scholarly journals The Effectiveness of Role Playing Method in Learning Immune System Material on the Creativity and Learning Outcomes of High School Students

2020 ◽  
Vol 8 (3) ◽  
pp. 358-366
Author(s):  
Armi Nuridah ◽  
Partaya Partaya

The problem that occurs in the education world right now is the low learning outcomes and student creativity. Based on references, the roles playing method is an effective learning method for increasing student creativity and learning outcomes. The purpose of this study is to determine the effectiveness of the roles playing method on creativity and student learning outcomes and to find out the effectiveness of the roles playing method on learning the immune system. This research is a quasi-experimental research with nonequivalent control group design. The population are all students of grade 11 in MIA MAN 2 Semarang 2018/2019 school year. The sample is determined by purposive sampling and 2 classes have selected as the experimental class and the control class. In this study the experimental class carried out immune system learning using the roles playing method while the control class used the lecture method. The results showed that 85.56% of the experimental class students has creativity with creative to very creative categories while the control class is only 41.67% of students included in the creative and very creative categories. Student learning outcomes data show that the classical learning completeness of the experimental class is higher than the control class with a difference of 36.12%. The average value of learning outcomes and the average N-Gain score of the experimental class students also have a higher average value of the control class. The implementation of learning the roles playing method gained a score of 95.56%. Based on the description it can be concluded that the role playing method is effective on the creativity and learning outcomes of high school students and it can be concluded that the role playing method is effectively applied to learning the immune system because the results of the study already meet all the indicators that have been set.

Author(s):  
Gia Aprina Putri ◽  
Indang Dewata ◽  
Budhi Oktavia ◽  
Desy Kurniawati

This study aims to reveal the effectiveness of chemical bond e-modules on the learning outcomes of class X high school students in Pariaman City. This type of research used is quasi-experimental research with a non-equivalent control group design. The population in this study was taken from three levels of UN scores (high, medium, and low) taken from the West Sumatra Province Education Office data, the population of which is grade X MIPA SMAN 1 Pariaman, X MIPA SMAN 4 Pariaman, and X MIPA SMAN 6 Pariaman . The research sample was taken using purposive sampling technique. The sample for SMAN 1 Pariaman as an experimental class is class X MIPA 7 and X MIPA 6 as a control class. The sample for SMAN 4 Pariaman as an experimental class is X MIPA 1 and X MIPA 2 as a control class. The sample for SMAN 6 Pariaman as the experimental class is X MIPA 2 and X MIPA 1 as the control class. The research instrument used was a student learning achievement test consisting of an initial test (pretest) and final test (posttest) and in the form of 20 objective questions. The results showed that there were differences in learning outcomes between the experimental class and the control class. This is evidenced by the average posttest score of the experimental class in each school is 87.65 for SMAN 1 Pariaman, 85.38 for SMAN 4 Pariaman, and 86.75 for SMAN 6 Pariaman while the control class is 77.76 for SMAN 1 Pariaman, 77.12 for SMAN 4 Pariaman, and and 76.04 for 6 Pariaman High School. Based on data analysis, it shows that the sample is normally distributed and homogeneous so that t-test can be performed and the value of t ≥ t1-α is obtained for SMAN 1 Pariaman titung (4. 739)> t table (1.67022), SMAN 4 Pariaman titung (3.494)> ttabel (1.67203), and SMAN 6 Pariaman titung (4.129)> ttable (1.68195), then H0 is rejected. These data prove that the experimental class learning outcomes are higher than the control class learning outcomes. This is also supported by the N-Gain value obtained in the experimental class with NGain value of 0.83 for SMAN 1 Pariaman, 0.81 for SMAN 4 Pariaman, and 0.83 for SMAN 6 Pariaman and the control class is 0.72 for SMAN 1 Pariaman, 0.72 for SMAN 1 4 Pariaman, and 0.71 for SMAN 6 Pariaman in the high category. This study also proves that the ranking of national examinations at state high schools in Pariaman City has no effect on student learning outcomes. This is based on the acquisition of student learning outcomes in Pariaman 6 Public High Schools which are in the low level national rank ranking school category which has a higher value than the student learning outcomes in Pariaman 4 Public High School which are in the medium level national exam ranking school category. The results of this study are also supported by the results of a meta-analysis which states that the application of e-modules can increase effectiveness and have a positive impact on student interests and learning outcomes so that it supports students to learn independently.


