scholarly journals THE STRATEGY OF METACOGNITION TO IMPROVE PROBLEM SOLVING COMPETENCY IN KINETIC THEORY OF GASES

EDUSAINS ◽  
2018 ◽  
Vol 10 (2) ◽  
pp. 265-274
Author(s):  
Nur Arviyanto Himawan ◽  
Winarti Winarti

STRATEGI METAKOGNISI UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH PADA MATERI TEORI KINETIK GASAbstractMetacognition is the most important part of problem solving, in which students control consciously the cognition activity in planning, monitoring and evaluating the physics problem solving. The purpose of this research is to know the influence of metacognition strategies to problem solving ability. This research is quasi experiment with nonequivalent control grup design. The sample consist of class XI MIPA 1 as a control class and XI MIPA 2 as experiment class. The test technique used is form of a description sheet to obtain problem solving skill data, while the nontest technique used is form of an observation sheet to obtain learning activity data. Problem solving skill data is analyzed by quantitative method using descriptive statistic. The result of  research indicates that there is an influence of metacognition strategies to student problem solving skill. There is an increase in problem solving ability in experiment class with 0.61 of N-Gain grade (medium), which is higher than control class. Observation result indicates that student learning activity in experiment class is higher than that in control class.AbstrakMetakognisi merupakan bagian penting dalam proses pemecahan masalah, dimana siswa secara sadar mengontrol aktivitas kognisi dalam merencanakan, memantau serta mengevaluasi pemecahan masalah fisika. Penelitian ini bertujuan untuk mengetahui pengaruh strategi metakognisi terhadap kemampuan pemecahan masalah. Penelitian ini merupakan eksperimen semu (quasi experiment) dengan nonequivalent control grup design. Sampel terdiri dari kelas XI MIPA 1 sebagai kelas kontrol dan XI MIPA 2 sebagai kelas eksperimen. Digunakan teknik tes berupa lembar soal uraian untuk memperoleh data kemampuan pemecahan masalah, dan teknik non tes berupa lembar observasi untuk memperoleh data tentang aktivitas belajar. Data kemampuan pemecahan masalah dianalisis dengan metode kuantitatif menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa terdapat pengaruh strategi metakognisi terhadap kemampuan pemecahan masalah siswa. Terdapat peningkatan kemampuan pemecahan masalah pada kelas eksperimen dengan nilai N-Gain sebesar 0,61 (sedang), yang lebih tinggi dibandingkan kelas kontrol. Hasil observasi menunjukkan aktivitas belajar siswa kelas eksperimen lebih tinggi dibandingkan kelas kontrol. 

2021 ◽  
Vol 10 (1) ◽  
pp. 129-140
Author(s):  
Lia Budi Tristanti ◽  
Sodi Akbar ◽  
Widya Ana Rahayu

AbstrakTujuan penelitian ini yaitu mendeskripsikan pengaruh media pembelajaran game edukasi berbasis construct  terhadap kemampuan pemecahan masalah, dan terhadap hasil belajar logika matematika di SMK PGRI 1 JOMBANG. Siswa yang terlibat sebanyak 31. Metode penelitian menggunakan eksperimen semu. Adapun jenis desain yang digunakan adalah quasi experiment dengan one–group pretest-posttest design. Teknik pemilihan subjek penelitian yang digunakan adalah teknik simple random sampling. Intrumen penelitian berupa tes. Sebelum melaksanakan penelitian ini, media game edukasi berbasis construct ini telah divalidasi dan direvisi sesuai dengan validator Hasil penelitian ini menunjukkan bahwa adanya pengaruh media game edukasi berbasis construct terhadap kemampuan penyelesaian masalah siswa. Selain itu, diperoleh pula ada perbedaan rata-rata antara hasil belajar Pretest dengan Posttest yang artinya ada pengaruh penggunaan media game edukasi berbasis Construct dalam meningkatkan hasil belajar materi logika matematika. The Effect of Construct -Based Educational Game Learning Media on Student Problem Solving Ability and Learning Outcomes AbstractThe purpose of this study is to describe the effect of construct-based educational game learning media on problem-solving abilities, and on the learning outcomes of mathematics logic at SMK PGRI 1 jombang. Students involved were 31. The research method used a quasi-experimental. The type of design used was a quasi-experiment with a one-group pretest-posttest design. The research subject selection technique used was a simple random sampling technique. The research instrument was a test. Before carrying out this research, this construct-based educational game media has been validated and revised according to the validator. The results of this study indicate that first, there is an effect of construct-based educational game media on students' problem-solving abilities. Also, it was concluded that there was an average difference between the pretest and posttest learning outcomes, which meant that there was an effect of using Construct-based educational game media in improving the learning outcomes of students.


