scholarly journals تأثير استعمال الوسائل السمعيّة البصريّة على نتائج تعليم مفردات اللغة العربية للفصل الرابع فى المدرسة الإبتدائية الإسلامية الحكومية بارمبهان لمباسي بياكمبوه

2020 ◽  
Vol 4 (2) ◽  
pp. 144-154
Author(s):  
Fitria Sartika ◽  
Mahyudin Ritonga

Low ability of students in understanding the vocabulary of Arabic one of them due to improper use of learning media. Similarly, in the fourth grader Islamic Elementary School Parambahan Lampasi Payakumbuh, that is, there are many daily results of the Arabic language vocabulary students who are below average. Therefore, it is necessary to test the media that is deemed interesting for the students that is audio visual media. The purpose of this research is to uncover the influence of the use of audio visual media to the outcome of learning vocabulary Arabic in class four at Islamic Elementary School Parambahan Lampasi Payakumbuh. The method used in this research is a quantitative method with the quasi-experimentation approach, the population of this research is the fourth graders at Islamic Elementary School Parambahan Lampasi Payakumbuh. Researchers took them as samples using the total sampling technique, since the fourth class consisted of two classes, namely fourth grade A and fourth grade B. Learning in experimental classes using audio visual media, while the control class without using media. The result of this study is that audio visual media can affect the learning of the language Mufradat Arabic positively to students in Islamic Elementary School Parambahan Lampasi Payakumbuh.  

2019 ◽  
Vol 3 (3) ◽  
pp. 185
Author(s):  
Susnawati. K ◽  
Marhaeni A.A.I.N ◽  
Ramendra D.P

Study aimed to determine the effect of language games with audio visual aids on students' speaking competence at fourth grade students of Tunas Daud elementary school and to describe the implementation of language games with audio visual aids on students’ speaking competence. The design used in this research was a mixed method design. It was explanatory design since this research was started with quantitative design (experimental design with post test only control design) followed by qualitative design. The samples were 62 students; 31 students of the experimental group and 31 students of the control group of fourth grade Tunas Daud elementary students. The data were collected by using speaking competence test and analyzed by IBM SPSS 22 with independent t-test. The data were also collected through an observation sheet for observing the implementation of the language games with audio visual aids. The results showed there was a significant effect of the language games with audio visual aids on students' speaking competence in which the mean score of the students who were taught by using language games with audio visual aids is better than the students who were taught without language games with audio visual aids. For the implementation of the language games with audio visual aids, it can be seen that the implementation of the language games with audio visual aids were done in a very good way. The games was suitable for the students since it could give good impacts for the students. The students are active and confident to speak.


2020 ◽  
Vol 20 (1) ◽  
pp. 60
Author(s):  
Mahyudin Mahyudin

The media is very instrumental and has a strategic function that directly or indirectly can affect motivation, interest and attention for young children in learning. The purpose of this study was to determine the role of PAUD teacher learning media in Jambi Province. The method used is descriptive quantitative cluster sampling technique, in this case the District and City in Jambi Province as the cluster. The number of early childhood education units (schools) include TK / RA, KB, TPA, and SPS, totaling 7,584. Then every District and City was selected by 10% randomly PAUD teachers from each school. So the number of samples was 758. The research instrument was a questionnaire or Media Perception Evaluation Scale (MPES) questionnaire containing 28 question items. Data for all parameters using a Microsoft Excel database. Pearson correlation was used to study the correlation between variables and independent t-test was used to compare groups with SPSS version 22. All statistical analyzes were carried out at a significance level of 5% and P <0.05 was considered statistically significant. The results of the study show that learning media plays an important role in the learning process for PAUD children in Jambi Province. As a result 59.6% answered strongly agree. Through the SPSS analyst results where the most influential visual media statements in PAUD teacher learning in Jambi province are statements 18,19,20,21 and 22 where 100% stated that visual media can provide motivation, whereas statements that had no effect were statements 17 where only 50.4% stated that visual media can provide motivation. It can be concluded that the use of learning media in early childhood is very instrumental to motivate, stimulate, explore and experiment.


2020 ◽  
Vol 4 (1) ◽  
pp. 73
Author(s):  
Kadek Susnawati ◽  
Marhaeni A.A.I.N.

This study aimed to determine the effect of language games with audio visual aids on students' speaking competence at fourth grade students of Tunas Daud elementary school and to describe the implementation of language games with audio visual aids on students’ speaking competence. The design used in this research was a mixed method design. It was explanatory design since this research was started with quantitative design (experimental design with post test only control design) followed by qualitative design. The samples were 62 students; 31 students of the experimental group and 31 students of the control group of fourth grade Tunas Daud elementary students. The data were collected by using speaking competence test and analyzed by IBM SPSS 22 with independent t-test. The data were also collected through an observation sheet for observing the implementation of the language games with audio visual aids. The results showed there was a significant effect of the language games with audio visual aids on students' speaking competence in which the mean score of the students who were taught by using language games with audio visual aids is better than the students who were taught without language games with audio visual aids. For the implementation of the language games with audio visual aids, it can be seen that the implementation of the language games with audio visual aids were done in a very good way. The games was suitable for the students since it could give good impacts for the students. The students are active and confident to speak.


