scholarly journals Penerapan Multimedia Interaktif untuk Meningkatkan Aktivitas Belajar IPS Siswa Kelas VI di SD Inpres Fakfak

2019 ◽  
Vol 2 (1) ◽  
pp. 79-91
Author(s):  
Anerbelson Lepith ◽  
Siti Muflihah

Preliminary study shows the Social science learning activities of students in class VI SD Inrpres are still low, student learning activities can be improved through the implementation of scientific approaches with interactive multimedia. The aim of this study is to describe the increase in student learning activities in the nature of the symptoms/events materials that occur in Indonesia and neighboring countries. This study used the Bachman model class action research with the stages of planning, implementation and observation, as well as reflections, carried out through the action of 2 cycles. Data analysis results show the increase of student activities seen from six indicators. Along with the characteristics of the scientific approach that Hosnan expressed, after combined with interactive multimedia. Lowther and Russel add benefits and functions that can help to increase student activities, with a percentage on each indicator consisting of Visual Activity from 74% increase to 80%, Oral Activity from 78% to 80%, Listening Activity from 77% to 84%, Writing Activity from 83% to 85%, Mental Activity from 83% increase to 85% and Emotional activity from 81% to 84% in cycle II. It concludes that implementation of scientific approaches with interactive multimedia can increase students ' learning activities of Social science subject in the class VI at SD Inpres Fakfak.

2019 ◽  
Vol 4 (2) ◽  
pp. 159-170
Author(s):  
Hasanatum Munawaroh

Learning is the main activity of the education process. The researcher observed in class VIII MTs. SA Nurul Qona'ah Mumbulsari and obtained data about 46.2% shows the value of students ? 70. This study aims to determine the Improvement of Learning Outcomes and Activities of Students in studying the function graph material by applying the Problem Based Intruction (PBI) learning model, the type of research that used is class action research (CAR). The procedure used is a cycle model. Based on the results of the study, the percentage of student learning activities in the first cycle was 83.20% and the second cycle was 88%. While the daily test results of students in the first cycle obtained an average value of 73.1% while in the second cycle it was 85.03%. This proves that learning outcomes and student activities can increase with the implementation of the Problem Based Intrusion (PBI) learning model with geogebra applications. For certain subjects, this model is used to avoid saturation in learning activities. Keywords: problem based instruction, geogebra, learning outcomes, student activity


2021 ◽  
Vol 17 (2) ◽  
pp. 137-144
Author(s):  
Dwi Jatmoko ◽  
Arif Susanto ◽  
Riawan Yudi Purwoko ◽  
Zainal Arifin ◽  
Purnawan Purnawan

Current learning is needed to emphasize student activities to be more constructive. However, learning emphasizes more on the target material and focuses on the final result. This study aims to improve student learning activities and outcomes in Automotive Engineering Basic Work subjects by implementing the ARCS learning model. This type of research is classroom action research, each cycle consisting of stages of planning, action, observation, and reflection. The research subjects were 40 students of tenth grade State Vocational High School in Purworejo, Indonesia. Data were collected through observation to determine the description of student activities during the learning process. Then the evaluation test was used to determine the final results of student learning after being given the ARCS learning model in the classroom. The study results indicate that the implementation of ARCS learning in the process provides progress on student learning activities and outcomes during the learning process. The results showed that the implementation of the ARCS model increased student learning activities by 74% and increased learning outcomes by 82%. Thus, it can be concluded that the ARCS learning model, in general, can have a potential effect because students are more constructive in learning so that it can be used as a learning reference in vocational high school.