2017 ◽  
Vol 1 (2) ◽  
pp. 200-210
Author(s):  
Rivdya Eliza ◽  
Fitri Aulia

The purpose of this research are: 1) to know the learning activity of learners mathematics which is taught by Search, Solve, Create, and Share (SSCS), and 2) model to know the ability of problem solving of mathematics learners who taught by SSCS learning model in the class XI MIA MAN 1 Muara Labuh academic year 2016/2017. This research belongs to a kind of quasi-experimental research with randomized control group only design. In this study design, a group of subjects taken from a particular population were randomly assigned into two groups, the experimental group and the control group. After analyzing the data, it is known that the learning activity of the students after applying the SSCS learning model has improved towards the better from the first meeting to the fifth meeting, ie 35%, 45%, 55%, 68%, 77%. Based on the hypothesis test obtained ttable = 1.645 and tcount = 2.598 so obtained (2.598> 1.645) at 95% confidence interval. Because tcount > ttable then hypothesis in this research accepted. Thus, students 'math-problem-solving skills taught by SSCS learning models are higher than the students' uneducated mathematical problem-solving skills with SSCS learning modelsKeywords: Problem solving abilities, search, solve, sreate and share (SSCS) learning models


2019 ◽  
Vol 12 (1) ◽  
Author(s):  
Amanee Abdul Hai ◽  
Ahmad Zaki Amiruddin ◽  
Ahmad Abdul Rahman ◽  
Wan Ab Aziz Wan Daud

This study is designed to present a web 2.0 application that provides multimedia and animated video known as GoAnimate.Com which has been used as a learning activity tool directly in Arabic teaching and learning (T&L) process. This activity was implemented in the class whereby the students were actively involved as practitioners and the teachers played the role as facilitators. The guidance to use GoAnimate.Com was explained to students by teachers before dividing them into groups. Each group were asked to prepare an animated video containing simple Arabic conversation using GoAnimate.Com application. Quantitative method was utilized  to make this study successful by using the instrument of questioners prepared to identify students’ perception towards GoAnimate.Com application and their preference of using this application in Arabic T&L at  University Malaysia Kelantan (UMK). The result of this study has indicated  that student’s perception towards GoAnimate.Com application in learning Arabic is high with the overall mean score of 4.05. This study has shown  that the usage of GoAnimate.Com can increase students’ engagement and involvement in learning Arabic. Nevertheless, it is hoped that the outcome  of this study  can provide an alternative approach and various strategies in Arabic T&L towards Education 4.0 in the Forth Industrial Revolution era (IR4.0).


2019 ◽  
Vol 2 (1) ◽  
pp. 29
Author(s):  
Yuni Rhamayanti

This study was conducted on junior high school students with the aim to improve the learning outcomes of mathematics, student activities, and student responses through the application of the STAD type cooperative learning model with guided discovery method. This type of research is Classroom Action Research, ie research done by teachers in their own class with planned, systematic to improve the quality of classroom learning practice. The subjects of this study are students of class VII SMP Negeri Padangsidimpuan Lesson Year 2017-2018, selected is a class VII-2 with the number of students 31 people. While the object of this study is the application of the STAD type cooperative learning model with a guided discovery method to improve results and student learning activities that are not good math and need to be improved. The research instrument in this research will use test and non-test technique. The conclusion that can be drawn from this research is 1) the increase of mathematics learning outcomes through the application of STAD type cooperative learning model with guided discovery method of 0.65 with medium criteria, 2) Increased student learning activity through the application of STAD type cooperative learning model with guided discovery method equal to 0.46 with medium criterion, 3) also increase student response to STAD type cooperative learning with guided discovery method. The improvement of teachers' ability to manage the learning is 0.78 with high criteria.


2021 ◽  
Vol 3 (1) ◽  
pp. 48-57
Author(s):  
Nabilla Maharani ◽  
Aris Hadiyan ◽  
Tri Murdiyanto

Penelitian ini bertujuan untuk mengetahui terdapat atau tidaknya pengaruh model pembelajaran Creative Problem Solving (CPS) dalam Pembelajaran Jarak Jauh (PJJ) terhadap kemampuan berpikir kritis matematis peserta didik. Penelitian ini merupakan penelitian kuantitatif dan menggunakan metode penelitian eksperimen jenis quasi-experiment. Populasi Penelitian ini adalah seluruh peserta didik kelas X SMAN 14 Bekasi. Sampel yang diteliti sebanyak 72. Teknik pengambilan sampel menggunakan teknik Cluster Random Sampling. Dalam penelitian ini pengumpulan data menggunakan instrumen kemampuan berpikir kritis matematis. Uji coba instrumen dilakukan di SMAN 14 Bekasi. Sebelum data dianalisis, terlebih dahulu dilakukan uji persyaratan yaitu uji normalitas dengan menggunakan uji Lilliefors, dan homogenitas dengan menggunakan uji Fisher. Berdasarkan hasil analisis menggunakan uji-t menghasilkan t_hitung sebesar 5,385 dan t_tabel sebesar 1,66 yang mengakibatkan H0 ditolak pada taraf signifikan 0,05 dengan Effect Size sebesar 1,269 yang tergolong kategori large. Oleh karena itu, hasil penelitian ini memiliki kesimpulan bahwa terdapat pengaruh model pembelajaran Creative Problem Solving (CPS) dalam Pembelajaran Jarak Jauh (PJJ) terhadap kemampuan berpikir kritis matematis peserta didik.


