scholarly journals Pengaruh Penggunaan Awetan Basah Filum Moluska dan Echinodermata dengan Inquiry Learning terhadap Hasil Belajar Siswa

2019 ◽  
Vol 2 (2) ◽  
pp. 72
Author(s):  
Isyulianto Andika Tua Siburian ◽  
Darlen Sikumbang ◽  
Berti Yolida

This study aims to determine the effect of use of wet preservation Phylum of Molluscs and Echinoderms with Inquiry Learning on student learning outcomes. The method of this study was quasi-experimental with nonequivalent pretest-posttest control group design. The research samples were students of class X MIPA 1 and X MIPA 2 which were to 56 students that were selected by the Total Sampling technique. The type of data used were quantitative data and qualitative data. The instrument used in this study was in the form of multiple-choice questions, with the independent sample t-test SPSS 17.0 data processing technique. The results showed that the use of wet preservation Phylum of Molluscs and Echinoderms differed significantly on student learning outcomes in the experimental class with the control class. The average N-gain in the experimental class was 0.58, while the control class was 0.39, while the results of student responses to wet preservation Phylum of Molluscs and Echinoderms with Inquiry Learning have a good (78,57%) and very good (84,78%).

2021 ◽  
Vol 5 (1) ◽  
pp. 17-23
Author(s):  
Nuril Nuzulia

This research is motivated by the availability of the snake and ladder game on the material of the kingdoms of Islam, Hinduism and Buddhism based on HOTS questions which have not been tested for their effectiveness on student learning outcomes. This study aims to reveal the effectiveness level of the use of snake and ladder media in the material of Islamic, Hindu and Buddhist kingdoms on student learning outcomes at SDN Ngaringan 03 Blitar. This type of research is a quasi-experimental research design with a non-equivalent control group design. The population in this study were grade 4 students at SDN Ngaringan Blitar. The research sample was taken using purposive sampling technique so that class 4A was selected as the experimental class and class 4 B as the control class. The instrument of this research is a test of learning outcomes by providing a pretest and posttest in the form of an objective test with 4 answer choices as many as 25 items taken from 40 questions that have been tested. The data analysis technique used was the N-Gain test and the two-mean similarity test (t-test). The results showed an increase in learning outcomes was better in the experimental class than in the control class. This is evidenced by the posttest mean scores of the experimental class and the control class respectively 92.12 and 73.96. This is also evidenced by the average N-Gain test for the experimental class of 0.762 with the high category and the control class of 0.294 in the low category, and supported by hypothesis testing carried out by t-test using the Independent Samples Test showing Sign 2 Tailed < 0.05, this indicates that the use of snake and ladder media is effective.


2021 ◽  
Vol 3 (2) ◽  
pp. 198-209
Author(s):  
Tiya Anjani ◽  
Nani Yuliantini ◽  
Abdul Muktadir

The study aimed to determine the effect of Two Stay Two Stray cooperative learning model on student learning outcomes in Thematic learning in V class SDN Gugus XIX of Bengkulu City. This research was quantitative research. The research method was quasi-experimental with the type of design matching onle pretest-posttest control group design. The population of this study were five grade in Gugus XIX of the city of Bengkulu City. The sample in this study were VC class SDN 71 Bengkulu City and V class SDN 103 Bengkulu City. The sampling technique used cluster random sampling. The research instruments was a knowledge learning result is multiple choice questions (pretest and posttest). For the attitude and skills aspects used is observation sheets. The data analysis by using descriptive statistics and inferential statistic. The results shows that the t-test score obtains in the Indonesian language is 4.012 and in the natural science is 2,941 with t-tables at the 5% significance level of, 1,669 where t-count is greater than t-table. It can be concluded, that there is a significant effect on student learning outcomes in Thematic learning using the type Two Stay Two Stray cooperative leaning model.


2021 ◽  
Vol 6 (1) ◽  
pp. 34
Author(s):  
Marlina Eliyanti Simbolon ◽  
Yani Fitriyani

<p><em>This research is motivated by the low student learning outcomes. The purpose of this study was to determine the differences in post-test results in a class using Pop-up book learning media with a class that did not use Pop-up book learning media and to find out the difference in the improvement of student learning outcomes in science class II SDN 1 Winduhaji. The method used in this research is a quasi-experimental design nonequivalent control group design. The research subjects consisted of two classes, class A consisting of 23 students as the experimental class and class B consisting of 23 students as the control class. The research instrument used a written test in the form of multiple choice questions. Furthermore, analysis of instruments and data analysis is carried out. Data analysis in the control class and experimental class using SPSS version 22 assistance. Data analysis in the experimental class and control class shows that the sig (2-tailed) value is 0.000 &lt;0.05. So the results of the study show that there are posttest differences in student learning outcomes between students who use Pop-up book learning media and students who don't use Pop-up book learning media. Then there is a difference in the increase in student learning outcomes in classes using Pop-up book learning media with an increase in student learning outcomes in classes that do not use Pop-up book learning media. From these data it can be explained that the Pop-up book learning media has a significant effect on student learning outcomes and can be used as an alternative learning media for teachers in improving learning outcomes.</em></p>


