The Effect of Multiple Intelligences-Based Instruction on Learning Motivation and Learning Achievement in Science Courses

2018 ◽  
Vol 8 (8) ◽  
Author(s):  
Yi-Chen Chang ◽  
Jeng-Fung Hung
2017 ◽  
Vol 15 (1) ◽  
Author(s):  
Nurul Hidayah ◽  
Abdullah Taman

The objective of this research was improving learning motivation and learning achievement of XI Accounting 1 Students of SMK Negeri 1 Pengasih Academic Year 2016/2017 using Cooperative Learning Model Team Game Tournament (TGT) on the subject Accounting for Trading Company. This research was Classroom Action Research (CAR) collaborating with teacher in two cycle. Data collection technique used were questionnare, documentation, and test. Based on research result concluded that implementation of Cooperative Learning Model Team Games Tournament (TGT) could improve Learning Motivation and Learning Achievement of XI Accounting 1 student of SMK 1 Pengasih Academic Year 2016/2017  evidenced by improvement of motivation score and achievement score. Motivation questionnare result shown improvement of students’ learning motivation improved to 5.97% from cycle I of 72.41% increased to 78.13% in cycle II. Improvement of Accounting Learning Achievement calculated from the average score increase of 23.78% in first cycle and increased of 19.61% in the second cycle.Keywords: Cooperative Learning, Team Game Tournament, Learning Motivation, Learning Achievement


TAMAN VOKASI ◽  
2014 ◽  
Vol 2 (1) ◽  
Author(s):  
Adi Nika Prasetyo ◽  
Subagyo Subagyo

The objectives of this tudy are to describe (1) the influence of learning facilities toward the learning achievement of hydrolic system, (2) the influence of practice learning motivation toward the learning achievement of hydrolic system, and (3) the influence of learning facilities and practice learning motivation toward the learning achievement of hydrolic system in the academic year 2013/2014. This study shows that (1) there is a positif and significant learning facilities toward the learning achievement of hydrolic system, (2) there is a positif and significant practice learning motivation toward the learning achievement of hydrolic system, and (3) there is a positif and significant learning facilities and practice learning motivation toward the learning achievement of hydrolic system in the academic year 2013/2014. The practice learning motivation and learning facilities can improve knowledge, desire of the students to develop their knowledge and creativity in learning, so that the result of learning can be improved. The better practice learning motivation and learning facilities, soothe better improvement of learnig achievement of hydrolic system.


2021 ◽  
Vol 4 (2) ◽  
pp. 325
Author(s):  
Dian Istiqorini Setiarufi

The low learning motivation of students in the learning process. The initial motivation of students is 69% (less), namely out of 14 students, only four students meet the indicators of success. It is because teachers still dominate teaching and learning activities so that learning is teacher-centered. In the learning process, some students did not pay attention to the lessons given by the teacher. This study aims to determine the increase in motivation and learning achievement of students through the cooperative model of the Student Teams Achievement Divisions type assisted by audio-visual media. This type of research is classroom action research. The research procedure was carried out in two cycles. The source of the data taken is the entire class V, totaling 14 students. Data collection methods used are documentation, questionnaires, and interviews. The data analysis technique used is quantitative and descriptive qualitative analysis. The results showed an increase in student motivation. Students' learning motivation in the first cycle reached 74% (enough) as many as 8 students had met the success indicators, and in the second cycle, it was 81% (good) as many as 12 students had met the success indicators. Based on the results of the analysis and discussion, it can be concluded that the Student Teams Achievement Divisions type cooperative model can increase students' motivation and learning achievement.


TAMAN VOKASI ◽  
2016 ◽  
Vol 4 (1) ◽  
Author(s):  
Arifin Prasetya ◽  
Subagyo Subagyo

This study aimed to know (1) the use of audio visual to improve learning motivation and (2) learning achievement of motor fuel system among the eleventh grade students of vocational school Bina Mandiri Klampok Banjarnegara in academic year 2015/2016. The type of this study was a classroom action research. Data collection techniques used questionnaire to know learning motivation and test to know learning achievement of motor fuel system. The research instruments were questionnaire and test. Data analysis technique used qualitative analysis.  This study shows that (1) the use of audio visual could improve learning motivation among the eleventh grade students of vocational school Bina Mandiri Klampok Banjarnegara in academic year 2015/2016. The average percentage of learning motivation in cycle I was 70.03 in fair category at the interval between 65,85 <  ≤ 84,15. The average percentage of learning motivation in cycle II was 84.75 in fair category at the interval between 84,15 <  ≤ 102,45. The average percentage of learning motivation in cycle III was 100.34 in fair category at the interval between 65,85  <  ≤ 84,15.  (2) The use of audio visual could improve learning achievement of motor fuel system among the eleventh grade students of vocational school Bina Mandiri Klampok Banjarnegara in academic year 2015/2016. The average score of test in pre cycle was 61.29, cycle I was 71.39, cycle II was 76.59, and cycle III was 81.15.  Based on these results, it could be concluded that the use of audio visual could improve learning motivation and learning achievement of motor fuel system among the eleventh grade students of vocational school Bina Mandiri Klampok Banjarnegara in academic year 2015/2016


