scholarly journals Pembelajaran E-Learning sebagai Upaya Meningkatkan Kemandirian Belajar Mahasiswa PGSD

2021 ◽  
Vol 5 (2) ◽  
pp. 135-144
Author(s):  
Suyanti Suyanti

This study has the aim of increasing student learning independence by learning E-Learning. Researchers in their method use PTK (Classroom Action Research), consisting of three cycles. The research subjects were 1st semester students of the basic concepts of social studies at SD PGSD PGRI Madiun University. The analysis used in this study uses descriptive analysis techniques. The results showed that there was an increase in student learning independence accompanied by an increase in student learning outcomes in the first cycle, namely 20 students (72%) to the second cycle, namely 21 students (74.5%), then in the third cycle there was an increase of 28 students (89%) who had already achieve mastery learning scores.

2020 ◽  
Vol 6 (2) ◽  
pp. 169
Author(s):  
Philip Nababan ◽  
Efendi Napitupulu ◽  
R Mursid

Abstrak: Penelitian ini bertujuan untuk: (1) Mengetahui tanggapan siswa terhadap kualitas media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut. (2) Mengetahui keefektifan media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut pada siswa program keahlian Teknik Pemesinan. Jenis penelitian ini adalah penelitian pengembangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket dan dianalisis dengan teknik analisis deskriptif kualiatatif. Hasil penelitian menunjukkan bahwa; (1) uji ahli materi pelajaran Teknik Pemesinan Bubut berada pada kualifikasi sangat baik (88,92%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (85,21%), (3) uji ahli rekayasa perangkat lunak berada pada kualifikasi sangat baik (84,03%), (4) uji coba perorangan berada pada kualifikasi sangat baik (88,75%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (91,35%) dan (5) uji coba lapangan berada pada kualifikasi sangat baik (88,31%). Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan antara hasil belajar siswa yang menggunakan media pembelajaran interaktif  dengan hasil belajar siswa yang menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh  thitung sebesar 4,68 dan ttabel sebesar 1,67 pada taraf kepercayaan 95 persen. Maka diperoleh bahwa thitung> ttabel. Disimpulkan bahwa  hasil belajar siswa yang menggunakan media pembelajaran interaktif dengan efektifitas sebesar 72,77 %. lebih tinggi dari hasil belajar siswa yang diajar dengan pembelajaran menggunakan buku teks dengan efektifitas sebesar 62,13%. Kata Kunci: media pembelajaran interaktif, teknik pemesinan bubut Abstract: This study aims to: (1) Determine student responses to the quality of interactive learning media on learning Lathe Machining Techniques. (2) Knowing the effectiveness of interactive learning media on learning of Machining Lathe in students of Machining Engineering expertise program. This type of research is development research. Data about the quality of this development product was collected by a questionnaire and analyzed by qualitative descriptive analysis techniques. The results showed that; (1) Lathe machining engineering subject matter expert test is in very good qualification (88.92%), (2) learning design expert test is in very good qualification (85.21%), (3) software engineering expert test is in in very good qualifications (84.03%), (4) individual trials were in very good qualifications (88.75%), (5) small group trials were in very good qualifications (91.35%) and (5 ) field trials are in very good qualifications (88.31%). Hypothesis testing results prove that there are differences between student learning outcomes using interactive learning media with student learning outcomes using textbooks. This is indicated by the results of data processing obtained by tcount of 4.68 and ttable of 1.67 at a confidence level of 95 percent. Then it is obtained that tcount> ttable. It was concluded that student learning outcomes using interactive learning media with an effectiveness of 72.77%. higher than student learning outcomes taught by learning to use textbooks with an effectiveness of 62.13%. Keywords: interactive learning media, lathe machining techniques


2020 ◽  
Vol 3 (1) ◽  
pp. 49
Author(s):  
Ismearti Ismearti

This study aims to increase mathematics learning outcomes by using reality media for grade 1 students of SDN 005 Sunhai Alah, Kecamatan Hulu Kuantan in 2018/2019. Research is a class action research with three cycles, each cycle consisting of planning, implementation, evolution and reflection. Data collection techniques and tools in this study used descriptive analysis techniques for data that contained student work documents, a list of grades and an observation sheet. The results show what is meant by learning outcomes using reality media. Before the action, only 38% of students met the minimum completeness criteria. In cycle I Is an increase in student learning outcomes that is 53% of students reach the minimum completeness criteria. Furthermore, the second cycle of student learning outcomes increased to reach 74% of students achieving the minimum completeness criteria. Then cycle III 100% of students reach the minimum completeness criteria. Can be used to prove the use of reality media to improve student learning outcomes in mathematics learning at grade 1 SDN 005 Sunhai Alah, Kecamatan Hulu Kuantan.


