scholarly journals Using curriculum differentiation to respond to students’ diversity

2021 ◽  
Vol 47 ◽  
Author(s):  
Viktorija Sičiūnienė

The article observes the results of the questionnaire of 1923 tenth-formers and their mathematics teachers. Statistical analysis of these results has been done using SPSS 13.0.The practice of curriculum differentiation in Lithuania is the subject of the observation.The research has shown that about 70 per cent of teachers more or less base their syllabus on the content of the textbook. The students’ achievements are dependent both on the teacher‘s understanding that syllabus has to be adapted to the students and ability to do that effectively. The following conclusion could be done: about 60 per cent of mathematics teachers should improve their competence in planning and developing syllabus.Organizing learning process about 80 per cent of teachers basically use reproductive teaching-learning method which requires little independent students’ activity. The institutions that prepare teachers and care about their competence should pay more attention to teachers’ qualification to apply teaching and learning methods in practice.The article has also observed the students and teachers’ understanding of principles and criteria and assessment used in schools and the quality of students’ feet-back.More attention should be paid to teachers’ competence providing faster and more efficient feet-back to students and help they need.

KINESTETIK ◽  
2019 ◽  
Vol 3 (1) ◽  
pp. 99-107
Author(s):  
Ramonsah Putra ◽  
Yarmani Yarmani ◽  
Arwin Arwin

AbstrakPenelitian ini bertujuan untuk mengetahui peningkatan proses belajar mengajar Permainan Bola Voli Melalui Metode Pembelajaran Games and competition Pada Siswa Kelas V SD Negeri 14 Lebong Selatan. Penelitian ini dilakukan pada jam belajar Penjasorkes kelas V SD Negeri 14 Lebong Selatan. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK), penelitian ini secara obyektif atau apa adanya dengan subyek siswa kelas V SD Negeri 14 Lebong Selatan berjumlah 15 orang. Penelitian ini dilakukan dalam 2 siklus, setiap siklus terdiri dari empat tahapan yaitu : (1) perencanaan,  (2) pelaksanaan tindakan, (3) observasi, dan (4) refleksi. Jenis data yang dikumpulkan adalah data kualitatif berupa hasil observasi aktivitas guru dan siswa pada saat proses belajar-mengajar berlangsung. Adapun hasil pengamatan terhadap siswa dalam proses belajar mengajar Permainan Bola Voli Melalui Metode Pembelajaran Games and competition pada siklus I adalah sebesar 55% dari keseluruhan pengamatan terhadap proses belajar mengajar. Pada siklus II meningkat menjadi 85%. Sedangkan hasil pengamatan terhadap guru pada siklus I sebesar 65% dan meningkat pada siklus II menjadi 90%. Sehingga dapat disimpulkan bahwa adanya peningkatan yang sangat berarti dalam penerapan metode pembelajaran games and competition pada siswa kelas V SD Negeri 14 Lebong Selatan.Kata Kunci : Proses Belajar Mengajar, Bola Voli, Games and competition.AbstackThis study aims to determine the improvement of teaching and learning process of Ball Games through Learning Methods of Games and competition In Grade V Students of Elementary school 14 Lebong Selatan. This research was conducted at the learning hour of class V of SD Negeri 14 Lebong Selatan. The research method used is Classroom Action Research (PTK), this research is objective or what it is with the subject of grade V students of SD Negeri 14 Lebong Selatan totaling 15 people. This study was conducted in 2 cycles, each cycle consisting of four stages: (1) planning, (2) implementation of action, (3) observation, and (4) reflection. The type of data collected is qualitative data in the form of observation of teacher and student activity during the teaching-learning process. The results of observation of the students in the learning process Teaching Ball Volleyball Through Learning Methods Games and competition in the first cycle is 55% of the overall observation of the teaching and learning process. In the second cycle increased to 85%. While the results of observations of teachers in the first cycle of 65% and increased in cycle II to 90%. So it can be concluded that there is a very significant improvement in the application of learning methods of games and competition on students of grade V Elementary school 14 Lebong Selatan.Keywords: Volleyball, Games and competition, Teaching and Learning Proces


