scholarly journals THE EFFECTIVENESS OF SCIENCE STUDENT WORKSHEET WITH COGNITIVE CONFLICT STRATEGIES TO REDUCE MISCONCEPTION ON HEAT CONCEPT

2018 ◽  
Vol 5 (2) ◽  
pp. 79 ◽  
Author(s):  
Heny Ekawati Haryono

<em>This study aimed to determine the effectiveness of science worksheets with cognitive conflict strategies to reduce student heat misconceptions. This research was conducted at SMP Negeri 1 Lamongan by using one group pretest-posttest design. The data obtained in this study is quantitative data, and the number of students in VII grade is 50, students are called to complete the research if the proportion of correct answers is more significant than the standard achievement test. While the class is said to complete the study if 85% of students can reach the standard test criteria. The researcher obtained information about the level of mastery of students' concepts by using N-gain, one method in the descriptive qualitative analysis. It shows the different levels of student mastery before and after treatment given. The effectiveness of the Science Worksheet will be analyzed from the acquisition of learning outcomes. This yields 0.94 points which means that the value of N-Gain is in the sufficient category, it can be said that the application of the Science Worksheet with cognitive conflict strategies can reduce heat misconceptions of junior high school students.</em>

2020 ◽  
Vol 3 (1) ◽  
pp. 9-22
Author(s):  
Agustiani Putri ◽  
Cindy Oktaviani ◽  
Dadan Sumardani

Nowadays, most teenagers don't like Indonesian legends because they are considered as old-fashioned and boring stories. The results of a survey of 124 respondents who are teenagers resulted in 85% of respondents consider the legend is not interesting. Whereas 10% of respondents answered interestingly and 5% answered relatively. This study aims to: (i) develop pop-up books that present Indonesian legends for junior high school students, (ii) provide unique and interesting short stories and (iii) illustrate the comparison of student responses before and after using pop-up books as an alternative learning medium. The research method is research and development (R&D). Based on the results of this study, it was concluded that (1) this research produced a product in the form of a pop-up book entitled "Bhineka Nuswapada", 2) a pop-up book worth using as indicated by the results of the student questionnaire responses of 91.15% with the interpretation of the criteria very good and (3) based on the results of the media effectiveness test, after using the pop-up book media there was an increase in student learning outcomes with an N-Gain value of 0.41 on the medium criteria. Therefore, Bhineka Nuswapada is the best alternative medium for learning legend for students.


2017 ◽  
Vol 5 (2) ◽  
pp. 968
Author(s):  
Lukluk Rahmawati ◽  
Budi Jatmiko ◽  
Raharjo Raharjo