2020 ◽  
Vol 1 (2) ◽  
pp. 105-109
Author(s):  
Ajat Sudrajat ◽  
Ika Budiarti

The pupose of this study was to increase students attention and learning outcomes on social studies learning content through the project based learning approach in class IV at SDIT Al Kawaakib. The research subjects were student of class IV with 11 students consist of male 7 students, female 4 students. This research was conducted on february 1 s.d February 29, 2020. Even semester of the 2019/2020 school year. Based on the results of the study, it shows that student learning outcomes increase with increasing student attention and interes in social studies learning materials through a project-based learning approach. This can be sen from the student learning outcomes in the form of learning completeness which increased up to 73% at the end of cycle 2. The conclusion of this study shows that the Project Based Learning model can increase interest and learning outcomes of fourth grade students of SDIT Al Kawaakib


2020 ◽  
Vol 7 (4) ◽  
pp. 312
Author(s):  
Nirwan Moara

This study aims to improve student learning outcomes through portfolio learning in Class II PKN subjects SDN 2 Uekuli. The research method used was classroom action research with 15 students of class II SDN 2 Uekuli as the research subjects. The research instrument used observation sheets, questionnaires and tests. The data analysis technique used in this research was qualitative and quantitative descriptive analysis. The results of this study indicate that there is an increase in student activity and teacher performance in the learning process. The increase in the learning process has a positive effect on student learning outcomes, student outcomes have increased each cycle. Cycle I shows that classically students who have completed learning reached 25.58%, cycle II increased to 81.39%, then increased again in cycle III to 97.67%. The average learning outcomes also increased, in the first cycle was 53.05; cycle II increased to 73.49; and increased again in cycle III to 86.51. This shows an increase in students' understanding of learning material on children's rights at home and at school.


At- Tarbawi ◽  
2019 ◽  
Vol 11 (2) ◽  
Author(s):  
Lismawati

The purpose of this study was to determine student learning outcomes after being taught with the question and answer method. The approach used in this study is a qualitative approach and the type of research is classroom action research consisting of 2 cycles. Data analysis uses comparative descriptive analysis techniques by comparing initial conditions with the results achieved in each cycle and qualitative descriptive analysis of observations and reflections in the first cycle and second cycle. The subjects in this study were students of class VIII-1 MTs Negeri Langsa with a total of 36 students in the class. Based on this study it can be concluded that there is an increase in the ability of students to master the material of the human circulatory system by using the question and answer method in the State of Langsa State in 2015/2016. Improved student learning outcomes can be seen in the tabulation of the data obtained, namely the first cycle of 10 students (27.78%) who completed and 26 students (72.22%) did not complete. Then in Cycle II there were 35 students (97.2%) complete and 1 student (2.8%). incomplete. On this occasion the researcher wanted to give some suggestions to be conveyed as follows: The need to use methods when providing subject matter so that students are easy and the learning process becomes fun.


2020 ◽  
Vol 3 (2) ◽  
pp. 79-88
Author(s):  
Iis Yumaroh ◽  
Erik Aditia Ismaya ◽  
Eko Widianto

This research aims to determine increasing student learning outcomes in grade IV SD 5 Karangbener Kudus on theme 5 with Think Pair Share learning models assisted mosaic puzzle media. This class action research was carried out in grades IV SD 5 Karangbener with research subjects 24 students, which lasted for two cycles with each cycle consisting of two meetings. Each cycle consists of four stages, namely, planning, implementing, observing, and reflecting. The results showed an increase in learning activity and achievement. The value of student learning outcomes in the knowledge domain in pre-cycle scores 66 on social studies and 67 on Indonesian content with a percentage of 30% and 25%, cycle I score 73 with a percentage of 62% and increases in cycles II with a score of 81 with a percentage of 83%. For the pre-cycle speaking skill, students got a score of 338 with a percentage of 62%. In cycle I, students achieving a score of 401 with a percentage of 67%. Lastly, an increase in cycle II with a score of 466 with a percentage of 78%.Keywords: The Result of Learning, Themes My Hero, Model of Think Pair Share====================================================================================================Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar siswa kelas IV SD 5 Karangbener Kudus pada tema 5 dengan diterapkannya model pembelajaran Think Pair Share berbantuan media puzzle paku. Penelitian tindakan kelas ini dilaksanakan di kelas IV SD 5 Karangbener dengan subjek penelitian 24 siswa, yang berlangsung selama dua  siklus, setiap siklusnya terdiri dari dua pertemuan. Setiap siklusnya terdiri dari empat tahapan yaitu perencanaan, pelaksanaan, pengamatan, dan refleksi. Teknik pengumpulan data meliputi teknik wawancara, observasi, tes, dan dokumentasi. Hasil penelitian menunjukan adanya peningkatan dalam pembelajaran. Nilai hasil belajar siswa ranah pengetahuan pada prasiklus memperoleh skor 66 pada muatan IPS dan 67 pada muatan Bahasa Indonesia dengan persentase 30% dan 25%, siklus I memperoleh skor 73 dengan persentase 62%  dan meningkat pada siklus II dengan skor 81 dengan persentase 83%. Nilai keterampialan berbicara siswa prasiklus memperoleh skor 338 dengan persentase 62% pada siklus I mencapai skor 401 dengan persentase 67%  dan meningkat pada siklus II dengan skor 466 dengan persentase 78%. Kata kunci: Hasil Belajar, Tema Pahlawanku, Model Think Pair Share