Author(s):  
Asep Deni Normansyah

The research used is Classroom Action Research which used consist of 2 cycles and through 4 stages. The purpose of this learning outcome is to know the improvement of student learning outcomes by using the model of Picture and Picture learning on learning PPKn in the material meaning of unity and unity in the diversity of high school students (IV) SDN Pahlawan Sub District Banjaran Bandung. After using the model of Picture and Picture learning in the learning of PPKn, the students' learning motivation is more improved, more active and more focused in learning. This research uses Picture and Picture method. The results of this study indicate that with learning Picture and Picture on PPKn subjects can improve student learning outcomes. Looking at the results of the pre-cycle evaluation with the average grade value of 67. In cycle 1 grade average grade 71.67, cycle 2 grade average value of 83.67 has a significant increase. Based on the results of the research, there is an increase in student learning outcomes by using Picture and Picture learning model on learning PPKn in the material meaning of unity and unity in the diversity of high school students (IV) SDN Pahlawan Banjaran District, Bandung Regency can improve student learning outcomes.


2020 ◽  
Vol 9 (2) ◽  
Author(s):  
Rizha Yulinda Salsabila ◽  
Subiki Subiki ◽  
Maryani Maryani

ICT-based dynamic fluid modules are efficient ICT-based teaching materials that have the appeal of students to be more motivated, active more able to understand the concept of dynamic fluid material. The purpose of this research is to know the influence of the use of ICT-based dynamic fluid modules on science process skills and student learning outcomes in high school. The type of research used in is experimental research with the design of post-test only control group. Scsience Process skills score and student learning outcomes show significant differences between experimental classes and control classes.


Author(s):  
Mira Juwita Eva Distyasa ◽  
Elizabeth Titiek Winanti ◽  
I G P Asto Buditjahjanto ◽  
Tri Rijanto

The main problem in education today is the lack of effectiveness in the learning process. This can be seen from the average student learning outcomes which are always still low. Especially for vocational high school students who emphasize learning skills in order to produce work-ready graduates, but it is inversely proportional to the facts in the field. Low learning outcomes are indicated because the learning conditions are still conventional (lectures, practicum, and discussions) where teachers are still a source of learning (teacher centered). This study aims to determine the effect of the project based blended learning model on learning outcomes of vocational high school students. This research was conducted through a literature review and relevant research results and was continued through a Focus Group Discussion (FGD). From the research it was found that there was a significant positive influence between the variable model of project based blended learning and student learning outcomes, which means that student learning outcomes can be improved through the application of a project based blended learning model.


2021 ◽  
Author(s):  
Yogi Dwi Satrio ◽  
Cipto Wardoyo ◽  
Sheerad Sahid ◽  
Slamet Fauzan ◽  
Dudung Ma’ruf

Learning through interactive media gives additional value to the educational world because it enables learners to represent themselves. Game-based learning promotes learners’ creativity, critical thinking and cognitive skills related to technology use. Previous research discovered that game-based learning has a positive effect on learners. Therefore, in this research, an applied study was conducted on the use of the E-CrowdWar educational game with high school students. The purpose of this study was to determine the effectiveness of using games in learning to improve student learning outcomes. The study was conducted with 100 high school students in Blitar and 100 in Kediri. E-CrowdWar was used during the classroom activities along with in-class learning. An independent sample t-test was used to measure the effectiveness of game-based learning. The integration of games into online learning had a significantly positive effect on student learning outcomes. The pre-test results showed that the average student learning outcome score in both cities was the same, namely 65 points. After implementing game-based learning, student learning outcomes in Kediri increased to 90.74 points and in Blitar to 86.95 points. The study discovered that game-based learning through E-CrowdWar was effective in promoting the students’ academic outcomes, although there were differences in the mean score. Based on the results, game-based learning provides tremendous improvements in learning outcomes and so should be applied, especially in the economic field. Keywords: Gamification, Education, Learning Result


Mangifera Edu ◽  
2019 ◽  
Vol 4 (1) ◽  
pp. 62-70
Author(s):  
Asrizal Wahdan Wilsa

Learning is a process that requires resources as a support in the success of learning. As an educator, teachers must be careful in choosing the learning resources needed by students, so that the learning process can be achieved according to the purpose of learning. But in fact, the learning that teachers do in schools is still not utilizing the media as an appropriate learning resource for students, especially in the understanding of abstract biological concepts that require supporting media for student learning. This study aims to describe differences in student learning outcomes that use interactive multimedia with textbooks in biology learning at senior high school. The method used in this study is quasi-experimental, with Control Group Pretest - Posttest Design. Population in this research is class XI-MIPA I and XI-MIPA II. Class XI-MIPA I as experimental class and class XI-MIPA II as control class. The data were obtained by using a multiple choice test instrument of 30 questions. Based on the results of the pretest and posttest it was found that the average value of the experimental class was greater than the control class. Based on these findings, it can be concluded that there are differences in student learning outcomes that use interactive multimedia with textbooks in biology learning at senior high school.