The purpose of this research to produce science learning material by using cooperative learning model STAD and talking chips strategy that valid, practical, and effective to improve learning outcomes of  junior high school student’s. The development of learning material use the 4D model and was tested at junior high school students class VIII A, VIII C, and VIII F with One Group Pretest-Posttest Design. The data collection used observation method, test, and quetionnaires. Descriptive data analysis of quantitative-qualitative results are: (1) Learning material on terms of a valid category of: (a) Validation of the instruments very good category (3,78), (b) Readability of book (92,9%) and worksheets (95,18%) are easier category for student’s; (2) Learning material on terms of practical category in: (a) Feasibility of instruction good category, (b) Obstacles for learning can be overcome; (3) The learning material effectiveness on terms of: (a) The response of student’s positively (96,3%), (b) Student’s activity is active category, (c) Student’s learning achievement increased the average of N-Gain 0,71 with high category. The analysis results of  statistic suggests that there is a difference between the learning outcomes before and after implementation of STAD cooperative models with talking chips strategy. The conclusion of this research that the model of cooperative learning STAD with talking chips strategy are eligible to improve learning achievement of junior high school student’s. The implications of this research are becoming students more daring to express opinions and be able to improve student learning outcomes of knowledge competence. Penelitian ini bertujuan untuk menghasilkan perangkat pembelajaran IPA model kooperatif tipe STAD dengan strategi talking chips yang valid, praktis, dan efektif untuk meningkatkan hasil belajar siswa SMP. Pengembangan perangkat pembelajaran menggunakan model 4D dan diujicobakan pada siswa SMP kelas VIII A, VIII C, dan VIII F dengan rancangan One Group Pretest-Posttest Design. Pengumpulan data menggunakan metode observasi, tes, dan angket. Analisis data secara deskriptif kuantitatif-kualitatif dengan hasil : (1) Kevalidan perangkat pembelajaran ditinjau dari: (a) Hasil validasi perangkat berkategori sangat valid (3,78), (b) Keterbacaan BAS (92,9%) dan LKS (95,18%) berkategori mudah dipahami oleh siswa; (2) Kepraktisan perangkat pembelajaran ditinjau dari: (a) Keterlaksanaan RPP berkategori baik, (b) kendala-kendala selama pembelajaran dapat diatasi; (3) Keefektifan ditinjau dari: (a) Respon siswa positif (96,3%), (b) Aktivitas siswa kategori aktif, (c) Hasil belajar siswa kompetensi pengetahuan meningkat dengan rata-rata N-Gain 0,71 berkategori tinggi. Hasil analisis uji statistik menyatakan bahwa terdapat perbedaan hasil belajar antara sebelum dan sesudah penerapan model kooperatif tipe STAD dengan strategi talking chips. Simpulan penelitian ini, bahwa perangkat pembelajaran IPA model kooperatif tipe STAD dengan strategi talking chips yang dikembangkan layak digunakan untuk meningkatkan hasil belajar siswa SMP. Implikasi penelitian ini adalah siswa menjadi lebih berani mengemukakan pendapat dan dapat meningkatkan hasil belajar siswa kompetensi pengetahuan.


EDUSAINS ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 114-121
Author(s):  
Rosita Putri Rahmi Haerani

AbstractIn education, many empirical studies have shown evidence that video games have the potential to improve student learning outcomes, but there is still great controversy in the literature regarding the impact of video game. More evidence is needed to convince educators and researchers regarding the actual value and the efficiency of video game in learning science. The purpose of this study was to examine the use of video game in learning to improve the mastery of concepts about the interaction of living beings and the environment of junior high school students who played the “Selamatkan Dunia Digital!” educational gaming application that has been developed by author in previous studies. This weak experimental study collected pretest and posttest results to determine students' mastery of concepts before and after Intervention. Normalized Gain of the pretest and posttest are assumed to be the effect of the intervention. The results show a low increasing mastery of concept by students who learned by playing game, so this study stated that learning science by using instructional video game media are still not able to facilitate mastery of concept of students.Keywords: interactive media; video game; mastery of conceptsAbstrakDalam dunia pendidikan, banyak penelitian empiris telah berhasil menunjukkan bukti bahwa video game memiliki potensi dalam meningkatkan hasil belajar siswa, tetapi kontroversi besar masih ada pada literatur mengenai pengaruh game yang sebenarnya. Dibutuhkan lebih banyak bukti untuk meyakinkan pendidik dan peneliti mengenai nilai aktual dan efisiensi pembelajaran menggunakan video game. Penelitian ini dilakukan untuk mengetahui penggunaan game dalam pembelajaran untuk meningkatkan penguasaan konsep tentang Interaksi makhluk hidup dengan lingkungan siswa SMP.  Game yang digunakan dalam penelitian ini adalah game yang berjudul “Selamatkan Dunia Digital!” yang telah dikembangkan oleh peneliti pada penelitian sebelumnya. Penelitian ini merupakan penelitian eksperimen semu, dengan desain The one-Group Prettest-Posttest Design untuk memperoleh gambaran penguasaan konsep siswa sebelum dan sesudah perlakuan. Peningkatan nilai pada pretest dan posttest diasumsikan merupakan efek dari perlakuan. Hasil penelitian ini menunjukkan bahwa peningkatan nilai N-gain rata-rata siswa masih dalam kategori rendah, dan pencapaian skor posttest rata-rata siswa juga masih rendah, sehingga dapat disimpulkan bahwa pembelajaran IPA dengan menggunakan media pembelajaran media video game masih belum dapat memfasilitasi penguasaan konsep IPA siswa pada konsep Interaksi Makhluk Hidup dengan Lingkungan.Kata Kunci: media pembelajaran interaktif; video game; penguasaan konsep Permalink/DOI: http://dx.doi.org/10.15408/es.v8i2.1576