2020 ◽  
Vol 18 (2) ◽  
pp. 264
Author(s):  
Ida Isnaini

<p class="StyleAuthorBold"><strong>Abstrak</strong></p><p>Penelitian bertujuan untuk mendeskripsikan proses perencanaan pembelajaran, pelaksanaan pembelajaran, dan hasil belajar siswa pada materi Mengarang mata pelajaran Bahasa Indonesia di kelas V Sekolah Dasar Negeri 14 Pontianak Kota dengan menggunakan metode pembelajaran imajinatif. Metode penelitian yang digunakan yaitu penelitian tindakan kelas dengan tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Penelitian dilaksanakan dalam dua siklus. Subjek penelitian berjumlah 25 siswa. Teknik pengumpul data menggunakan observasi, wawancara, dan dokumentasi. Teknik analisis data menggunakan analisis deskriptif-kuantitatif. Hasil penelitian menunjukkan bahwa terdapat peningkatan dalam merencanakan pembelajaran, pelaksanaan pembelajaran, dan hasil belajar siswa dari siklus I ke siklus II.</p><p> </p><p class="StyleAuthorBold"><strong><em>Abstract</em></strong></p><p><em>The research aimed to describe the learning planning process, the implementation of the learning process, and the student learning outcomes in the Composing material of Indonesian Language subject in class V of 14 Pontianak City Elementary School by used imaginative learning method. The research method used classroom action research with the stages of planning, implementing, observing, and reflecting. The research was conducted in two cycles. The research subjects were 25 students. Data collection techniques used observation, interviews, and documentation. The data analysis technique used quantitative-descriptive analysis. The results showed that there were an increase in planning learning, implementing the learning process, and student learning outcomes from cycle I to cycle II.</em></p>


