scholarly journals PENERAPAN PENDEKATAN SAVI DENGAN MENGINTEGRASIKAN AYAT-AYAT ALQURAN DITINJAU DARI MOTIVASI DAN HASIL BELAJAR MATEMATIKA SISWA

SMART ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 243-257
Author(s):  
Sri Sulasteri ◽  
Ulfiani Rahman ◽  
Sri Wahyuni ◽  
Andi Sriyanti

Mathematics is one of the most important subjects, but it often becomes a scourge for most students. Lack of student motivation is an obstacle and also affects the learning outcomes in Mathematics. The SAVI (Somatic, Auditory, Visual, Intellectual) approach integrated with the verses of Al-Qur’an into mathematical material is an alternative method of learning. This article aims at describing students' motivation and learning outcomes in mathematics through that SAVI approach.  The approach used is a quasi-experiment with non-equivalent control group design. The study was conducted at MTs Madani Alauddin Gowa. The sample consisted of class VIII A, 32 people as the control class and class VIII B, 32 people as the experiment class. Data were analyzed with descriptive and inferential statistical analysis. The results showed that the average students’ motivation increased 10% in the experimental class and in the control class increased by 3%; and the average student learning outcomes increased by 23% in the experimental class and in the control class increased by 7%. Thus, there are differences in learning motivation and student learning outcomes between classes that apply and those that do not apply the SAVI approach by integrating Qur'anic verses. In short, it effectively increases students' motivation and learning outcomes in mathematics so that it can become alternative learning methods.

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.


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.


2016 ◽  
Vol 1 (1) ◽  
pp. 224
Author(s):  
Reza Muizaddin ◽  
Budi Santoso

Permasalahan yang dikaji dalam  penelitian ini adalah mengenai rendahnya hasil belajar. Fokus kajian yang dibahas adalah faktor yang mempengaruhi  hasil belajar  yaitu mengenai model pembelajaran. Model pembelajaran yang dipilih adalah  model pembelajaran CORE. Pokok masalah  yang diungkap dalam penelitian ini adalah sejauh mana pengaruh model pembelajaran CORE terhadap hasil belajar siswa. Metode penelitian yang digunakan adalah Kuasi Eksperimen, dengan bentuk Non equivalent Control Group Design. Teknik pengumpulan data yang digunakan adalah  wawancara dan tes. Sedangkan teknik analisis data menggunakan uji-t untuk melihat perbandingan peningkatan hasil belajar siswa kelas eksperimen dan kelas kontrol. Hasil penelitian menunjukkan bahwa (1) Hasil belajar kelas eksperimen dengan menggunakan model pembelajaran CORE termasuk kedalam klasifikasi tinggi, (2) Hasil belajar kelas kontrol dengan menggunakan model pembelajaran Think Pair Share termasuk kedalam klasifikasi sedang, (3) Peningkatan hasil belajar siswa yang menerapkan model pembelajaran CORE lebih tinggi dibandingkan dengan peningkatan hasil belajar siswa yang menerapkan model pembelajaran Think Pair Share. Artinya, sekolah dapat menerapkan model pembalajaran CORE pada mata pelajaran pengantar administrasi perkantoran dalam kompetensi dasar komunikasi perkantoran di Kelas X salah satu SMK di  Kota Cimahi untuk meningkatkan hasil belajar siswa.Kata Kunci:   model pembelajaran CORE, model pembelajaran think pair share, hasil belajar. CORE LEARNING MODEL FOR IMPROVING STUDENT LEARNING OUTCOMESIssues examined in this study is the lack of learning outcomes. The focus of the study were discussed are the factors that influence the outcome of learning is about learning model. The learning model is selected CORE learning model. The principal problem is revealed in this study is the extent to which the influence of the learning model CORE toward student learning outcomes. The method used is Quasi Experiment, the shape of Non-equivalent Control Group Design. Data collection techniques used were interviews and tests. Data analysis technique using t-test to compare improving student learning outcomes experimental class and control class. The results showed that (1) the results of experimental class learning by using model CORE included in the classification of high, (2) the results of classroom learning control by using the learning model Think Pair Share included in the classification of medium, (3) Improvement of learning outcomes of students who apply models CORE learning is higher than the increase in student learning outcomes are applying the learning model Think Pair Share. That is, schools can apply the model on subjects pembalajaran CORE introductory office administration in office communication basic competence in Class X in one of SMK Kota Cimahi to improve student learning outcomes.Keywords:      CORE learning model, model learning think pair share, learning outcomes.