Author(s):  
Patrick Thaddeus Jackson ◽  
Lucas Dolan

This chapter highlights positivism and post-positivism in the social sciences. ‘Post-positivism’, much like ‘positivism’, is a notoriously imprecise term that nonetheless does significantly effective work in shaping academic controversies. Post-positivist approaches are loosely organized around a common rejection of the notion that the social sciences should take the natural sciences as their epistemic model. This rejection, which is a dissent from the naturalist position that all the sciences belong together and produce the same kind of knowledge in similar ways, often also includes a rejection of what are taken to be the central components of a natural-scientific approach: a dualist separation of knowing subjects from their objects of study, and a limitation of knowledge to the tangible and measurable. To get a handle on ‘post-positivism’, the chapter discusses these three rejections (naturalism, dualism, and empiricism) in turn.


Author(s):  
Hasti Wulandari

ABSTRACTThis research was an action research that aims to insrease the activities and student learning result with the implementation model of cooperative learning type teams games tournament with photo story media to increase the activities and learning result of social science in the fifth grade of Glagahombo 2 Elementary School.. The increase of student activities could be seen from the percentage increase of student activities from the first cycle, that was 65,48% became 77,54% in the second cycle and in the third cycle achieved 86,58%. The percentage of student learning result also increased from the first cycle 57,89% became 68,42% in the second cycle and in the third cycle achieved 89,47%. Based on the research result could be concluded that the implementation model of cooperative learning type teams games tournament with photo story media, could increase the activities and the students learning result of Social Science with the material learning of the struggle againsted colonizer in the fifth grade students of Glagahombo 2 Elementary School Keywords: Student Activities, Learning Result, Photo Story Media. ABSTRAKPenelitian ini merupakan penelitian tindakan kelas yang bertujuan untuk meningkatkan aktivitas dan hasil belajar siswa dengan penerapan model pembelajaran kooperatif tipe Teams Games Tournament dengan media Photo Story pada siswa kelas V SDN Glagahombo 2. Hasil penelitian menunjukkan bahwa pembelajaran IPS dengan penerapan model pembelajaran kooperatif tipe Teams Games Tournament dengan media Photo Story, dapat meningkatkan aktivitas dan hasil belajar siswa. Peningkatan aktivitas siswa dapat dilihat dari peningkatan persentase aktivitas siswa dari siklus I sebesar 65,48% menjadi 77,54% pada siklus II dan pada siklus III mencapai 86,58%. Persentase ketuntasan hasil belajar siswa juga meningkat dari siklus I sebesar 57,89% menjadi 68,42% pada siklus II dan pada siklus III mencapai 89,47%. Berdasarkan hasil penelitian dapat disimpulkan bahwa penerapan model pembelajaran kooperatif tipe Teams Games Tournament dengan media Photo Story dapat meningkatkan aktivitas dan hasil belajar IPS dengan materi Perjuangan Melawan Penjajah pada siswa kelas V SDN Glagahombo 2. Kata Kunci: Aktivitas, Hasil belajar, Media Photo Story.


2019 ◽  
Vol 3 (2) ◽  
pp. 84
Author(s):  
Hamri Hamri

This study aims to improve: (1) Student learning activeness, (2) understanding teaching material, (3) students' independent learning independence, (4) improving student learning outcomes and the independence of TK Al-Ishaq Al-Patue students during the learning process with the media comic. The subjects of the action recipients were students of group A TK Al-Ishaq Al-Patue which amounted to 16 students, the subject of action was researchers and subjects who helped implementers were kindergarten teachers Al-Ishaq Al-Patue and the principal. Data is collected through observation, field notes, reviews, and documentation. Qualitative descriptive data analysis with percentage and model flow. The results of this class action research are first, collaborative work developed can improve the understanding of Kindergarten Teacher Al-Ishaq Al-Patue, about, (1) problems that arise in the classroom, (2) ways of collaborative work to develop a learning improvement plan . Second, collaborative work successfully implements learning planning well, (1) can change conventional learning activities into learning approaches through the provision of the pictorial stories, (2) can change passive learning activities into active, creative and interactive learning, (3) on every learning always pays attention to aspects of learning. Third, with the application of learning through the presentation of pictorial story approaches there was an increase in students 'commenting skills, namely completeness in cycle I 56.25%, even in cycle II students' completeness had reached 87.50%, which meant that there was a significant increase after learning models were given.