2021 ◽  
Vol 2 (2) ◽  
pp. 43-50
Author(s):  
Resdilla Pratiwi

This article deals with the training of Fun English Games Learning Method for English Teacher in MAS NU Batahan, This article shows several learning methods by using English Games funny and easy to understand, such as, Word Connect Application, Spelling Bee application, Stop the Clock Application, Typing Paragraphs for speed. This activity intends to enlarge some learning methods by using English Games for fun, and to give comprehending that English learning’s easy and enjoying. The method of this study used community development that collaborating theory and practicing in which using fun English games learning method in teaching English for English teacher MAS NU Batahan. The result shows that Fun English Games learning Method’s successfully applied in the classroom, the students are happy and can understand English learning easily and quickly through Fun English Games Method. It has benefit for teachers in teaching 4 skill, reading, writing, speaking and listening that must be mastered by students. In addition, School can use this method to improve the quality of learning in achieving very satisfactory results. Based on the explanation above can be concluded that Fun English Games learning Method for English teachers is very useful dan helpful in teaching and learning process.


2021 ◽  
Vol 3 (2) ◽  
pp. 193-210
Author(s):  
Ida Latifatul Umroh ◽  
Khotimah Suryani ◽  
Ita Hidayatus Sholihah ◽  
Krisna Andika ◽  
Rihlatulillah

The purpose  of this activity is for increasing  students interest  in learning  at MI Nasrul  Ulum Klagensrampat. This activity uses a learning  method in conveying material  to students.By applying this method the writer hopes that the learning process can be achieved properly. Therefore, it is very important for educators  to recognize several kinds of learning  methods so that students feel happy and comfortable when learning takes place. The writing of this work were supported by the researcher’s activity after doing identification  and communication with the teacher,  so that the researchers and the teacher  were able to find out the obstacles faced by the students in teaching and learning  activity which has been done. In this activity, the researcher applied various methods of effective and innovative teaching which were able to increase students learning interest. The learning methods are puzzle method, flashcard method, silent way method, make a match method, snowball method, bamboo method, and monopoly method


Perspektif ◽  
2018 ◽  
Vol 9 (1) ◽  
pp. 49-58
Author(s):  
Masneri Ningsih

This research entitled "Efforts to Increase Mathematics Learning Outcomes Through Co-operative Learning Methods Contextual Teaching and Learning (CTL) Type in Grade IVd Elementary School 187 Pekanbaru". This research is to help students actively in finding ways of fast and precise settlement because students have difficulty in completing mathematis.The aim of this research is to improve student motivation in learning mathematics by using Cooperative Learning Method Type Contextual Teaching and Learning (CTL). Through this research the researcher tried to use Cooperative Learning Method of Contextual Teaching and Learning (CTL) type, through class action research of cycle model which includes planning, action implementation, observation, and reflection. The object of research is the students of grade IVB SD Negeri 187 Pekanbaru as many as 35 students. There are 2 cycles of learning process of student motivation. Each cycle consists of three stages of the meeting. The results obtained from this study show the student activity in the learning process better can be seen from the comparison of the results on the initial observation only 31% or 11 students who understand and the results are good. After the action, it can be seen in the first cycle increased to 63% (22) students who have completed, and the second cycle increased again reached 94% (33) students. Observation of student activities during the learning in cycle I can also be seen that is 2.44 (enough category), the cycle increased to 3.11 (good category). Likewise, observation of teacher activity from enough category (2.70) to good category (3.20). From the above explanation can be concluded that by using Cooperative Learning Methods Contextual Teaching and Learning (CTL) type can increase understanding of mathematics in constructing.