2020 ◽  
Vol 7 (2) ◽  
pp. 12
Author(s):  
Rasmita Rasmita

This study aims to analyze the effectiveness of the use English modules through the implementation of poster presentations assisted by vlog to improve student learning outcomes in the Information Systems Department at UPI YPTK Computer Science Faculty in Padang. The method used is a mixed method, which combines quantitative and qualitative methods. To achieve the research objectives, the researchers used quasi-experimental design, which involved two groups of participants (control and experimental) in academic year 2017/2018 students majoring in Information Systems, with a purposive sampling technique by taking pre-test, treatment and posttest. The research data were analyzed using the one-sample t-test. The results of the data analysis showed that the pretest and post test scores of the experimental group showed significant differences, while the control group did not show significant differences. This research shows the results that the use of English modules through the implementation of poster presentations assisted by vlog is more effective in improving students’ learning outcomes than those not using the module


2020 ◽  
Vol 1 (1) ◽  
pp. 83-88
Author(s):  
Yesi Budiarti ◽  
Reni Tantri

Audio-visual media is a media that can display elements of images and sound elements in an integrated manner when communicating messages or information. Audio visual media is an intermediary media or the use of material and its absorbers through sight and hearing. Thus building conditions that can make students able to gain knowledge, skills and attitudes. The purpose of this study was to determine "The influence of the use of Android-based audio visual learning media on student learning outcomes". This type of research is a quasi-experimental, with the Non-equivalent Control Group Design experimental design. In sampling using a purposive sampling technique. The population and sample in this study were the fifth semester students of the PGSD Study Program, totaling 139 students. Based on the results of the study that the pre-test and post-test scores in the experimental class get a t-test value of 4.06 and a t-table of 1.70 then 4.06> 1.70. Then this can be said to be greater than t table. Thus it shows that the hypothesis has a positive influence on the use of android-based audio visual media on student learning outcomes. The magnitude of the influence of the use of audio visual media is 36.34%.


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;  


JURNAL PETIK ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 18-26
Author(s):  
Ayu Lestari ◽  
Andri Suryadi ◽  
Ali Ismail

Abstact—This study aims to determine the increase in student learning outcomes using computer-based learning media tutorial models. This type of research used in this study is a quasi-experimental study. This quasi-experimental study aims to explain the causal relationship by involving the control group in addition to the experimental group. The population in this study were all students of SMPN 1 Cisurupan. Determination of the sample using a random technique (random), the sample obtained was class VIII-F as a control class with 30 students and VIII-C as an experimental class with 30 students. The research instrument in this study uses multiple choice questions that have been tested for validity, reliability, distinguishing features and difficulty levels. Research Results obtained in this study the comparison of the gain score between the experimental class and the control class is 31.26: 18.67. Meanwhile, the change of Gain transferring the experimental class with the control class is 0.65: 0.35 and the standard deviation of improvement of student learning outcomes about the experimental class Blog material is 9.93 and the control class is 9.60. It can be concluded that the Computer Based learning model with Tutorial Model can significantly improve student learning outcomes in ICT lessons compared to conventional learning models. Keywords —student learning outcomes, Computer Based Learning, Model Tutorials. Abstrak—Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar siswa sesudah menggunakan media pembelajaran berbasis komputer model tutorial. Jenis Penelitian yang digunakan dalam penelitian ini adalah penelitian kuasi eksperimen. Penelitian kuasi eksperimen ini bertujuan untuk mengungkapkan hubungan sebab akibat dengan cara melibatkan kelompok kontrol disamping kelompok eksperimen. Populasi dalam penelitian ini adalah seluruh siswa SMPN 1 Cisurupan. Penentuan sampel menggunakan teknik random (acak), sampel yang diperoleh adalah kelas VIII-F sebagai kelas kontrol dengan jumlah siswa 30 siswa dan VIII-C sebagai kelas eksperimen dengan jumlah siswa 30 siswa. instrumen penelitian dalam penelitian ini menggunakan instrumen soal dengan bentuk pilihan ganda yang sudah di uji validitas, reliabilitas, daya pembeda dan tingkat kesukaran. Hasil Penelitian yang diperoleh dalam penelitian ini yaitu perbandingan Gain skor antara kelas eksperimen dengan kelas kontrol adalah 31,26 : 18,67.  Sedangkan, perbandingan Gain ternormalisasi antara kelas eksperimen dengan kelas kontrol adalah 0,65 : 0,35 dan standar deviasi peningkatan hasil belajar siswa mengenai materi Blog kelas eksperimen adalah 9,93 dan kelas kontrol adalah 9,60. Dapat disimpulkan bahwa model pembelajaran Berbasis Komputer dengan Model Tutorial secara signifikan dapat lebih meningkatkan hasil belajar siswa pada pelajaran TIK dibandingkan dengan model pembelajaran konvensional. Kata Kunci —hasil belajar siswa, media Pembelajaran Berbasis Komputer, Model Tutoriala


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.


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.


2021 ◽  
Vol 54 (1) ◽  
pp. 38
Author(s):  
Restu Yanuar Ula ◽  
Sarkadi Sarkadi ◽  
Aip Badrujaman

Improving the quality of education is based on the formation of the quality of learning through teacher competence in managing the classroom. However, the problem is that the learning outcomes of history are still relatively low because the competence of teachers in applying the method is still monotonous. On the other hand, the VCT learning model can provide creative-critical power, foster positive attitudes, interests, and values in students in learning history. Therefore, this study aims to determine the effect of the Value Clarification Technique learning model on student learning outcomes of history. The research method used quantitative methods with a quasi-experimental design. The research design used was the Non-Equivalent Pretest-Posttest Design. The population in this study was all students of grade XI. At the same time, the sampling technique is purposive sampling which is divided into two classes into the experimental group and the control group. The results of this study indicate that the VCT learning model affects student learning outcomes in history learning.


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