  
Yolanda Holinda Sari ◽  
Rusdi Rusdi ◽  
Sri Rahayu

Learning results are influenced by 2 factors; internal and external factors. Method of learning is one of external factors. This study aimed to determine the effect of Hypnoteaching method toward application the cognitive learning outcomes on Nervous System Topic at SMAN 97 Jakarta. The research was conducted in the second semester of Academic Year 2014/2015. The method was a quasi-experimental with pretest-posttest control group design. A total sample of 74 students of class XI MIA was selected by simple random sampling technique. This research used a cognitive learning. Test instrument data was analized by analysis of variance of the path of non-parametric Kruskal Wallis. The result showed a significance value 0.07> 0.05 so that it was conclude that Hypnoteaching method had no effect on students cognitive learning outcomes Nervous System Topic.


2021 ◽  
Vol 6 (1) ◽  
pp. 40-54
Author(s):  
Safnowandi Safnowandi

The objectives of this research are to: 1) determine the effect of the Contextual Teaching and Learning (CTL) learning model on cognitive learning outcomes; and 2) to determine the effect of the Contextual Teaching and Learning (CTL) learning model on students' scientific literacy. This type of research is a quasi experiment. The research design of pre-test-post-test non equivalent control group design. The population in this study were all class VII students of SMPN 1 Tanjung North Lombok Regency in the academic year 2017/2018 which consisted of 6 classes. The sampling technique used purposive sampling, in order to obtain class VII 3 as the experimental class and class VII 1 as the control class. The instruments used to collect data were multiple choice questions totaling 20 items to measure student cognitive learning outcomes and essay questions to measure content and the scientific context. Meanwhile, worksheets are used to measure the scientific process. The data analysis technique used two-way ANOVA with a significance level of 0.05% using SPSS 16 for Windows. The results showed that: 1) there was an effect of the application of the Contextual Teaching and Learning (CTL) learning model on cognitive learning outcomes (p <0.05); and 2) there is an effect of the Contextual Teaching and Learning (CTL) learning model on students' scientific literacy (p <0.05).


2020 ◽  
Vol 8 (2) ◽  
pp. 229
Author(s):  
Asrorul Azizi ◽  
Irwansah Irwansah

The method of role playing in learning is a teaching and learning process in which students themselves are mentally active, building their knowledge, which is based on the cognitive structure they have. The teacher has a more role as a facilitator and mediator of learning. This study aims to determine the effect of role playing methods on cognitive learning outcomes in terms of student learning activities. The research method used is a quasi-experimental method. The research design used a "post-test only control group design" which involved two classes, namely the experimental class and the control class. The population in this study were all students of class X MIA MA Darul Aminin NW Aikmual, Central Lombok Regency. While the research sample was 39 students of class X MIA at the MA. Student learning outcomes were measured using a test in the form of multiple choice questions, and student learning activities were obtained using a questionnaire. Based on the results of the research that has been done, it can be concluded that the role playing method has an effect on student cognitive learning outcomes, because the significance value is 0.046 <0.05. The student learning activity factor for the cognitive domain obtained a significance value of 0.030 <0.05. The data shows that, student learning activities affect student cognitive learning outcomes. The interaction of the role palying method with student learning activities for the cognitive domain obtained a significance value of 0.227 <0.05, so this data shows that there is an interaction between the role playing method and student learning activities on student cognitive learning outcomes.


Author(s):  
Nawalul Faizin ◽  
Khairil Khairil ◽  
Mustafa Sabri

The aim of this study is to determine the differences of students’ cognitive learning outcome through project based learning method and conventional one. To collect the data, an experimental research is conducted by using pretest – posttest control group design. The samples were the second semester students of class XI of MAN 1 Sigli, Pidie regency which consisted of 66 students (33 students of class XI IPA-2 and 33 students of class XI IPA-3). Project based learning method was implemented in experimental class; meanwhile conventional method was implemented in control class. The data were analyzed by using independent sample t-test with SPSS 16.0 for Windows at significant level of 0.05. The result showed that there was a significant improvement of cognitive learning outcome of experimental class students (tcount7,156 > 2,000). It can be concluded that project based learning can increase students’ cognitive achievement.


Author(s):  
Selly Effa Weranti

Based on the results of observation in learning, teachers are still seen to dominate the teaching and learning process. Students only receive information from teachers that can cause a lack of enthusiasm so that makes the learning atmosphere that takes place looks still passive. It resulted in student learning outcomes still have not reached the maximum because of the use of media applied by teachers not in learning. This research is Quantitative research with Quasi Experimental Form Designjenis Nonequivalent control group design. The data collection technique used is the test of cognitive learning outcomes. Based on the results of data analysis obtained: 1) there is the effect of three-dimensional diorama media on the cognitive learning outcomes of the material recognize the use of money in the class III IPS SDN Balong dowo. This is proven by doing the calculation to determine the gain value of the result of unknown gain experimental class III-B with the yield of 9.09% belong to the criteria "high", meaning there is a high influence on the media diorama of three dimensions in 2 students. 90.91% entered into the criterion "medium" means there is influence "moderate" to 20 students. 2) there is a big influence of three-dimensional diorama media on student learning outcomes class III with N-gain analysis Based on the calculation obtained experimental class III-B 0,56. So in this case the influence of three-dimensional diorama media on student learning outcomes class III SDN Balong dowo moderate category because the criteria 0,56 ≤ 0.70 