2015 ◽  
Vol 2 (1) ◽  
pp. 92 ◽  
Author(s):  
Siwi Khomsiatun ◽  
Heri Retnawati

Penelitian ini bertujuan untuk menghasilkan perangkat pembelajaran pada materi bangun segitiga dan segi empat dengan penemuan terbimbing untuk meningkatkan kemampuan pemecahan masalah pada Kompetensi Dasar “Menghitung keliling dan luas bangun segitiga dan segi empat serta menggunakannya dalam pemecahan masalah” yang layak digunakan dalam proses pembelajaran. Penelitian ini merupakan penelitian dan pengembangan menggunakan model Plomp. Pengembangan yang dilakukan dengan 5 tahap yaitu: (1) analisis permasalahan, (2) rancangan, (3) realisasi, (4) implementasi, (5) evaluasi. Subjek uji coba dalam penelitian ini adalah kelas VII SMP Negeri 1 Patuk Gunungkidul dengan 32 siswa. Instrumen pengumpulan data yang digunakan adalah lembar validasi perangkat, lembar kepraktisan perangkat, dan tes. Data yang dikumpulkan berupa data tentang kualitas produk yang dikembangkan yaitu kevalidan, kepraktisan, dan keefektifan. Penelitian ini menghasilkan perangkat pembelajaran pada Kompetensi Dasar “Menghitung keliling dan luas bangun segitiga dan segiempat serta menggunakannya dalam pemecahan masalah” yang telah memenuhi kriteria valid, praktis, dan efektif. Kata Kunci: perangkat pembelajaran, penemuan terbimbing, pemecahan masalah   DEVELOPING TEACHING AND LEARNING KITS THROUGH GUIDED DISCOVERY TO IMPROVE THE COMPETENCE OF PROBLEM SOLVING Abstract This research is aimed to produce a learning kits material of triangle and square shape through guided inquiry to improve a problem solving competence on the basic competence of “counting the circle and  the width of the triangle and square shape and use it to solve problem” which is appropriate to use in a process of teaching and learning activity. This research is a developing research which uses the Plomp model. The development is done through 5 phases, i.e. (1) Problem analysis, (2) designing, (3) realization, (4) implementation, (5) evaluation. Subjects of trial-test in this research are the seven grade students of SMP Negeri Patuk 1 Gunungkidul, 32 students. The instruments of collecting data used are; validity observation sheet, practicality sheet, and test instruments. Data collected are data about the product quality which is developed, i.e. validity, practicality, and effectivity. This research produced the instrument of teaching and learning on the basic competence of “counting the circle and the width of the triangle and square shape and use it to solve problem” which fulfils the valid, practical and effective criterion. Keywords: teaching and learning kits, guided discovery, problem solving


2017 ◽  
Vol 1 (3) ◽  
pp. 193 ◽  
Author(s):  
Rika Venisari ◽  
Gunawan Gunawan ◽  
Sutrio Sutrio

The purpose of research is to improving problem solving skill of physics at student in SMPN 16 Mataram used mind mapping method at direct instruction model. Subyek research is VIII-E class with 32 students. The type of research is Classroom Action Research which done 2 cycle which consist of planning phase, execution, observation, evaluation, and reflection. Student and teacher activity data were get from observation sheet, and students learning result were get from test in the end of each cycle. Efficacy indicator of this research is if the category activity student is active and be improve, learning result of students is complete clasicality, which students get score ≥ KKM value 75 have reached ≥ 85 % from student grand total following evaluation. The result of this research showing the student activity and learning result is improved. In first cycle got mean score activity student is 10,5 with category active enough, and class mean is 73.6 with clasical complete 65.6 %. In second cycle got mean score activity student is 13,5 with category active, and mean class is 80.9 with complete classical is 87.5%. Based on the results got from each cycle, it can be concluded that the implementation of mind mapping method on direct instruction model can increase the physics problem solving skill of student of SMPN 16 Mataram, specially in vibration and wave chapter.


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