scholarly journals Pengaruh Bahan Ajar Berbasis Literasi Dengan Pendekatan Kontekstual Terhadap Hasil Belajar Siswa Sekolah Dasar

Author(s):  
Ari Metalin Ika Puspita ◽  
Suciati Purwo

The purpose of this study was to see the effect of the application of literacy based thematic teaching materials with a contextual approach to student learning outcomes. The method used in this study is a type of quantitative research. The research design used in this study was Quasi Experimental Design with the form of Nonequivalent Control Group Design. In the design of this study researchers used one experimental group with a control group that began with the pretest in each group. The results of this study found that the use of thematic teaching materials had a significant effect on student learning outcomes. Contextual based thematic teaching materials with a literacy approach can be used as supporting teaching materials in addition to the main teaching material.

Author(s):  
Nanda Fauzia Abda’u ◽  
Fattah Hanurawan ◽  
Sutarno Sutarno

<p><strong>Abstract:</strong> This study aims to determine the differences in student learning outcomes by applying the TGT model assisted by traditional games in the experimental class and student learning outcomes by applying conventional models to the control class. This study used a quasi experimental design with pretest-posttest control group design. The research data was collected using test instruments for learning outcomes in the form of pretest and posttest values. The results showed that there was a significant influence on the Teams Games Tournament learning model assisted by traditional games on student learning outcomes.</p><strong>Abstrak:</strong><em> </em>Penelitian ini bertujuan guna mengungkapkan pengaruh hasil belajar siswa dengan menerapkan model <em>Teams Games Tournament</em> berbantuan permainan tradisional pada kelas eksperimen dan hasil belajar siswa yang menerapkan model konvensional pada kelas kontrol. Penelitian ini menggunakan <em>desain quasi eksperimental</em> dengan rancangan <em>pretest-posttest control grup design</em>. Data penelitian dikumpulkan dengan menggunakan instrumen tes untuk hasil belajar yang berupa nilai <em>pretest</em> dan <em>posttest</em>. Teknik analisis data yang digunakan dalam penelitian ini yaitu Gain Score Independent sample t-test. Hasil penelitian menunjukkan ada pengaruh yang signifikan model pembelajaran <em>Teams Games Tournament</em> berbantuan permainan tradisional terhadap hasil belajar siswa.


2019 ◽  
Vol 2 (5) ◽  
pp. 323
Author(s):  
Mukti Ratnasari ◽  
Marchasan Lexbin

This study aims to examine student learning outcomes using the type of snowball throwing learning towards student learning outcomes in mathematics subjects at MTs Islam Al-Maziyyah cianjur. The use of the method in this study is quasi-experimental with pretest and posttest equivalent to the control group design. Students of class VII Islamic MTs Al-Maziyyah cianjur which amounted to 3 classes were used as the population for this study while the research sample was class VII A as an experimental class that was treated with snowball throwing learning and VII C as a control class received normal learning treatment. The research instrument was in the form of student training experiments. The results showed that the influence of the relevant use of the type of snowball throwing learning was influenced on student learning outcomes from those using the usual approach.


JANACITTA ◽  
2019 ◽  
Vol 1 (2) ◽  
Author(s):  
Alda Shafira ◽  
Feny Rosayanti ◽  
Sunan Baedowi

