scholarly journals Increasing Student Activeness in Online Learning with the Discovery Learning Model and Interactive Media

Author(s):  
Any Inti Wahyu Setyaningrum

<p><em>The purpose of this study was to increase student activeness in online learning with discovery learning models and interactive media for grade 4 students at SD Negeri 2 Karanganyar. The subjects were grade 4 SD Negeri 2 Karanganyar, totaling 9 students. The CAR design uses interactive media to increase student activeness in thematic subjects for grade 4 SD Negeri 2 Karanganyar students. Data collection techniques using observation and tests. The data analysis used descriptive quantitative and qualitative statistics. The results showed an increase in student activeness, this can be seen from the observation sheet of the pre-action activities and each cycle, namely in the pre-action it was 22.2%, in cycle I it was 55.6%, while in cycle II it was 88.9 %. This was accompanied by an increase in the average student learning outcomes from pre-action by 54.4, cycle I was 63.9, while in cycle II was 81.1. Thus it can be concluded that the use of interactive media can increase student activity in the Thematic learning of grade 4 elementary school students.</em></p>

Author(s):  
DINA FATKHUL JANAH

Based on data obtained by researchers at SDN Parang 4, Banyakan sub-district, it was found the fact that there was a low level of activity and student learning outcomes in the material of digging information from animal tales (Fable).. In addition to this in everyday learning the teacher only conveys the material conventionally. Teachers only tend to give monotonous lectures and do not use learning models when carrying out learning in the classroom. Student activity is also very low, because when the teacher gives practice questions to students there are some students who just sit and don't seem eager to learn. The purpose of this research is toto find out the Application of the Role Playing Method for mimprove student activity and learning outcomes in dig up information from animal tales (Fables). The approach used is qualitative research with Classroom Action Research (CAR) design, with stages: 1) planning, 2) implementation, 3) observation, 4) reflection. This research is planned to last for 2 cycles, each cycle 2 meetings with thematic learning materials. Based on the results of research in the implementation of the first cycle of student learning completeness reached 50% and in the second cycle of student learning completeness increased to 91.60%. Based on the results of the study, it can be concluded that the Role Playing learning model can increase student activity and learning outcomes in extracting information from animal tales (fables) in class II SDN Parang 4, Banyakan District.


Author(s):  
Annisa Hasna QA

<p><em>This research is a Classroom Action Research (CAR) which consists of two cycles.</em><em> </em><em>The research subjects were the fifth grade students of SDN Tambakreja 09 Cilacap, Central Java with a total of 23 students. The data technique used test and non-test techniques. The assessment instrument uses items. The data analysis used in the study included a comparative descriptive technique, namely a statistical technique by comparing the scores between cycles, the mean, the minimum score, the maximum, and the proportion.</em><em> </em><em>The results showed that the powerpoint video media with the discovery learning model could improve student learning outcomes in Theme 5 of the 5th grade ecosystem of SDN Tambakreja 09 Cilacap, this was evidenced by the learning outcomes in cycle I, namely 6 students out of 23 students or 26% who had not completed. while 17 students out of 23 students or 74% who completed. In cycle II, there were 5 students out of 23 students who had not completed, or 22%, while 18 students out of 23 students or 78% who had completed it. With online learning using discovery learning model, student learning outcomes increased by 4% from cycle I to cycle II</em><em>. </em><em>The conclusion of this research is that online learning using powerpoint video media with discovery learning models can improve student learning outcomes in Theme 5 of the fifth grade ecosystem of SDN Tambakreja 09 Cilacap. </em><em></em></p>


2021 ◽  
Vol 5 (2) ◽  
pp. 163-171
Author(s):  
Citra Cahyaningtyas

This study aims to describe the process of implementing the pair check learning model and to describe the improvement of student learning outcomes in class IIIB SD No. 8 Jimbaran on the material around the flat wake. This research is a classroom action research with the research subjects of class IIIB elementary school students. 8 Jimbaran, totaling 23 students. This research was carried out in 2 cycles and each cycle consisted of planning, implementation, observation, and reflection stages. The data obtained in the form of student learning outcomes, student activity and teacher activity. The results of this study are the percentage of mastery learning outcomes has increased from 39.13% to 86.95%, while the results of observations of teacher activities obtained a percentage of 71.9%. The conclusions of this study namely the pair check learning model can significantly improve student learning outcomes that is equal to 86.95%.