2021 ◽  
Vol 4 (1) ◽  
pp. 42-50
Author(s):  
Monica Sepwanda ◽  
Damai Yani

AbstrackLatters or in Japanese are known as moji is one of the characteristics of Japanese. There are three types of letters in Japanese namely kanji, kana and romaji. One part of kana’s letter is hiragana. When learners learning about hiragana still often encounter problems as similar letter form and number of hiragana. In reference to the results of the questionnaire who had the researchers spread beforehand at the learner while carrying out field work practices at SMAN 3 Bukittinggi showed that learners needed media to facilitate learning to remember and understand hiragana. To overcomethe difficulty in understanding the hiragana, researchers have tried to use one of the types of visual media, namely card sort. The goal of this study is to expose the perceptions of student against card sort as a hiragana learning media. The research method of this study is descriptive quantitative. While the sampling technique uses in this study was purposive sampling. The respondents in this study is the students of class X BAHASA which amount of 35 peoples. This research instrument is a questionnaire. The type of questionnaire used is closed type questionnaire. Based on the results of the questionnaire analysis, it is kwon that the student’s perception of the card sort as a “good” hiragana learning media with a percentage of 83,32%. Refers to these results it can be seen that the media card sort can be used to facilitate the side to remember and understand hiragana. AbstrakHuruf (moji) merupakan salah satu karakteristik bahasa Jepang. terdapat tiga jenis huruf dalam bahasa Jepang yaitu, Kanji, Kana dan Romaji. Salah satu bagian dari huruf kana adalah hiragana. Dalam mempelajari hiragana ditemui beberapa masalah yang dialami oleh pembelajar yaitu, sering terkecohnya pembelajar dengan bentuk hiragana yang hampir mirip dan jumlah dari hiragana. Berdasarkan hasil angket yang telah peneliti sebarkan sebelumnya pada pembelajar saat melaksanakan praktek lapangan kependidikan (PLK) di SMAN 3 Bukittinggi menunjukkan bahwa pembelajar memerlukan media untuk mempermudah pembelajar mengingat dan memahami hiragana. Untuk mengatasi kesulitan dalam memahami hiragana tersebut, peneliti sudah mencoba menggunakan salah satu jenis media visual yaitu card sort. Tujuan dari penelitian ini adalah untuk mengetahui bagaimana persepsi atau tanggapan siswa terhadap media card sort apabila digunakan sebagai media pembelajaran hiragana. Adapun metode penelitian dari penelitian ini adalah deskriptif kuantitatif. Taknik pengambilan sampel yang digunakan dalam penelitian ini adalah teknik purposive sampling. Sampel penelitian ini adalah siswa X BAHASA tahun ajaran 2019/2020 yang berjumlah 35 orang. Instrumen penelitian ini adalah angket jenis tertutup. Berdasarkan hasil dari analisis angket, diketahui bahwasannya persepsi atau tanggapan siswa terhadap card sort sebagai media pembelajaran hiragana mayoritas “baik” dengan persentase 83,32%. Dari hasil tersebut dapat diketahui bahwa media card sort dapat digunakan untuk memudahkan siswa untuk mengingat dan memahami hirgana.


2015 ◽  
Vol 4 (2) ◽  
pp. 74-82
Author(s):  
DWI KENCANA WULAN ◽  
NURMALA SARI

This study aims to determine the effect of emotional regulation on burnout. This study used quantitative method with psychological scale. There are 77 samples of respondents which are honorary teachers of middle down private elementary school with sampling technique is purposive sampling. This study used two adaptation scales that were burnout and emotion regulation scale. The data processing method that used to examine hypothesis were regression analysis one predictor. Based on the result of data analysis, obtained F count > 18,898 > F table 3,98 with p value = 0,000 (p < 0,05). There is the siginificant effect of emotion regulation on burnout in the honorary teachers of middle down private elementary school. From the equation of regression can be interpretated that if emotional regulation increases one unit, burnout will decrease of 0,425.