2021 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Desi Aryanti Hidayat ◽  
Artika Artika ◽  
Asep Ikin Sugandi

This research is a classroom action research. The problem formulated in this study is whether through a mathematical realistic approach can improve the results of junior high school students' results on set material? The aim is to examine increasing mastery of set concepts. This research was conducted on students of class VII-C SMP PGRI Arjasari 2019/2020 school year with a total of 36 students. The instrument used was a test of learning outcomes as a test of students' mastery of mathematical concepts, for initial tests (before action), cycle I tests and II (after giving the action), and observation sheet at the time of giving and implementing the action. The results of the analysis obtained based on written tests carried out there was an increase in the average learning outcomes In the second cycle, the first meeting average value of 70.1 with the highest value of 90 and the lowest value of 45. After carrying out the actions in the second cycle of the second meeting there was an increase in the results student learning. This is seen in the average value of 80.92 with the highest value of 100 and the lowest value of 50. The percentage of classical completeness increased from the first cycle of meeting 1 by 25% and meeting 2 by 38%. Furthermore, in the second cycle also increased, at the first meeting 69% to 86%. Means that had reached more than or equal to the specified KKM 70. At the end of the first cycle student learning outcomes seen that at the end of the first cycle the percentage of learning completeness was 38% and does not meet the classical learning completeness criteria that have been determined, then the research is continued to the second cycle. After the implementation of the second cycle, shows that at the end of the second cycle learning achievement reached 86% with the number of students who completed as many as 31 students, meaning completeness based on the number of students when that is 36 people, because there are 5 people who haven't finished.


2019 ◽  
Vol 4 (3) ◽  
pp. 14-16
Author(s):  
Emma Rumahlewang ◽  
Lambertus J. Lokollo ◽  
Beatrix J.M. Salenussa

This study aims to determine the effect of learning motivation and study habits on the learning outcomes of high school students in Ambon City. Survey research was conducted at SMA Ambon samples included 200 students drawn at random(randomsampling).Testing the research hypothesis using multiple regression analysis with SPSS. The results of this study conclude that: (1) there is a significant effect of learning motivation on student learning outcomes, (2) there is a significant effect of learning habits on student learning outcomes, and (3) there is a joint effect of learning motivation and learning habits on learning outcomes students. Based on the results of this study, it was recommended that improving student learning outcomes required increased learning motivation and study habits.


Author(s):  
Sandri Irmawan

<p align="justify">The learning process is a part that plays an important role in the success of learning. The selection of the right method is one way for the learning process to work as expected. Peer tutoring method is one of the interactive learning methods involving students who are competent in the material taught so they can provide learning guidance to other students. This study aims to improve student learning outcomes in the realm of knowledge and skills through the application of peer tutoring methods. This research is a Classroom Action Research (CAR) conducted in 2 cycles with 4 stages, namely planning, implementation, observation and reflection. The subjects in this study were 34 vocational high school students. Data collection methods used include observation, tests, performance and interviews. Test the validity of the data using data triangulation. The research data was analyzed using a comparative descriptive percentage analysis technique. From the data obtained shows that the application of peer tutoring methods can improve student learning outcomes by 88.23% in the realm of knowledge and 91.17% in skills. From the results of the study it can be concluded that the application of peer tutoring methods can improve the learning outcomes of Vocational High School students.</p>


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Demitrius Jonathan

Abstract.This research was discussing the importance of improving the quality of the process and learning outcomes through various optimal learning models, while the teacher holds a very important role in involving students who take learning. The purpose of this study was to improve the learning outcomes of Zion High School students through the jigsaw cooperative learning model in biology subjects for the academic year 2017/2018. This research is a Classroom Action research, which discusses student factors, teacher factors and student learning outcomes. The location of this study was in Zion Makassar High School, 30th grade science as many as 30 students in the even semester of the academic year 2017/2018. Implementation of the action consists of 3 (three) cycles followed by Observation and Reflection activities. Cooperative learning type jigsaw can improve student learning outcomes. Cooperative learning type jigsaw learning is very positive, and student learning outcomes increase each cycle.Keywords: biology learning outcomes, type jigsaw cooperative learning.


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