2020 ◽  
Vol 4 (3) ◽  
pp. 369
Author(s):  
M. Chairul Anam ◽  
Ahmad Muzanni ◽  
Mujiburrahman Mujiburrahman

The low learning outcomes of students in Natural Science is the main problem in this study. It is due to the ineffective science learning system in its application so that students are less interested in learning science. This study aimed to determine the effectiveness of using guided science discovery learning in improving learning outcomes of fifth grade elementary school students. The method used in this research is pre-experimental one group pretest-posttest design. The sampling technique used nonprobability sampling model, namely purposive sampling. The data analysis used was the effectiveness test using the paired sample t-test assisted by SPSS 21 through comparing the sig (2-tailed) value with an alpha value of 5%. The number of samples used was 28 students. The research instrument was a multiple-choice test and a questionnaire. The results showed that the mean pretest value was 59.29 and the posttest value was 0.082; the pretest significance was 0.126, the significance for the posttest was 0,082; the significance of guided science discovery learning was 0,200, each of which has a significance value of 0,000 <0, 05. It means that there is a significant difference, while the t value is 12,515. It means that the pretest score is smaller than the posttest, which is 12,515, so it can be stated that guided science discovery learning is effective in improving student learning outcomes. Thus, it can be concluded that there is a positive and significant effect of guided science discovery on learning outcomes of fifth grade elementary school students.


Academia Open ◽  
2021 ◽  
Vol 6 ◽  
Author(s):  
Rafida Putri Widiyanti ◽  
Enik Setiyawati

This study has a research objective, namely to find out the results of a literature review about the learning independence of elementary school students in online learning and to find out the results of a literature review regarding the learning outcomes of elementary school students in online learning. The research method used in this study is to collect articles, journals and books that are in line with the title of the research used by the researcher. So the results of this study are learning independence is one of the factors that determine student success in learning, so that learning independence is important for anyone, especially a student if he wants to achieve success in his life. From the emergence of independent learning in students, it can affect the learning outcomes obtained by students in the learning process, because learning outcomes are assessments made by teachers in learning that can show learning outcomes that can be used as guidelines by teachers to see students' understanding of the material given during learning .Keywords- Independent Learning; Learning outcomes; Online Learning.


2018 ◽  
Vol 1 (1) ◽  
pp. 13-26
Author(s):  
Fitria Nurhayati ◽  
Susti Rahmah Yulita

The study aims to improve the activity and learning outcomes of students using the Think Pair Share Cooperative Share model with a puzzle game togetherness on thematic learning. Classroom Action Research, implemented two cycles. Instruments used were observation sheets and test sheets. The test data were analyzed by using the average formula and the percentage of learning mastery, on the affective and psychomotor observations using the affective and psychomotor percentage formula, the observational data using the average formula score and value range. The result of research are: (1) cycle I score of activity of teacher 34 with good category, student activity score 33,75 with good category. Student learning outcomes cycle I measured by the evaluation at the end of the learning of Mathematics 87.94 with the completion percentage of classical learning that is Mathematics 91.17. The highest affective aspect assessed 29 persons with 85.29% percentage and the lowest aspect responded to 21 people with a percentage of 61.76%. Psychomotor highest aspect imitate and articulate 34 people with 100% percentage and lowest aspect manipulate 30 people with 88.23% percentage. (2) cycle II score of teacher activity 35,5 with good category, student activity score 35 with good category. The result of student learning cycle II is measured using evaluation test at the end of learning that is Mathematics 88,23 with percentage of complete learning of classical that is Mathematics 94,11. The highest affective aspects of living and receiving 34 people with 100% percentage, lowest aspect responding 27 people with 79.41% percentage and psychomotor aspects of articulation, manipulating and imitating 33 people with 100% percentage. Based on the results of this study can be concluded that the application of Thematic model of cooperative model Think Pair Share type through the game togetherness puzzle Class II B SD Negeri 20 Kota Bengkulu can increase activity and learning outcomes.