2019 ◽  
Vol 10 (1) ◽  
Author(s):  
Putik Vebimawarti

The aim of this research was to 1) find out the development of the learning media of fast smart cards of cardinal number; 2) find out the feasibility of the development of the learning media of fast smart cards of cardinal number; 3) find out the effectiveness of the learning media of fast smart cards of cardinal number toward the students’ learning achievement in fourth grade elementary school students; 4) find out the teacher’s response toward the learning media development in mathematics teaching-learning process using fast smart cards of cardinal number; and 5) find out the students’ response toward the learning media development in mathematics teaching-learning process using fast smart cards of cardinal number in fourth grade elementary school student. This research is a research and development research. The result of the development was the games media of fast smart cards of a cardinal number that had been tried-out fourth grade SD N Sokaraja Kidul. The result of the media validation showed that the learning media of fast smart cards of a cardinal number was in “valid” criteria. This research used an experimental design of The True Control Group, based on the result of the research. There was an effect on the learning media of fast smart cards of a cardinal number using games toward the students’ learning achievement, and the teacher’s response toward the media tryout was in “agree very much” criteria, while the students’ response toward the media tryout was in “very good” criteria. There were 19 students who all gave a very good response.


2021 ◽  
Vol 9 (1) ◽  
Author(s):  
Moh. Farizqo Irvan ◽  
Ali Mustadi

This research aims to find out the effectiveness of local wisdom-based story calendar media in improving students’ patriotism character. The type of the research is pseudo- experimental, by using nonequivalent control group design. The population of the study is the fourth-grade students of elementary school in Ngaliyan District, Semarang, in the even semester, academic year 2019/2020. The subjects were determined by implementing cluster random sampling. The influence of the media on students’ patriotism was measured using n-gain and independent t-tests. The results showed that the n-gain of students’ patriotism in the experimental class I and experimental class II were higher than the control class, such as: 0.37, 0.39, and 0.07 with moderate category for experimental class and low category for control class. Independent t-test results also showed that the value (p) were 0.025 and 0.044 ≤ 0.05, so there are significant differences of student’s patriotism character between experimental dan control class. So, it can conclude that the local wisdom-based story calendar media is effective for improving students’ patriotism character in the fourth grade of elementary school.


2018 ◽  
Vol 2 (2) ◽  
pp. 128
Author(s):  
Kadek Hery Okta Rivaldi ◽  
DB.Kt. Ngurah Semara Putra ◽  
I Ketut Adnyana Putra

This study aims to determine the significant differences in the mastery of science knowledge competence group of students who are taught by the model problem based learning of audio visual media with groups of students who are taught through conventional learning in fourth grade students of SD Dewi Sartika Denpasar Clinic School Year 2016/2017. This research type is quasi experiment research with nonequivalent control group design. The population of this study is all students of grade IV SD Dewi Sartika Denpasar Elementary School, amounting to 374 students. Samples were taken by random sampling technique. The sample in this research is the fourth grader of SDN 3 Kesiman amounting to 40 students as the group which is taught by the model problem based learning assisted by Audio Visual media and the fourth grade students of SDN 17 Kesiman is 40 students as control group with conventional learning. The data were collected using a test method in the form of a standard multiple-choice objective test with four answers. The data obtained were analyzed using t-test analysis. The result of data analysis is obtained tvalue = 6,573> ttable = 2,000 for 5% significance and dk = 78. Based on testing criteria, H0 is rejected and Ha accepted. Based on the results of this study can be concluded that there is the influence of problem based learning modeled audio visual media on the mastery of science knowledge competence of fourth grade students SD Gugus Dewi Sartika Denpasar Academic Year 2016/2017


Akademika ◽  
2020 ◽  
Vol 9 (02) ◽  
pp. 43-52
Author(s):  
Sahuni Sahuni ◽  
Iffah Budiningsih ◽  
Lisna Marwani P

The research aims to determine the influence of visual media, print media and the interest in learning outcomes in Arabic. The research method used is the method of experiment with sample two classes, which amounted to 39 students. Research samples were taken in a simple randomized basis. The Data was analyzed in descriptive and ANAVA. The results are: a) the learning outcome  of Arabic students who are taught using visual media is higher than using print media; b) there is interaction between the media and learning interest in Arabic language learning outcomes;  c) on students who have a high learning interest, the learning outcomes of Arabic students who use visual media is higher than use print media; d) on students who have low learning interests, the learning outcomes of  Arabic students who use visual media are lower than use print media.


Author(s):  
Defa ◽  
Wisman Hadi ◽  
Daulat Saragi

The research is using the 4 D Thiagarajan development model consisting of Define, Design, Development and Dissemination. The validation results of three experts consisting of material experts, design experts and media experts with a very decent category. Once validated by the three experts, the media tested on two groups of small groups and big groups by demonstrating the effectiveness of the media. One of the patterns of kinship adopted from the value of Batak culture contains many positive and good elements that can be used as a role model in the use of technology. Making the use of technology is growing by having a cultural corridor that can align in its development and use in both the digital world though. In this study gave birth to a visual learning media that collaborated with the values of Batak culture.


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