ABSTRACTInfluence Of Learning Model Picture And Picture Assisted Media Respective Wheel Games To Activity And Learning Results On The Concept Of Animal Life Cycle Students Of  Class IV This research is motivated by low learning activities that affect student learning outcomes and ultimately student learning outcomes do not reach KKM. This study aims to determine how much influence the model of learning picture and picture assisted media game wheel of luck to the activity and student learning outcomes on science subjects class IV SDN Sendangmulyo 02 Semarang. The form of this research is quantitative research with Quasi Experimental Design design with Non-equivalent Control Group Design design. Sampling technique used is Nonprobability. The population of this study is all students of class IV SDN Sendangmulyo 02 Semarang. Data collection techniques in this study using documentation, observation, tests and interviews. Data analysis techniques consist of normality test, homogeneity test, completeness test and t test. Data analysis using t test obtained result 4,452 bigger than t table that is 1,990. The result of the research shows that the use of picture and picture learning model with the media of wheel of lucky game has an effect on the activity and the result of learning of fourth grade students of SDN Sendangmulyo 02 Semarang on the concept of animal life cycle. Keywords: Picture and Picture Model, Lucky Wheel, Activity and Learning Outcomes. ABSTRAKPenelitian ini dilatarbelakangi oleh rendahnya aktivitas belajar yang mempengaruhi hasil belajar siswa dan akhirnya hasil belajar siswa tidak mencapai KKM. Penelitian ini bertujuan untuk mengetahui seberapa besar pengaruh model pembelajaran picture and picture berbantuan media permainan roda keberuntungan terhadap aktivitas dan hasil belajar siswa pada mata pelajaran IPA kelas IV SDN Sendangmulyo 02 Semarang. Bentuk penelitian ini adalah penelitian kuantitatif dengan desain Quasi Experimental Design dengan bentuk desain Non-equivalent Control Group Design. Teknik sampling yang digunakan yaitu Nonprobability. Populasi penelitian ini adalah seluruh siswa kelas IV SDN Sendangmulyo 02 Semarang. Teknik pengumpulan data dalam  penelitian ini menggunakan dokumentasi, observasi, tes dan wawancara. Teknik analisis data terdiri dari uji normalitas, uji homogenitas, uji ketuntasan belajar dan uji t. Analisis data menggunakan uji t diperoleh hasil 4,452 lebih besar dari t tabel yaitu 1,990. Hasil penelitian menunjukkan bahwa penggunaan model pembelajaran picture and picture berbantuan media permainan roda keberuntungan berpengaruh terhadap aktivitas dan hasil belajar siswa kelas IV SDN Sendangmulyo 02 Semarang pada konsep daur hidup hewan.Kata kunci: Model Picture and Picture, Roda keberuntungan, Aktivitas dan Hasil Belajar.


2020 ◽  
Vol 2 (2) ◽  
pp. 48
Author(s):  
Minahul Mubin

This study aims to determine the effect of interactive learning outcomes on classroom students V MI Islamiyah Pareng. This type of research is a quasi-experimental study using nonequivalent control group design conducted with 6 meetings.The subject of this research is class students V.The instrument used was a multiple choice test and observation to capture student learning outcomes and activities that were previously tested to determine the validity and reliability of the test.. Analysis of data using Ttest one right party. The results showed a significant increase in student learning outcomes in learning activities using interactive models


2017 ◽  
Vol 4 (2) ◽  
pp. 87 ◽  
Author(s):  
Lastrijanah Lastrijanah ◽  
Teguh Prasetyo ◽  
Annisa Mawardini

        Penelitian ini dilatarbelakangi pada permasalahan dalam proses pembelajaran selama ini, guru belum menggunakan media pembelajaran yang representatif dan efektif, sehingga siswa tidak maksimal dalam menerima informasi yang diberikan oleh guru. Selain itu, penyajian guru kurang bervariasi dalam pemilihan metode pembelajaran, sehingga pembelajaran terkesan monoton dan berdampak pada hasil belajar siswa yang nilai rata-ratanya masih tergolong rendah. Penelitian ini bertujuan untuk mengetahui pengaruh media pembelajaran Geoboard terhadap hasil belajar siswa dalam pembelajaran matematika. Penelitian ini dilaksanakan di SDN Sindangkarsa 2 Kecamatan Tapos Kota Depok, tahun ajaran 2016/2017. Subjek penelitian ini adalah seluruh siswa kelas 2A dan 2B yaitu sebanyak 78 siswa, kemudian dari 78 siswa tersebut kelas 2B dijadikan sampel dengan jumlah 39 siswa. Teknis penelitian yang digunakan adalah penelitian kuantitatif dengan metode eksperimen desain nonequivalent control group design pretest posttest. Data penelitian dikumpulkan dengan menggunakan teknik wawancara, observasi, tes dan angket. Hasil penelitian diperoleh nilai Ttabel > Thitung sebesar 2.111 > 1.687 yang berarti penggunaan media pembelajaran Geoboard menunjukkan adanya pengaruh positif terhadap hasil belajar siswa dalam pembelajaran matematika.Kata kunci: Media Pembelajaran Geoboard, Hasil Belajar, Matematika.  EFFECT OF GEOBOARD LEARNING MEDIA TO STUDENT LEARNING RESULTSABSTRACT        This research is based on the problems in the learning process so far, the teacher has not used the media of learning that is representative and effective, so that students are not maximal in receiving information provided by the teacher. In addition, the presentation of teachers is less varied in the selection of learning methods, so that learning impressed monotonous and impact on student learning outcomes that the average value is still relatively low. This study aims to determine the influence of Geoboard learning media on student learning outcomes in learning mathematics. This research was conducted in SDN Sindangkarsa 2 Subdistrict Tapos Depok, academic year 2016/2017. The subjects of this study are all students of class 2A and 2B that is 78 students, then from 78 students are class 2B sampled by the number of 39 students. Technical research used is quantitative research with nonequivalent control group design pretest posttest design experiment method. The data were collected using interview technique, observation, test and questionnaire. The result of research is Ttable> Tcount for 2,111> 1,687 which means the use of Geoboard learning media shows the positive effect to the students' learning result in math learning.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Arpina Saleha ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Okviyoandra Akhyar