2019 ◽  
Vol 7 (2) ◽  
pp. 37
Author(s):  
Endah Ekowati

The observations during carrying out the Daily Repetition activities at SMP Negeri 1 Sekongkang showed that learning Social Arithmetic material at the school was not optimal. The purpose of this study is to find out the increase in learning outcomes with the practice of buying and selling through a scientific approach in which there are 4C skills which include Communication, Collaboration, Critical thinking, Creative and innovation in class VII SMP Negeri 1 Sekongkang; Classroom Action Research as a subject for grade VII students and teacher classmates as observers. This class action research uses two cycles. The results of the study there is an increase in student learning outcomes with the practice of buying and selling through the scientific approach which contains 4C in Class VII students of SMP Negeri 1 Sekongkang. This can be seen an increase in the average value in the acquisition of student learning outcomes from the written test which was originally averaged in the Pre Cycle 68.55 to 72.05 in Cycle I and in cycle II experienced a significant increase of 10.22 from the average average cycle I results because in the second cycle the average value becomes 82.27.


BIO-PEDAGOGI ◽  
2013 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Dwitya Nadia Fatmawati ◽  
Slamet Santosa ◽  
Joko Ariyanto

<p>The purpose of the research to improve student learning activities in teaching and learnig activities with the implementation of Biology learning strategy <em>Think Talk Write </em>on Environmental Pollution material. This research is a classroom action research. The experiment was conducted in two cycles, with each cycle  consisting of the  planning, observation, evaluation, analysis,  and reflection. Subjects  were  students  of class  XI  SMA  Al  Islam  1 Surakarta  academic  year 2009/2010. Source  of data  derived from  teacher  and  student  information,  observation,  and documentation. Techniques and tools of data collection is a questionnaire, observation, and interviews. Validate  data  using  triangulation techniques  of data  sources. Data  analysis techniques used are qualitative analysis. Research procedure is a spiral model of inter-related. The results showed that the application of learning strategies can improve  student  activities  in biology  learning  in class  X-1 SMA  Al  Islam  1 Surakarta 2009/2010 academic  year. Improved student  learning  activities  can be  viewed through a questionnaire and observation sheet. The average percentage based on observation of student activity  sheets  for 41.90% of pre  cycle, a  cycle  of 73.07% and 87.23%  for  cycle  2.Questionnaire  pre-cycle  calculation results  indicate  student  activity  at  70.49%, a  cycle  of 73.83%, and the second cycle result indicate that student activity of 77.96%.</p><p> </p><p class="0jTULISANKATAKUNCIKEYWORDS">Key Words: Think talk write learning strategy, student activity, biology learning.</p>