2019 ◽  
Vol 4 (3) ◽  
pp. 9
Author(s):  
Ririn Indria Sari ◽  
Ramadhan Sumarmin ◽  
Resti Fevria ◽  
Ganda Hijrah Selaras

The learning process has a benchmark that refers to the achievements experienced by students, namely learning outcomes. Learning outcomes achieved by students have two influencing factors namely internal and external factors. These two factors that influence learning outcomes are interest and learning difficulties. The results of observations on the learning outcomes of students of SMPN 11 Padang in science are still low. Students say that science learning are numerous and difficult. The existence of students who score below the average and the lack of student interest shows the student's interest in learning in science is less and it can be assumed that students have difficulty learning science. Research is a descriptive study. Research uses a correlational study approach. Research subjects consisted of 30 people in class VIII G of SMP 11 Padang. To find out the relationship between variables expressed by the correlation coefficient, data analysis techniques are used using the Sperman Rank correlation. The correlation between student interest and learning outcomes is weak, that is -0.32, the contribution of 10.24% does not have a significant relationship. There is a significant relationship between learning difficulties and learning outcomes, medium criteria w ith a value of 0.59, contribution value is 34.81%. Correlation criteria for interests and difficulties with strong learning outcomes with a value of 0.66 and a contribution of 43.56%, as well as a significant relationship between variables. The results of the relationship between learning interest and learning difficulties with learning outcomes are strong and each variable has a significantly relationship.


Author(s):  
Lila Wulandari ◽  
Marchasan Lexbin Elvi Judah Riajanto

Difficulties experienced by students in learning greatly affect the achievement of student learning outcomes. This study aims to describe the results of the identification of the types of difficulties and the causes of student difficulties when solving problems based on Polya stages. This type of research is descriptive qualitative with the instrument used in written tests. The subjects of the research were 36 students of class IX at SMP Negeri 9 Cimahi. Based on the analysis that has been done, it can be concluded that the difficulties experienced by junior high school students when completing the Pythagorean theorem questions in the school are 1) difficulty understanding the problem 100%, 2) difficulty planning the completion of 40%, 3) difficulty implementing the plan 54.4%, and 4) difficulty in re-checking 76.7%. The causes of difficulties include 1) students are not accustomed to writing things that are known and asked of a problem 2) students are not accustomed to drawing conclusions from a mathematical problem 3) Concept errors because students do not understand the concept of the material. So, it is necessary to improve the learning process that prioritizes learning concepts rather than memorizing. Students must be accustomed to solving the application problems of a material. So, students will be able to solve contextual problems related to the material.


2021 ◽  
Vol 9 (1) ◽  
pp. 68-76
Author(s):  
Masayu Endang Apriyanti ◽  
Syahid Syahid

This study aims to analyze the role of time management and discipline on optimal learning outcomes. This research is a survey research with a population of junior high school and senior high school students of the Islamic Education Foundation Nur el Arafah Bekasi. The sample was taken by random sampling technique of 85 people. The instrument used was a questionnaire. Data analysis using multiple regression. From data processing, the results obtained: 1). There is a significant effect of time management and discipline together on optimal learning outcomes as evidenced by the results of the value of Fh = 24.324 and Sig. = 0.000 0.005 2). There is a significant effect of time management on optimal learning outcomes as evidenced by the results of the value of Th = 4.093 and Sig. = 0.000 0.005 3). There is a significant effect of discipline on optimal learning outcomes as evidenced by the results of the value of Th = 3.679 and Sig. = 0.000 0.005. It is better if students are good at using and managing their time very well and effectively because it has a positive impact on optimal learning outcomes and the more productive time they have, the more achievement, the more activities carried out and can be completed on time, so that one day all the ideals are expected or the target set can be achieved optimally. And they should also have strong discipline from an early age so that they are accustomed to doing tasks wholeheartedly, not procrastinating, let alone lazy, because with high discipline all duties and responsibilities can be carried out optimally.