2021 ◽  
Vol 5 (1) ◽  
pp. 148
Author(s):  
Megiridha Loppies ◽  
Aip Badrujaman ◽  
Sarkadi Sarkadi

This study aims to examine the effect of problem-based learning models on the achievement of student learning outcomes in History subjects. This research was conducted at Pusaka 1 Jakarta Senior High School. The method used in this research is quantitative quasi-experimental with a nonequivalent control group design model. The population in this study were all students of class XI IPS as many as four classes at SMAS Pusaka 1 Jakarta. The research sample was determined by purposive sampling technique to determine one class as an experimental class using a problem-based learning model and another class as a control class using conventional learning models. The results of hypothesis testing using the t test, obtained tcount = 9.25,> from ttable = 1.99. Thus, Ho is rejected and Ha is accepted, so it can be concluded that there is a significant influence between problem-based learning models in online learning settings on cognitive learning outcomes of class XI IPS at SMAS Pusaka 1 Jakarta on History Subjects.


2021 ◽  
Vol 2 (1) ◽  
pp. 19-28
Author(s):  
Dorkas Wini Ngailo ◽  
Agus Muliadi ◽  
Siti Rabiatul Adawiyah ◽  
Taufik Samsuri ◽  
Armansyah Armansyah

Tujuan penelitian ini adalah mendeskripsikan keterampilan sosial dan hasil belajar siswa setelah pembelajaran menggunakan model pembelajaran kooperatif tipe (STAD). Posttest control group design digunakan dalam penelitian eksperimen semu ini. Sampel penelitian ini adalah kelas VII A (kelompok eksperimen) dan kelas B (kelompok control) yang dipilih menggunakan teknik purposive sampling. Instrumen yang digunakan dalam penelitian ini adalah lembar observasi keterlaksanaan RPP, lembar observasi keterampilan sosial, tes hasil belajar kognitif siswa dan lembar validasi soal. Data hasil penelitian dianalisis secara deskriptif dan statistic menggunakan uji-t. Hasil penelitian menunjukkan keterampilan sosial kelompok eksperimen dan kelompok control berkategori baik. Hasil uji statistic menunjukkan bahwa tidak terdapat perbedaan signifikan antara kelompok eksperimen dengan kelompok control (thitung= 1,53 < ttabel= 1,93) meskipun secara deskriptif skor rata-rata hasil belajar kelompok eksperimen lebih baik dari kelompok control (mean= 63,75 vs. mean= 50,52). Penelitian ini menyimpulkan bahwa tidak ada pengaruh signifikan model pembelajaran kooperatif tipe STAD terhadap keterampilan sosial dan hasil belajar kognitif siswa. The Effect of the STAD Type Cooperative Learning Model on Students' Social Skills and Cognitive Learning Outcomes Abstract The purpose of this study was to describe social skills and student learning outcomes after learning using the STAD type cooperative learning model. Posttest control group design was used in this quasi-experimental research. The samples of this study were class VII A (experimental group) and class B (control group) which were selected using purposive sampling technique. The instruments used in this study were the lesson plan implementation observation sheet, social skills observation sheet, student cognitive learning outcomes test and question validation sheets. The research data were analyzed descriptively and statistically using t-test. The results showed that the social skills of the experimental group and the control group were categorized as good. The results of the statistical test showed that there was no significant difference between the experimental group and the control group (tcount= 1.53 < ttable= 1.93) although descriptively the average score of the experimental group's learning outcomes was better than the control group (mean= 63.75 vs. mean = 50.52). This study concludes that there is no significant effect of the STAD type cooperative learning model on social skills and students' cognitive learning outcomes.


2018 ◽  
Vol 7 (1) ◽  
pp. 61
Author(s):  
Robiatul Adawiyah

This study aims to find out the application of learning methods of problem base learning to improve learning outcomes and social care attitudes of VIII-D students of MTs Negeri Siodarjo in the Koran and subjects. The research method uses classroom action research (CAR) which is carried out through the stages of cycle I and cycle II. Data collection techniques in research through observation, tests of cognitive learning outcomes and giving questionnaires. The results of the implementation of the problem based learning method for the first cycle were carried out with good criteria and for the second cycle it was carried out with very good criteria. The cognitive learning outcomes of Al-Quran subjects and Hadith for VIII D students in the first cycle reached 88.20% who achieved a score above KKM (minimum completeness criteria) that is set, and in the second cycle reaches 100% that reaches a score above the KKM (minimum completeness criteria). Whereas the students' social care attitude after applying problem based learning learning method in the Al-Qurana and Hadith subjects has a social caring attitude with the category for students of class VIII-D MTS Negeri 1 Sidoarjo.


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