2019 ◽  
Vol 10 (2) ◽  
pp. 352-359
Author(s):  
Darliani Sosyawati

This research was motivated by the low mathematical ability of students in number recognition. The Engklek game could be used by teachers as a learning resource in the field of cognitive cognitive development in mathematics. Engklek game cannot be separated from the ability of students to recognize shapes, numbers and the importance of cooperation, discipline in play. This class action research was carried out in three cycles, each cycle carried out in one meeting with the time allocation of each meeting being three hours of study. The instrument used  in this study consisted of teacher performance observation format, student activity observation format, learning evaluation questions, and documentation as an effort to correct these problems. Therefore, the Engklek Game was expected to make it easier for children to recognize numbers and be able to introduce and preserve traditional games in Indonesia. Besides being able to improve student learning outcomes. the application of Engklek Games could  improve teacher performance and student activities in the learning process. Based on the results of the implementation of the action as much as three cycles, the total percentage of teacher performance in student activities and student learning outcomes multiply the increase. Thus, the application of the Engklek Application in learning to recognize numbers can give positive results to the learning process and can increase students' understanding of the material to recognize numbers 1-20 so that learning outcomes also increase.   Abstrak Penelitian ini dilatarbelakangi oleh rendahnya kemampuan matematika siswa dalam pengenalan angka. Permasalahan yang menjadi fokus kajian dalam penelitian adalah bagaimana perencanaan, pelaksanaan dan peningkatan hasil belajar siswa dalam memahami materi dengan  menerapkan  permainan Engklek di  kelas I SDN Sindang I. Permainan Engklek dapat digunakan oleh guru sebagai sumber belajar dalam bidang pengembangan kognitif matematika. Permainan Engklek tidak dapat dilepaskan dari kemampuan siswa untuk mengenal bentuk, angka dan pentingnya kerjasama, kedisiplinan dalam bermain. Penelitian tindakan kelas ini dilakukan sebanyak tiga siklus, masing-masing siklus dilaksanakan sebanyak satu kali pertemuan  dengan alokasi waktu setiap pertemuannya adalah tiga jam pelajaran. Instrumen yang digunakan pada penelitian ini terdiri dari format observasi kinerja guru, format observasi aktivitas siswa, soal evaluasi pembelajaran, dan dokumentasi sebagai upaya untuk memperbaiki permasalahan tersebut. Oleh karena itu, Permainan Engklek diharapkan dapat mempermudah anak dalam mengenal angka serta dapat mengenalkan dan melestarikan kembali permainan-permainan tradisional yang ada di Indonesia. Selain dapat meningkatkan hasil belajar siswa,   penerapan Permainan Engklek dapat meningkatkan kinerja guru dan aktivitas siswa dalam proses pembelajaran. Berdasarkan hasil pelaksanaan tindakan sebanyak tiga siklus, jumlah persentase kinerja guru aktivitas siswa dan hasil belajar siswa mengali peningkatan. Dengan demikian, penerapan Permaian Engklek dalam pembelajaran mengenal angka dapat memberikan hasil yang positif terhadap proses pembelajaran dan dapat meningkatkan pemahaman siswa tentang materi mengenal angka 1-20 sehingga hasil belajar pun meningkat. Kata kunci: Angka, permainan engklek 


2021 ◽  
Vol 2 (2) ◽  
pp. 134-149
Author(s):  
Freliyanti

They are learning against the scientific studies Christianity in class XI SMK Nusantara Palu, a lack of the institution of a school or teacher Christianity in developing learning the rendering in 2013. curriculum. The research was to see how the school or teacher Christianity uses creative learning the rendering in a lesson. Christian religious education Quantitative is the method used for the data process associated with Statistics. Data processing was using manual calculations based on the survey research distributed and occupied by students. Learning by a scientific approach to heed the Christian religion is very necessary and can help the teacher involve students in the process of learning activities. There should have been motivated to increase student learning activities and improve student learning activities. Motivated teachers who had children by passion and enterprising in learning. The results of the study in the article that a student expresses the teaching process become active in education Christianity and Christian education teachers be motivated to creative. Pembelajaran dengan pendekatan saintifik terhadap mata pelajaran pendidikan agama Kristen di kelas XI SMK Nusantara Palu, Pada setiap kegiatan proses pembelajaran selain diterapkannya pendekatan saintifik seorang guru harus mampu menetapkan model pembelajaran yang sesuai dengan materi yang akan diberikan kepada siswa masih membangun keaktifan siswa untuk mulai bertanya atau untuk berpikir secara kreatif tetapi kenyataannya masih kurangnya lembaga sekolah atau guru agama Kristen dalam mengembangkan atau menerapkan pembelajaran dengan pendekatan saintifik yang ada di dalam kurikulum 2013. Penelitian ini dilakukan dengan tujuan untuk mengetahui bagaimana lembaga sekolah atau guru agama kristen dalam memberikan pembelajaran yang kreatif dalam hal ini menggunakan pembelajaran dengan pendekatan saintifik dalam pelajaran Pendidikan Agama Kristen. kuantitatif adalah metode yang dipakai karena data yang diolah berhubungan dengan statistik. Pengolahan data dilakukan berdasarkan angket penelitian yang di bagikan dan di isi oleh siswa. pembelajaran dengan pendekatan saintifik terhadap pelajaran agama kristen sangat perlu dan dapat membantu peserta didik dalam membuat keterlibatan siswa dalam proses pembelajaran agar aktif. Maka untuk meningkatkan aktivitas belajar anak, perlu adanya motivasi-motivasi guru yang sekiranya anak-anak menjadi semangat dan giat dalam belajar. Hasil kajian dalam artikel ini mengungkapkan bahwa siswa menjadi aktif dalam proses pembelajaran Pendidikan Agama Kristen.