Author(s):  
Muhammad Syahrul Rizal

ABSTRACTThis research aims to analyze the influence of cooperative learning model types Think Talk Write (TTW) against the liveliness of the grade IV SD and to analyze the influence of cooperative learning model type TTW against student learning outcomes grade IV SD.This research was conducted at SDM 020 Kuok Kampar to the subject of research is the grade IVa as a class experiment and grade 1Vb as class control in learning 2016/2017. This type of research is research conducted experiments with design research on non equivalent control group design. The instruments used in the penelitia this is the observation sheet liveliness student learning and learning outcomes a matter of grain. Data research results shows thitung (21.179) > ttabel (1.682), this means there are differences the liveliness of students. After holding of treatment and done posttest, experimental class students may be higher compared to the control class. So, there's the influence of model learning TTW against liveliness student learning. As for the second hypothesis testing, data student learning outcomes (pretest) with a value of thitung (0.015) < ttabel (1.682), this shows the lack of difference in the ability of the student learning outcomes. After being given treatment and posttest, then the data research results the results of student learning (posttest) indicates the value of the thitung (4,200) > ttabel (1.682), this means that there is a difference in the ability of the student learning outcomes. After being given treatment and posttest results, student learning in the classroom experiment higher compared to the control class. So, there's the influence of model learning student learning outcomes against TTW. Based on the results of data analysis, It can be concluded that cooperative learning model type TTW influence on learning outcomes and student activity significantly. Keywords: Cooperative Learning Model Types Think Talk Write (TTW), Learning Results, Students May Be. ABSTRAKPenelitian ini bertujuan untuk menganalisa pengaruh model pembelajaran kooperatif tipe Think Talk Write (TTW) terhadap keaktifan siswa kelas IV SD dan untuk menganalisa pengaruh model pembelajaran kooperatif tipe TTW terhadap hasil belajar siswa kelas IV SD. Penelitian ini dilakukan di SDM 020 Kuok Kampar dengan subjek penelitian adalah siswa kelas IVa sebagai kelas eksperimen dan siswa kelas 1Vb sebagai kelas control pada tahun pembelajaran 2016/2017. Jenis penelitian yang dilakukan adalah penelitian eksperimen dengan desain penelitian non equivalent control group design. Instrumen yang digunakan dalam penelitia ini adalah lembar observasi keaktifan belajar siswa dan butir soal hasil belajar. Data hasil penelitian keaktifan menunjukkan thitung (21,179) > ttabel (1.682), hal ini berarti ada perbedaan keaktifan siswa. Setelah diadakannya treatment dan dilakukan posttest, keaktifan siswa kelas eksperimen lebih tinggi dibandingkan dengan kelas control. Jadi, ada pengaruh model pembelajaran TTW terhadap keaktifan belajar siswa. Sedangkan untuk pengujian hipotesis kedua, data hasil belajar siswa (pretest) dengan nilai thitung (0,015) < ttabel (1.682), ini menunjukkan tidak adanya perbedaan kemampuan hasil belajar siswa. Setelah diberikan treatment dan dilaksanakan posttest, maka data hasil penelitian hasil belajar siswa (posttest) menunjukkan nilai thitung (4.200) > ttabel (1.682), hal ini mengartikan bahwa terdapat perbedaan kemampuan hasil belajar siswa. Setelah diberikan treatment dan dilaksanakan posttest, hasil belajar siswa di kelas eksperimen lebih tinggi dibandingkan dengan kelas kontrol. Jadi, ada pengaruh model pembelajaran TTW terhadap hasil belajar siswa. Berdasarkan hasil analisis data, dapat disimpulkan bahwa model pembelajaran kooperatif tipe TTW berpengaruh terhadap keaktifan siswa dan hasil belajar secara signifikan. Kata Kunci: Model Pembelajaran Kooperatif Tipe Think Talk Write (TTW),                     Keaktifan Siswa, Hasil Belajar.


2018 ◽  
Vol 7 (2) ◽  
pp. 226-236
Author(s):  
Rifda Alfiyana ◽  
Sri Sukaesih ◽  
Ning Setiati

Tujuan dari penelitian ini untuk menganalisis pengaruh model pembelajaran ARCS metode Talking stick pada materi Sistem Pencernaan Makanan terhadap motivasi, dan hasil belajar siswa. Penelitian ini dilaksanakan di MTs Negeri 1 Bobotsari pada semester gasal tahun ajaran 2017/2018. Rancangan yang digunakan dalam penelitian ini adalah nonequivalent control group design. Populasi dalam penelitian ini adalah seluruh siswa kelas VIII yang terbagi dalam 7 kelas, sedangkan sampel dalam penelitian ini adalah kelas VIII D dan VIII E yang diambil dengan teknik purposive sampling. Data penelitian berupa data hasil belajar, motivasi belajar siswa, tanggapan siswa, dan keterlaksanaan pembelajaran. Data hasil belajar siswa dianalisis menggunakan uji-t dan N-gain. Hasil penelitian menunjukkan bahwa pembelajaran dengan ARCS dengan metode Talking stick pada kelas eksperimen berbeda terhadap kelas kontrol dengan analisis hasil posttest, uji t menunjukkan thitung 8,29 > ttabel 1,67 dengan taraf signifikan 0,05. Analisis motivasi siswa kelas eksperimen dengan kriteria sangat tinggi sebesar 89,47% sedangkan pada kelas kontrol dengan kriteria  tinggi sebesar 47,22 %. Siswa memberikan tanggapan baik terhadap pembelajaran ARCS dengan metode Talking stick karena membantu siswa memahami materi sistem pencernaan makanan. Berdasarkan hasil penelitian dapat disimpulkan bahwa pembelajaran ARCS dengan metode Talking stick berpengaruh positif terhadap motivasi dan hasil belajar siswa materi sistem pencernaan makanan. The purpose of this research is to analyze the influence of learning model ARCS Talking stick method on Food Digestion System material to motivation, and student learning outcomes. This research was conducted in MTs Negeri 1 Bobotsari in the academic year of 2017/2018. The design used in this study is nonequivalent control group design. The population in this research is all students of class VIII which is divided into 7 classes, while the sample in this research is class VIII D and VIII E taken with purposive sampling technique. Research data in the form of data learning outcomes, student learning motivation, student responses, and the implementation of learning. Data on student learning outcomes were analyzed using t-test and N-gain. The results showed that learning with ARCS by Talking stick method in different experimental class to control class with posttest result analysis, t test showed tcalct 8,29> ttable 1,67 with significant level 0,05. Motivation analysis of experimental class students with very high criteria of 89.47% while in the control class with high criterion of 47.22%. Students respond well to ARCS learning with Talking stick method because it helps students understand the material of digestion system of food. Based on the results of research can be concluded that learning ARCS with Talking stick method positively affect the motivation and student learning outcomes material digestion system food.


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.


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.


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.


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