Author(s):  
Dewi Putri Suryanti ◽  
Suroso Suroso ◽  
Yustinus Yustinus

Abstract This study aims to improve the activity and learning outcomes of students of grade 4 SD Negeri Dukuh 02 Salatiga through a model of cooperative type learning Make a Match assisted Puzzle media. The type of research used is collaborative action research (CAR), where the subjects in this study are 4th graders.  There are 23 students in this research. The technique that is used to collect the research is non-test techniques for qualitative data and tests for quantitative data. The data analysis technique is using comparative descriptive analysis. The students' active learning in the pre-cycle for the active criteria were 10 students (43.48%), the active criteria were 12 students (52%), and the less active criteria were 1 student (4.35%). After the first cycle, the students' learning activity for active criteria increased to 17 students (73.91%), the active enough criteria decreased to 5 students (21.74%), and the less active criterion remained 1 student (4.35%).  Furthermore, after cycle II, for active criteria increased to 20 students (86.96%), the active enough criteria decreased to 3 students (13.04%), and no students were in the less active criterion. From the pre cycle result, 23 students who have learnt social studies, there are 14 students (60,87%) have not been able to reach the minimum completion criteria and 9 students (36,13%) can reach minimum completion criteria. After the first cycle of student learning social studies learning content increased, from 23 students only 6 students (26.09%) who have not been able to reach minimum completion criteria.  The success of the student in learning social studies reached 73.91%. After the second cycle students' learning outcomes on social studies learning content increased, from 23 students only 6 students (13.05%) who have not been able to achieve minimum completion criteria.  The completeness of the student learning outcomes on the learning content of social studies reaches 86.95% exceeds the predetermined indicator of success. The result of the research shows that the application of cooperative model type learning Make a Match with Puzzle media can improve the activity and learning result of 4th grade students of SD Negeri Dukuh 02 Salatiga. Keywords: Make a Match; Puzzle; Activeness; Learning outcomes; Social studies.   Abstrak Penelitian ini bertujuan untuk meningkatkan keaktifan dan hasil belajar siswa kelas 4 SD Negeri Dukuh 02 Salatiga melalui model pembelajaran kooperatif tipe Make a Match berbantuan media Puzzle. Jenis penelitian yang digunakan adalah penelitian tindakan kelas (PTK) kolaboratif dimana subjek dalam penelitian ini adalah siswa kelas 4 yang berjumlah 23 siswa. Teknik yang digunakan untuk mengumpulkan data penelitian ini adalah teknik non tes untuk data kualitatif dan tes untuk data kuantitatif. Sedangkan teknik analisis data yang digunakan adalah analisis deskriptif komparatif. Keaktifan belajar siswa pada pra siklus untuk kriteria aktif sebanyak 10 siswa (43,48%), kriteria cukup aktif sebanyak 12 siswa (52%), dan kriteria kurang aktif sebanyak 1 siswa (4,35%). Setelah siklus I, keaktifan belajar siswa untuk kriteria aktif meningkat menjadi 17 siswa (73,91%), kriteria cukup aktif menurun menjadi 5 siswa (21,74%), dan kriteria kurang aktif tetap sama yaitu 1 siswa (4,35%). Selanjutnya, setelah siklus II, kriteria aktif meningkat menjadi 20 siswa (86,96%), kriteria cukup aktif menurun menjadi 3 siswa (13,04%), dan untuk kriteria kurang aktif tidak ada. Hasil belajar siswa pada muatan pembelajaran IPS pada pra siklus, yaitu dari 23 siswa sebanyak 14 siswa (60,87%) belum dapat mencapai KKM dan sebanyak 9 siswa (36,13%) dapat mencapai KKM. Setelah siklus 1 hasil belajar siswa pada muatan pembelajaran IPS meningkat, dari 23 siswa hanya 6 siswa (26,09%) yang belum dapat mencapai KKM, ketuntasan hasil belajar siswa pada muatan pembelajaran IPS mencapai 73,91%. Setelah siklus II hasil belajar siswa pada muatan pembelajaran IPS meningkat, dari 23 siswa hanya 6 siswa (13,05%) yang belum dapat mencapai KKM, ketuntasan hasil belajar siswa pada muatan pembelajaran IPS mencapai 86,95% melebihi indikator keberhasilan yang telah ditentukan. Hasil penelitian menunjukkan bahwa penerapan model pembelajaran kooperatif tipe Make a Match berbantuan media Puzzle dapat meningkatkan keaktifan dan hasil belajar siswa kelas 4 SD Negeri Dukuh 02 Salatiga. Kata Kunci: Make a Match; Puzzle; Keaktifan; Hasil Belajar; IPS.


Jurnal PenSil ◽  
2020 ◽  
Vol 9 (3) ◽  
pp. 138-145
Author(s):  
Eko Atmaja ◽  
Arris Maulana

This study aims to determine the relationship between the use of the laboratory drawing with student learning outcomes in the subject of Drawing with Software in the Department of Modeling and Building Information Design at the 6th Vocational High School in Bekasi City. Seeing student learning outcomes that have not met the Minimum Learning Completeness and the use of laboratory images that have not been maximized, this study was conducted to determine the relationship between the two. This research is a correlational research, quantitative approach, survey method with a sample of 50 students. Data collection used 29 items of laboratory utilization questionnaire and 30 test questions for student learning outcomes. The instrument validity uses product moments. Instrument reliability was tested using Alpha Chronbach. Data analysis techniques using descriptive analysis techniques of 0.612 which means that there is a strong relationship between the use of image laboratories with student learning outcomes. Based on the significance of the correlation coefficient test (t-test), the results show that tcount> ttable with the calculation result of tcount of 5.367 and ttable of 1.9996 this indicates that there is a significant relationship between the two variables. Based on the calculation of the coefficient of determination for the two variables obtained 37.5% which means that the use of drawing laboratories can affect student learning outcomes by 37.5%.


2019 ◽  
Vol 1 (1) ◽  
Author(s):  
Rovita Mansur

The main problem in this study is the lack of learning motivation of students in the implementation of learning in social studies subjects in class III SDN 50 Bulu 'Datu, which amounts to 23 students. Sources of data in this study were obtained directly from students and teachers of class  III SDN Bulu’ Datu. Data collection techniques are carried out using observation, tests, interviews, and documentation. Data processing and analysis techniques used are analysis quantitative data and qualitative data. The results showed that: with the application of the crossword puzzle media the students' learning outcomes each cycle had increased. Based on student learning outcomes test of class III SDN Bulu’ Datu conducted in two cycles shows that the learning outcomes of students have increased, from cycle 1 the average value is 88 with a percentage of 100% completeness, while cycle II has an average score of 93 with a percentage of 100% and has met the KKM which is 70. Thus the results of this study can be concluded that, using the medium of crossword puzzles on social studies subjects can improve student learning outcomes.


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