2019 ◽  
Vol 3 (2) ◽  
Author(s):  
Zun Nurani

This research is a classroom action research which is entitled Using the Jigsaw Method to improve the activities and Learning Outcomes on subject matter of the History of the Development of the New Order Government of grade XII IPS (Social science) Students of SMA 10 Pekanbaru. The porpuse of this research is to improve activities and learning outcomes conducted in two cycles. Before conducting the learning process a test is administered, namely the cycle of total scores (2390); cycle I (2885), and cycle II (3070). For the average pre-cycle score was 68.29, the first cycle increased to 78.92, and the second cycle increased to 87.71. The results obtained based on criterion of Minimal Completness 80. The score of completeness in the complete pre-cycle is only 8 students (22.86%), not complete was 27 students (77.14%). In the first cycle there were 24 students who got complete score (68.57%, and 11 students who got uncompleted score (31.43%). In the second cycle there were 34 students who got complete score (97.14%) and uncomplete score was 2.86%. The score based on the range is the highest with 85 and the lowest one with 45; the first cycle with the highest 95 and the lowest based on the range and criterion score, on the cycle the percentage is 31,43% (enough); the first cycle was very high with 37.14 % and the second cycle was very high at 51.43%. For student activities each cycle increased, namely cycle 1reached to 71.43 and cycle II reached to 85.71.  Keywords: Historics, Jigsaw method. Learning activities and outcome. Abstrak Penelitian ini penelitian tindakan kelas dengan judul Penggunaan Metode Jigsaw untuk meningkatkan aktivitas dan Hasil Belajar Sejarah Pokok Bahasan Perkembangan Pemerintahan OtdeBaru Siswa Kelas XII IPS SMA Negeri 10 Pekanbaru. Tujuannya adalah memperbaiki aktivitas dan hasil belajar dilaksanakan sebanyak dua siklus. Sebelum melakukan proses pembelajaran diadakan tes yaitu prasiklus jumlah nilai ( 2390); siklus I (2885), dan  siklus II (3070). Untuk rata-rata nilai perkelas prasiklus  68,29, siklus I meningkat menjadi 78,92, dan siklus II meningkat menjadi 87,71. Hasil nilai yang diperoleh berdasarkan  KKM 80.  Nilai ketuntasan pada prasiklus  tuntas hanya 8 orang (22,86 %), tidak tuntas sebanyak 27 orang (77,14 %). Pada siklus I meningkat yang tuntas 24 orang (68,57 %, tidak tuntas 11 orang (31,43 %). Pada siklus II yang tuntas 34 orang *97,14 %) dan tidak tuntas 02,86 %). Hasil nilai berdasarkan tinggi dan rendahnya nilai prasiklus tertinggi 85 dan terendah 45; siklus I tertinggi 95 dan terendah 75 berdasarkan  rentang dan kriteria nilai, pada prasiklus persentasinya 3143 % (cukup); siklus I  sangat tinggi 37,14 ^ dan  siklus II pada kriteria sangat tinggi 51,43 %. Aktivitas siswa  setiap siklus meningkat yaitu siklus 1 berjumlah 71,43 dan siklus II berjumlah 85,71. Kata Kunci : Pelajaran Sejarah, metode Jigsaw. aktivitas dan hasil belajar.


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