2019 ◽  
Vol 8 (2) ◽  
pp. 128-135
Author(s):  
Parmi Parmi

Vocabulary is the basic of English that is very important and difficult to master. Vocabulary will help students to master the four skills of language. Therefore, teacher have to make creative and interesting a way for teaching vocabulary.This study concern about how cue card and cooperative learning is used for teaching vocabulary. This study focused on theuse cue card as learning media and cooperative learning as learning method. The subject of this study was seven grade student of SMP N 41 Semarang. The aim of this study was to describe the implementation of cue card with cooperative learning in teaching vocabulary to the students in the classroom. This study was a qualitative case research. The observation, questionnaire, interview, and document analysis was used to collect the data. The questionnaire was given at the end of the study. The observation sheet used to monitor the students and teacher’s activities during the teaching learning process. The intrview was done at the end of the meeting.Based on the result, the researcher concluded that the use of cue card for teaching English vocabulary is interesting, effective, efficient, and arffordable. In addition, cooperative learning was helpfull to increase the student’s confidence.   Keywords: Cue Card, Cooperative Learning, English Vocabulary


2017 ◽  
Author(s):  
William Manoel Menezes ◽  
Jorge Correia Neto ◽  
Moacyr Cunha Filho ◽  
Guilherme Villar

BACKGROUND While traditional video games provide amusement, with the advent of serious games (SG), it has raised the potential and the results that can be achieved from the games, these artifacts, whose main differentials are the fact that they are naturally playful and motivators. While in the 1990s, the games aimed only at entertainment, nowadays teaching and learning combine with entertainment and become the main goals to be achieved through the SG. A strong example of SG application is for motivation and help in the formal or special teaching-learning process acting as a pedagogical tool. In this sense, the following question arises: What are the characteristics and interface resources considered adequate to compose the interface of a serious game that have educational objectives directed to people with Williams-Beuren Syndrome? Here's the motivation guide for this article. OBJECTIVE Elementary mathematics education for people with Williams Syndrome METHODS An exploratory and descriptive study,using qualitative and quantitative approaches. RESULTS The results portfolio obtained from the WBS user experience assessment presents the confidence rectangle within the "desirable" quadrant. This is what a project program is, since scientifically this is one of the biggest difficulties reported by unlock authors, it is not possible to teach content and maintain playfulness. CONCLUSIONS The prototype of the game here called SoundMath, was intended to meet a demand for learning elementary arithmetic for people with WBS, from a playful and immersive process. Through the results of the evaluations carried out, this work provides relevant information that can encourage the development of this game, as well as help companies in the educational segment, and contribute to the improvement of the quality of the applications targeted to this type of public. Other important point to be highlighted from this work is with regard to the social aspect that this work encompasses, because it is the development of a solution applied to a daily problem of this public. But we did not just develop; we decided to go beyond and document the entire process of engineering and gamification, based on data obtained throughout this study of design and design of a serious educational game prototype that contained in its layout the ideal characteristics to mediate a teaching-learning process from its use, as well as document and outline a methodological process that may serve as the basis for further studies. Thus, we believe that the results and reflections raised from this study may, in the future, broaden the knowledge about the design of serious games for people with cognitive disabilities. The prototype of the game here called SoundMath, was intended to meet a demand for learning elementary arithmetic for people with WBS, from a playful and immersive process. Through the results of the evaluations carried out, this work provides relevant information that can encourage the development of this game, as well as help companies in the educational segment, and contribute to the improvement of the quality of the applications targeted to this type of public. Other important point to be highlighted from this work is with regard to the social aspect that this work encompasses, because it is the development of a solution applied to a daily problem of this public.