2021 ◽  
Vol 2 (1) ◽  
pp. 19
Author(s):  
Achmad Mustofa ◽  
Amiruddin Amiruddin ◽  
Ismail Ismail ◽  
Destri Sambara Sitorus ◽  
Ananda Setiawan

Indonesia is a country that is affected by the existence of COVID-19. One of the biggest impacts on the world of education at Syiah Kuala University. One of these impacts includes learning conducted online. The purpose of this study was to see the influence of the learning styles of students of Syiah Kuala University Economic Education on learning motivation and subsequently on learning achievement in entrepreneurship courses. This type of research is a quantitative study with descriptive methods. The research design becomes a research model to measure the effect of independent variables, namely learning styles, intervening variables, namely learning motivation, and dependent variables, namely learning achievement. The results showed 1) there was a positive and insignificant influence on the learning style variable on the learning motivation variable, 2) there was a positive and insignificant influence on the learning motivation variable on the learning achievement variable.


2016 ◽  
Vol 1 (1) ◽  
Author(s):  
Sunarti Sunarti ◽  
Selly Rahmawati ◽  
Setia Wardani

Abstrak: Tujuan Penelitian ini untuk mengetahui pengembangan media pembelajaran berbasis game yang menarik dan mengetahui perbedaan motivasi dan prestasi belajar dengan media tersebut. Metode penelitian yang digunakan adalah penelitian pengembangan. Hasil pengembangan divalidasi oleh pakar media dan IT, sedangkan validasi materi dan tes evaluasi game dilakukan oleh ahli materi bahasa indonesia dan PKn. Instrumen pengumpulan data yang dipakai adalah angket dan tes. Teknik analisis data yang digunakan adalah teknik analisis statistik inferensial yaitu Mann-Whitney U-Test. Berdasarkan hasil penelitian dapat disimpulkan sebagai beikut. (1) Pengembangan media game yang menarik dilakukan dengan mengembangkan design game petualangan si Bolang. (2) Tidak ada perbedaan signifikan prestasi belajar dengan media game dan gambar. (3) Ada perbedaan signifikan motivasi belajar dengan media game dan gambar. (4) Media game lebih efektif untuk meningkatan motivasi belajar dibandingkan dengan media gambar.Kata Kunci: game petualangan “Si Bolang”, prestasi hasil belajar, motivasi belajar DEVELOPING A GAME CALLED “PETUALANGAN SI BOLANG” AS THE THEMATICS LEARNING MEDIA TO IMPROVE THE FIFTH GRADE STUDENTS’ MOTIVATION AND LEARNING ACHIEVEMENT Abstract: This study was aimed to develop an interesting game-based teaching media and to find out the difference in the motivation and learning achievement of the students taught using the media. This study used the research and development model. The product was validated by a media and IT expert, while the validation of the materials and the evaluation of the game was done by content experts at Indonesian and Civic education. The instruments used were questionnaires and tests. The data were analyzed using the inferential statistical analysis, that Mann-Whitney U-Test. The findings showed that (1) the development of an interesting game media was carried out by developing a game called “Petualangan si Bolang”; (2) There was no significant difference in the learning achievement of the students taught using a game and those taught using pictures; (3) There was no significant difference in the learning motivation of the students taught using a game and those taught using pictures; (4) the game media was more effective to improve the learning motivation than the picture media. Keywords: game “Petualangan Si Bolang”, students’ learning achievement, students’ motivation


2015 ◽  
Vol 3 (1) ◽  
pp. 244
Author(s):  
As’ad Furqon Syadzili ◽  
Sukainil Ahzan ◽  
Dwi Pangga

This research aimed to know there is or no effect of scientific approach toward student’s motivation and learning achievement. The kind of this research was experimental research. Design of this research used pretest and posttest one group design, with population was all students of XI IPA at SMAN 1 Kopang. Sample of this research consist of two classes that is class XI IPA 1 as experimental group and class XI IPA 2 as control group which used random sampling tachnique. Mean of pretest was 23,21 in experimental group and 30,15 in control group. Mean of posttest was 74,74 in experimental group and 57,68 in control group. Percentage of student’s learning motivation was increased 59,85% (low) in experimental group and 64,65% (quite) became 82,40% (high) in experimental  group and 76, 56% (quite) in control group. The data of homogenity and normality was homogen and normal distribution. The data analysis used t-test. The result of t-test was 3,89 for motivation and 5,47 for learning achievement and t-table was 1,99 in 5% level of significant with t-test > t-table. This research showed that there is effect of scientific approach toward student’s motivation and learnig achievement at eleventh year students of SMAN 1 Kopang. 