2019 ◽  
Vol 11 (1) ◽  
pp. 63-70
Author(s):  
Tsalitsatul Maulidah ◽  
Sukiyanto

This study aims to determine the application of inquiry learning models, student learning outcomes in Thematic subjects the objects around us to beginner students in class V. This research is a type of quantitative analysis using designs in the form of one group pretest and posttest. The study population was all fifth-grade elementary school students, amounting to 23 students' data collection techniques using the method of observation and learning outcomes tests. The instrument to measure learning outcomes using pretest and posttest in the form of objective analysis is multiple choice. Data were analyzed using hypothesis testing with the help of the product-moment formula and Paired Sample t-test. The results of this study indicate that learning using inquiry learning models is shown by the average feasibility of aspects with a range of values ​​of 3.50-3.88. And there is an influence of the inquiry learning model on student learning outcomes in Thematic learning the themes of objects around us in class V, as evidenced by the testing of hypotheses obtained r count = 0.806 and r tables = 0.433. While the Paired Sample t-test significance test, showed a correlation before and after the inquiry learning model was applied at 0.806> α (0.05). Based on the values, it can be concluded that the inquiry learning model has a positive influence on student learning outcomes in Thematic learning of the objects around us in the fifth grade of significantly.


Author(s):  
Sri Hida Wahyuni

This study aims to improve student learning outcomes and activeness through the application of discovery learning models. This research method uses classroom action research which consists of 2 cycles. Each cycle consists of 4 (four) stages, namely planning, implementing, observing and reflecting. The subjects of this study were students of class XII MIA-1 MAN 1 East Lombok. The research instrument used observation sheets, documentation, and tests. The data analysis technique of this research is using descriptive analysis. The results of this study indicate that in the first cycle, the percentage of classical completeness of learning outcomes and the average level of activeness of students was 18% and 76%, respectively. Whereas in cycle II, the percentage of classical completeness of learning outcomes and the average level of activeness of students was 76% and 90%, respectively. This proves that, the application of discovery learning learning models can improve the results and learning activeness of class XII MIA-1 MAN 1 East Lombok, especially three dimensional material.


2016 ◽  
Vol 1 (2) ◽  
pp. 158-168
Author(s):  
Abdul Mumin Saud ◽  
Letty Oktiana

The study, titled "Model Problem Based Learning to Enhance Cooperation and Learning Outcomes Student Class IV SDN Bhakti Winaya Bandung on Subtheme Unity in Diversity", against the background because of their problems in the field of the learning outcomes of students who mostly have reached completeness and lack of implementation of activities the cooperation of students during the learning process. This study uses classroom action research model, which consists of the third cycle. Each cycle consists of several actions, planning, implementation, analysis and reflection. The results of the first cycle studies show the learning outcomes of students achieving mastery percentage of 60.7% with an average value of students 2.5, for the same work values of students in this cycle are categorized in category (quite good) with the average value of students 2, 4. While the second cycle which is an improvement from the first cycle of learning outcomes increased by 85.7% with an average value of 2.8 students, and for the value of cooperation on sisklus II is categorized into categories (good) with the average value of students 3. and the third cycle which is a refinement of the second cycle increased learning outcomes by 100% with an average value of 3.7, and for the same work values of students in the third cycle is categorized into categories (good) with the average value of 3 students , 4. Based on the results of this study concluded that the model of problem based learning can improve cooperation and student learning outcomes in grade IV SDN Winaya Bhakti Bandung on subtema unity in diversity. Thus, problem based learning models can be used as an alternative learning models to be implemented on thematic learning.


2018 ◽  
Vol 7 (4.7) ◽  
pp. 449
Author(s):  
Wirdah Yanti Nasution ◽  
Efendi Napitupulu ◽  
Baharuddin . ◽  
Janner Simarmata

This study aimed to find out the feasibility of interactive media-based learning model and the effectiveness of interactive media-based learning model in m Enhancing student learning outcomes. This learning product development model was a model structured in a programmed and systematic sequence and fulfilled the characteristics of students in learning. The results showed (1) test of Civics subject matter experts were at very good qualifications of 96.1%, (2) test of design experts with excellent qualifications of 97.27%, (3) test of software experts at very good qualifications 96 , 1%, (4) individual trials were in excellent qualifications of 92.3%, (5) small group trials were in very good qualifications of 93.9%, (6) field trials were in very good qualifications of 97, 61%. The results of testing the hypothesis proof that there were significant differences between student learning outcomes in the control class and the experimental class. This was indicated by the results of data processing tobserved = 1.97 , at the significance level α = 0.05 ttable = 1.69. It was concluded that interactive media-based learning models that were developed were feasible and effective to improve Civics learning outcomes.  


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