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh media permainan ular tangga senyawa terhadap hasil belajar siswa.Penelitian ini menggunakan nonequivalentcontrolgroupdesign. Populasi dalam penelitian ini adalah seluruh siswa kelas X MIA, sedangkan sampel penelitian yang digunakan yaitu X MIA 2 dan X MIA 3.Pada penelitian ini kedua kelas diberikan perlakuan yang berbeda,kelas X MIA 2 dibelajarkan tanpa menggunakan permainan media ular tangga senyawa, sedangkan kelas X MIA 3 dibelajarkan menggunakan media permainan ular tangga senyawa.Teknik pengumpulan data yang digunakan adalah soal tes pilihan  ganda.  Data  yang diperoleh dianalisis  menggunakan  uji mann whitney u.Data hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas kontrol lebih rendah daripadanilai rata-rata kelas eksperimen.Sehingga dapat disimpulkan bahwa terdapat pengaruh media permainan ular tangga senyawa pada materi tata nama senyawa terhadap hasil belajar siswa di SMA Negeri 1 AlalakThis study aimed to determine whether or not the influence of snake and compound compound media play on student learning outcomes. This study used nonequivalent control group design. The population in this study were all students of class X MIA, while the research samples used were X MIA 2 and X MIA 3. In this study both classes were given different treatments, class X MIA 2 was taught without using snake ladder compound media games, while classes X MIA 3 was taught using the media game snake ladder compound. Data collection techniques usedwere multiple choice test questions. The data obtained were analyzed using the Mann Whitney test. The data of the research showed that the average value of the control class post-test is lower than the average value of the experimental class.  So  it  can  be  concluded  that  there  were  the influence  of  snake  ladder compound  media  on  compound  nomenclature material  on  student  learning outcomes in SMA Negeri 1 Alalak.


Author(s):  
Suci Nur Amaliyah ◽  
Rusijono Rusijono ◽  
Waspodo Tjipto Subroto

ABSTRACTThis research aims to know the effect of cooperative learning model of team game tournament with uno card toward student activity fourth grade student of Elementary School and to know the effect of cooperative learning model of team game tournament with uno card to learning outcomes of Social Studies fourth grade student of Elementary School. This research is conducted in SDN Sidokare IV, Sidoarjo with research subject is fourth grade students in fourth A as control class and fourth B grade students as experiment class school year 2015/2016. The type of research is experiment research with form of research is pretest-posttest control group design. The research data was obtained as follows: students activity at experiment class is better than control class. This condition was shown with tarithmetic score (5,253) > ttable (1.994) with mean score in experiment class is 82,3200 higher than students social skills in control class 71,5600. So, there are effect of cooperative learning model of team game tournament with uno card to student activity. While for second hypothesis testing was showed that student learning outcomes in experiment class is higher than control class. This condition was shown with tarithmetic score (5.462) > ttable (1.994) with mean score in experiment class is 90,3400 higher than student learning outcomes in control class 62,9600. So, there are effect of cooperative learning model of team game tournament with uno card to student learning outcomes.Keywords: Team Game Tournament Learning Model, Uno Card, Student Learning Activity. ABSTRAK                                                                                          Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran team game tournament dengan media kartu uno terhadap aktivitas siswa kelas IV Sekolah Dasar dan untuk mengetahui pengaruh model pembelajaran team game tournament dengan media kartu uno terhadap hasil belajar siswa pada mata pelajaran IPS kelas IV Sekolah Dasar. Penelitian ini dilakukan di SDN Sidokare IV, Sidoarjo dengan subjek penelitian adalah siswa kelas IV A sebagai kelas kontrol dan kelas IVB sebagai kelas eksperimen tahun pelajaran 2015/2016. Jenis penelitian yang dilakukan adalah penelitian eksperimen dengan bentuk desain penelitian pretest-posttest control group design. Data hasil penelitian yang diperoleh sebagai berikut: aktivitas siswa pada kelas eksperimen lebih baik dibandingkan dengan kelas kontrol. Hal ini ditunjukkan dengan nilai thitung (5,253) > ttabel (1.994) dengan nilai mean pada kelas eksperimen sebesar 82,3200 lebih tinggi dibandingkan dengan aktivitas siswa pada kelas kontrol yaitu sebesar 71,5600. Jadi, ada pengaruh model pembelajaran team game tournament dengan media kartu uno terhadap aktivitas siswa. Sedangkan untuk pengujian hipotesis kedua menunjukkan bahwa hasil belajar siswa pada kelas eksperimen lebih tinggi dibandingkan pada kelas kontrol. Hal ini ditunjukkan dengan nilai thitung (5.462) > ttabel (1.994) dengan nilai mean pada kelas eksperimen sebesar 90,3400 lebih tinggi dibandingkan dengan hasil belajar siswa pada kelas kontrol yaitu 62,9600. Jadi, ada pengaruh model pembelajaran team game tournament terhadap hasil belajar siswa.Kata Kunci: Model pembelajaran team game tournament dengan media kartu uno, aktivitas siswa, hasil belajar.