2020 ◽  
Vol 39 (1) ◽  
pp. 133-143
Author(s):  
Laurentius Saptono ◽  
Budi Eko Soetjipto ◽  
Wahjoedi Wahjoedi ◽  
Hari Wahyono

Teachers need to organize learning that is contextual, innovative, and interesting so that students are more motivated to learn and they get better learning outcomes. The research was aimed to examine the effectiveness of role-playing model to improve the twelfth-grade social students’ learning motivation and their learning achievements on accounting subject with basic competence of practicing accounting cycles of service companies. The research was conducted with a quasi experiment for 3 public high schools in Sleman Regency. There were 206 total respondents for this research. Research data was gathered by using two methods: tests and questionnaires. Independent sample t-test was used for data analysis techniques. The result of this research showed that t-test for equality of mean of learning motivation was significant (sig. = .000 <  α = .05) and learning achievement was also significant (sig. = .000 <  α = .05). At the treatment class, students’ learning motivation was very high and their learning achievement was high. Thus, it was concluded that the role playing model was effective to improve the twelfth-grade social students’ learning motivation and their learning achievements on accounting subject with basic competence of practicing accounting cycles of service companies.


2017 ◽  
Vol 6 (4) ◽  
Author(s):  
Rahayu Rahayu ◽  
Tituk Handayani

This research was conducted in the fourth grade class of Public Elementary School 1 of Mrawan Jember with the purpose of investigating the application of inquiry instructional method to improve the fourth grade student's motivation and learning achievement in Social Science subject concerning Product, Communication, and Transportation Technology. The study was backgrounded by the fact that the students’ learning motivation and learning achievement in the very subject were rather low. The study applied Classroom Action Research (SAC), which was conducted in two cycles carried on for three meetings, through four stages, including planning, implementation, observation, and reflection. The subjects of this research were fourth grade students with the total number of 39 students. Data collection methods applied in this research were observation, interview, documentation, and test. Data Analysis in this research was descriptive qualitative in nature. Based on the results of research, the scores of students’  motivation in the first to the second cycle were 79 (high category) and 88,43% (very high category), subsequent to 9,43% increase, respectively. Based on the analysis on students’ learning achievement, improvement was also evident in that in the first cycle reached they reached 60,1 (medium/enough category) and in the second cycle they gained 81,3 ( very good category).


2020 ◽  
Vol 1 (2) ◽  
pp. 59-65
Author(s):  
Firdiawan Ekaputra

Penelitian ini bertujuan untuk mengetahui ada tidaknya perbedaan motivasi belajar peserta didik yang signifikan sebelum dan sesudah diberi perlakuan penerapan Poseidon Meeting Classroom berbasis pendekatan ilmiah, ada tidaknya perbedaan prestasi belajar peserta didik yang signifikan sebelum dan sesudah diberi perlakuan penerapan Poseidon Meeting Classroom berbasis pendekatan ilmiah. Penelitian didesain sebagai penelitian eksperimen dengan rancangan satu faktor dan dua variabel. Satu faktor berupa media pembelajaran, dua variabel yaitu motivasi belajar dan prestasi belajar. Sampel penelitian ini merupakan peserta didik kelas X MIPA 7 SMA Muhammadiyah 1 Yogyakarta yang diberi perlakuan penerapan Poseidon Meeting Classroom. Pengumpulan data dilakukan dengan teknik dokumentasi dan angket. Data mengenai motivasi dan prestasi belajar dianalisis menggunakan uji-t sama subjek. Hasil penelitian menunjukkan adanya perbedaan motivasi belajar peserta didik yang signifikan sebelum dan sesudah diberi perlakuan penerapan Poseidon Meeting Classroom berbasis pendekatan ilmiah, adanya perbedaan prestasi belajar peserta didik yang signifikan sebelum dan sesudah diberi perlakuan penerapan Poseidon Meeting Classroom berbasis pendekatan ilmiah. Kata Kunci: motivasi belajar, Poseidon Meeting Classroom berbasis pendekatan ilmiah, prestasi belajar, stoikiometri The aims of this research are to find out whether there were significant difference of learning motivation between students before and after taught using scientific approach based Poseidon Meeting Classroom, whether there were significant difference of learning achievement between students before and after taught using scientific approach based Poseidon Meeting Classroom. This research was designed as an experimental research with one factor and two variables. The factor is learning media and the variables are learning motivation and achievement learning. The samples of this research are students in X MIPA 7 of SMA Muhammadiyah 1 the was a treatment of the application of scientific approach based Poseidon Meeting Classroom. The data collection technique was done with documentation and questionnaire techniques. The data about motivation and learning achievement were analyzed by using paired sample t-test. The result of this research showed that there was significant difference of learning motivation before and after taught using scientific approach based Poseidon Meeting Classroom, there was significant difference of learning achievement before and after taught using scientific approach based Poseidon Meeting Classroom. Keywords: learning achievement, learning motivation, scientific approach based Poseidon Meeting Classroom, stoikiometri


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