2019 ◽  
Vol 3 (2) ◽  
pp. 187-193
Author(s):  
Suyanta Suyanta ◽  
Endang W. Laksono ◽  
Novia Fitri Fadhilah ◽  
Ihwan Rizky

Chemistry learning in high school that trains and develops students’ self-sufficiency and independence has not been done optimally because learners still depend on getting information and knowledge from teachers. Problem-based learning method used in the teaching and learning process is expected to facilitate students’ with self-reliance and learning independence. This method is a problem-oriented learning method that makes students be accustomed to solving problems in order to train their ability in discoveringa concept in the learning process. Teaching learning process with PBL model is done for the subject matter of acid & base solution and electrolyte & non electrolyte solution. Learning independence assessed in this study were self-management, motivation, and confidence. The data of the study were in the form of descriptive quantitative data and analyzed using Anava / Anacova test. The research findings showed that there was a difference of students’ learning independence through the application of problem-based learning method and control method in teaching and learning process. 


2021 ◽  
pp. 622-628
Author(s):  
Suerni .

The COVID-19 pandemic has spread worldwide, including Indonesia. The Indonesian government recommends all citizens to stay at home and to work and study from home. Therefore, most universities have implemented e-learning in their teaching and learning process. This research focused on the effect of e-learning on students’ interest and learning at the varsity level. Quantitative research methods were used. The data were collected from 176 students from two private universities in Medan, Sumatera Utara. The findings were that e-learning enabled the students to access the global world and distribute learning materials through WhatsApp. Assignments were marked promptly and e-learning helped students to set their own schedule. E-learning motivated the students to do their own work without others’ help, but the students did not agree that e-learning enhanced the quality of the teaching-learning process. Keywords: E-learning, teaching learning process, Varsity level, COVID-19


Author(s):  
Aulia agustiar ◽  
Nur chalis

Students at SMPIT Madrasatul Quran boarding school memorize verses of al-Quran, memorize Arabic vocabulary, learn Arabic grammar and learn Arabic texts. This process will be a good attempt to improve students' ability to read and understand Arabic texts. In reality, however, some students are not able to read and understand Arabic texts well, as there are errors in "makhrajul huruf", errors in "late rendering", errors on "stop places while reading texts" and are unable to " explain the meaning of the text read". Therefore, the researcher wanted to study the application of cooperative learning method with Jigsaw model to improve the ability of SMPIT Madrasatul Quran boarding school students to understand Arabic texts. The purpose of this study is to know the process of teaching students, students' responses to learning and to know the efforts of teachers in applying cooperative learning methods with Jigsaw model to improve the ability of SMPIT Madrasatul Quran boarding school students in understanding Arabic texts. The approach of this research is procedural research method. The research results that cooperative learning method Jigsaw model is effective to improve the ability of SMPIT Madrasatul Quran boarding school students in understanding Arabic texts. As a proof that the value of students in the first round is 66.89 (accepted). In the second half was 72.58 (acceptable). In the third round was 82.58 (good). In the fourth round their value increased to 86.20 (good). And also after observing learning by using cooperative learning method, there is a change in teaching and learning process. And the efforts of researchers in finding solutions to student problems have increased their competence and courage to read and understand Arabic texts


Author(s):  
Nurmaita Putri Handayani ◽  
Siti Kholifaturohmah ◽  
Thania Intan Syahrini

This writing aims to motivate students to be more disciplined in the learning process and can also improve and develop students’ understanding in solving problems. In order for these objectives to be achieved and the quality of learning to increase, the writing of a combination of Inside-Outside Circle Learning Method and Task and Forced Learning Strategies was conducted. The Inside-Outside Circle Learning Method is learning with a system of small circles and large circles in which students share information at the same time with different pairs briefly and regularly. While the Task and Forced Learning Strategy is alearning strategy that emphasizes the discipline and self-awareness of students with the assignment of tasks that force students to finish on time. As for this strategy combined, it is expected to overcome and cover the lack of the Inside-Outside Circle Learning Method. The result of the discussion show that the combination of Inside-Outside Circle Learning Method and Task and Forced Learning Strategies has a major influence on improving student understanding in completing tasks, making student learning outcomes better, students becoming more disciplined and more active in learning, and students accustomed to preparing self by learning before starting teaching and learning activities. Therefore, this combination is very necessary in the learning process and can be applied to improve the quality of learning in schools.


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