2021 ◽  
Vol 16 (5) ◽  
pp. 2300-2312
Author(s):  
Anwar Senen ◽  
Yuni Puspita Sari ◽  
Herwin Herwin ◽  
Rasimin Rasimin ◽  
Shakila Che Dahalan

Reading is useful for gaining understanding, knowledge, and information. This study aimed to determine the effect of using photo comics media on reading interest and learning outcomes in elementary social studies subjects. This research is a quasi-experimental study with a Non-equivalent Pretest-Posttest Control Group Design. The subject of this study is elementary students at the fifth grade level. Data obtained through the implementation of direct learning to school by assessment using questionnaires and tests. Analysis of the data using the t-test. The results showed that the use of photo comics media has a significant positive effect on reading interest and student learning outcomes. This was evidenced after a positive change in asking students to read after being treated with photo comics media. In addition, student learning outcomes are satisfactory after integrating photo comic media in learning activities.           Keywords: learning outcomes, photo comics, reading interest, social studies;  


2018 ◽  
Vol 6 (2) ◽  
pp. 201-206
Author(s):  
Villa Anggraini ◽  
Lucky Heriyanti Jufri ◽  
Wella Juliati

AbstrakPenelitian ini dilatarbelakangi oleh rendahnya hasil belajar dan minat siswa untuk mengulang pelajaran yang telah dipelajarinya. Mengatasi masalah tersebut penulis melaksanakan pembelajaran dengan menerapkan strategi pembelajaran Make A Match dan Index Card Match. Penelitian ini bertujuan untuk mengetahui bagaimana peningkatan hasil belajar matematika siswa dengan menerapkan strategi pembelajaran Make A Match dan Index Card Match. Jenis penelitian ini adalah kuasi eksperimen, dengan rancangan penelitian Nonequivalent Control Group Design. Populasi dalam penelitian ini adalah seluruh siswa kelas VIII SMPN 1 Koto XI Tarusan dan yang terpilih sebagai kelas sampel adalah kelas VIII.2 dan kelas VIII.3. Instrumen yang digunakan dalam penelitian ini adalah pretest dan posttest. Bentuk tes yang digunakan adalah tes uraian. Hasil analisis butir soal diperoleh soal tes reliabel dengan reliabilitas tes adalah r_11=0,8421. Berdasarkan pengujian hipotesis menggunakan uji t satu arah diperoleh thitung = 3,17 dan ttabel = 1,676 karena thitung> ttabel maka H0 ditolak dan H1 diterima sehingga dapat disimpulkan bahwa peningkatan hasil belajar matematika siswa menerapkan strategi pembelajaran Make A Match lebih baik dari peningkatan hasil belajar matematika siswa menerapkan strategi pembelajaran Index Card Match pada siswa kelas VIII SMPN 1 Koto XI Tarusan Tahun Pelajaran 2016/2017.Kata Kunci: Make A Match, Index Card Match, hasil belajar.AbstractThe background of the research is caused by student learning outcomes and interest in learning to review the lesson that is still low. To solve these problems, the researcher doing learn by applying strategies for learning Make A Match and index Card Match. This research aims to know the improvement mathematics student learning outcomes by applying strategies for learning Make A Match and index Card Match. The types of this research is A quasi-experiment with Nonequivalent Control Group Design. The population of this research is whole students in class VIII SMPN 1 Koto XI Tarusan, the sample is class VIII.2 and class VIII.3. The instrument used is pretest and posttest. The test form that used is essay with reliability r_11=0,8421. base on the hypothesis test which applying test one side, it obtained tcount = 3,17 and ttable = 1,676 for t_count>t_table then rejected H0 and accepted H1. Therefore, it can be concluded the improvement mathematics student learning outcomes by applying strategies for learning Make A Match better than improvement mathematics student learning outcomes by applying strategies for learning Index Card Match in class VIII SMPN 1 Koto XI Tarusan in school year 2016/2017.Keyword: Make A Match, Index Card Match, learning outcomes.


2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Siti Nurhidayah ◽  
Didik Aribowo ◽  
Desmira Desmira

ABSTRACT:The purpose of this research was to determine student learning outcomes after the application of EWB software learning media during the learning process in the subject of applying electronic circuits; knowing student learning outcomes after the application of proteus software learning media during the learning process in the subject of applying electronic circuits; knowing the difference in student learning outcomes after the application of EWB and proteus software learning media in the subject of implementing electronic circuits. This type of research is an experiment with experimental research method (experimental) and pretest-posttest control group design. The population in this study were students of class XI SMKN 1 Cikande majoring in Industrial Electronics Engineering which consisting of 38 students. The research sample consisted of 2 classes with a total of 21 students and 17 students. The sampling technique used in this research is saturated sampling technique. Data collection instruments used were is pretest and posttest and psychomotor observation sheets. Data analysis technique used the Mann Withney test (U-test) to test the hypothesis with SPSS version 21.0. The results of this study suggests that (1) there are differences in learning outcomes in cognitive aspects between students treated with EWB and proteus. The average student learning outcomes in the cognitive aspects of the proteus were 73.23, greater than the average student learning outcomes in the cognitive aspects of the EWB, which was 68.1. Uji-U calculations obtained sig. (2-tailed) of 0,000. If the value is sig. (2-tailed) is less than alpha 0.05, then the H0 statement is rejected and H1 is accepted. (2) there are differences in psychomotor learning outcomes between students treated with proteus and EWB. The average student learning outcomes of the psychomotor aspects treated with the proteus were 82.06, greater than the average learning outcomes of students in the psychomotor aspects treated with the EWB, namely 75.48. Uji-U calculations obtained sig. (2-tailed) of 0,000. If the value is sig. (2-tailed) less than alpha 0.05, then the H0 statement is rejected and H1 is accepted.ABSTRAK:Tujuan penelitian ini adalah mengetahui hasil belajar siswa setelah diterapkan media pembelajaran software EWB dalam mata pelajaran penerapan rangkaian elektronika; mengetahui hasil belajar siswa setelah diterapkan media pembelajaran software proteus dalam mata pelajaran penerapan rangkaian elektronika; mengetahui perbedaan hasil belajar siswa setelah diterapkan media pembelajaran software EWB dan proteus dalam mata pelajaran penerapan rangkaian elektronika. Jenis penelitian yang digunakan yaitu eksperimen dengan metode penelitian eksperimen (eksperimental) dan desain pretest-posttest control group design. Populasi dalam penelitian ini adalah siswa kelas XI SMKN 1 Cikande jurusan Teknik Elektronika Industri yang terdiri dari 38 siswa. Sampel penelitian terdiri dari 2 kelas dengan total 21 siswa dan 17 siswa. Teknik pengambilan sampel yang digunakan dalam penelitian ini teknik sampling jenuh. Instrumen pengumpulan data yang digunakan adalah pretest, posttest dan lembar observasi psikomotor. Teknik analisis data menggunakan uji Mann Withney (Uji-U) untuk menguji hipotesis dengan SPSS versi 21.0. Hasil penelitian ini menunjukkan bahwa (1) ada perbedaan dalam hasil belajar aspek kognitif antara siswa yang diperlakukan dengan EWB dan proteus. Rata-rata hasil belajar siswa aspek kognitif proteus sebesar 73,23 lebih besar dibandingkan rata-rata hasil belajar siswa pada aspek kognitif EWB yaitu sebesar 68,1. Perhitungan Uji-U diperoleh hasil sig. (2-tailed) sebesar 0,000. Jika nilai sig. (2-tailed) kurang dari alpha 0,05, maka pernyataan H0 ditolak dan H1 diterima. (2) ada perbedaan hasil belajar ranah psikomotor antara siswa yang diberi perlakuan dengan proteus dan EWB. Rata-rata hasil belajar siswa aspek psikomotor yang diberi perlakuan proteus sebesar 82,06 lebih besar dibanding dengan rata-rata hasil belajar siswa aspek psikomotor yang diberi perlakuan EWB yaitu sebesar 75,48. Perhitungan Uji-U diperoleh hasil sig. (2-tailed) sebesar 0,000. Jika nilai sig. (2-tailed) kurang dari alpha 0,05, maka pernyataan H0 ditolak dan H1 diterima.


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