2019 ◽  
Vol 3 (1) ◽  
pp. 17
Author(s):  
Ilham Ilham ◽  
Humaira Humaira ◽  
Muslimin Muslimin

Abstrak: Kegiatan pendampingan pengajaran English fun bagi siswa SMPN 5 Narmada merupakan bentuk pengabdian dalam rangka memberikan semangat dan motivasi belajar bahasa Inggris yang menyenangkan. Pendampingan pengajaran ini difokuskan pada siswa kelas VIII tahun pelajaran 2018-2019. Pengabdian ini dilakukan dalam bentuk pengajaran langsung didalam ruangan kelas dengan menggunakan metode permainan (game) seperti pair work cards, board card and spelling be game. Penggunaan metode ini sangat efektif dalam merangsang inspirasi belajar siswa untuk lebih memahami capaian pembelajaran. Kegiatan pendampingan pengajaran berlangsung selama 6 kali pertemuan. Selama proses pengajaran, para siswa terlihat aktif dan termotivasi untuk lebih semangat belajar bahasa Inggris. Para siswa ikut terlibat secara langsung dalam mengerjakan tugas dan latihan sesuai dengan arahan dan instruksi seorang guru. Dengan demikian, penggunaan metode game yang menyenangkan atau variasi metode akan mampu mendorong motivasi belajar siswa. Metode ini sangat cocok untuk dikembangkan bagi siswa sekolah disetiap jenjang khususnya siswa sekolah menengah pertama.Kata Kunci: Pengajaran, English, Fun.Abstract:  Teaching English fun for students of SMP 5 Narmada is a kind of service on community in order to have enthusiasm and motivation to learn English fun. This teaching service is focused on class VIII students in the academic year 2018-2019. This service is carried out in the form of direct teaching in the classroom by using game such as pair work cards, board cards and spelling be games. The use of these methods are more effective in stimulating the students' learning inspiration for getting the point of learning outcomes. Teaching services activities was conducted for 6 meetings. During the teaching process, students were actively and motivated to be more enthusiastic in learning English. The students are directly participate to do the assignments and exercises according to the direction and instructions of a teacher. Thus, the use of fun game methods or their variations will be able to encourage student learning motivation. These methods were very suitable to be developed for high school students each level, especially junior high school students.Keywords: Teaching, English, Fun


2021 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Desi Aryanti Hidayat ◽  
Artika Artika ◽  
Asep Ikin Sugandi

This research is a classroom action research. The problem formulated in this study is whether through a mathematical realistic approach can improve the results of junior high school students' results on set material? The aim is to examine increasing mastery of set concepts. This research was conducted on students of class VII-C SMP PGRI Arjasari 2019/2020 school year with a total of 36 students. The instrument used was a test of learning outcomes as a test of students' mastery of mathematical concepts, for initial tests (before action), cycle I tests and II (after giving the action), and observation sheet at the time of giving and implementing the action. The results of the analysis obtained based on written tests carried out there was an increase in the average learning outcomes In the second cycle, the first meeting average value of 70.1 with the highest value of 90 and the lowest value of 45. After carrying out the actions in the second cycle of the second meeting there was an increase in the results student learning. This is seen in the average value of 80.92 with the highest value of 100 and the lowest value of 50. The percentage of classical completeness increased from the first cycle of meeting 1 by 25% and meeting 2 by 38%. Furthermore, in the second cycle also increased, at the first meeting 69% to 86%. Means that had reached more than or equal to the specified KKM 70. At the end of the first cycle student learning outcomes seen that at the end of the first cycle the percentage of learning completeness was 38% and does not meet the classical learning completeness criteria that have been determined, then the research is continued to the second cycle. After the implementation of the second cycle, shows that at the end of the second cycle learning achievement reached 86% with the number of students who completed as many as 31 students, meaning completeness based on the number of students when that is 36 people, because there are 5 people who haven't finished.


BIODIK ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 150-163
Author(s):  
Dewa Ayu Sri Ratnani

This study aims to analyze whether the application of Group Investigation (GI) learning model Based on Mind Mapping media can improve   creativities of the student of SMP Wisata Sanur.  The research type is Pre-Exprimental Design with One-group Pretest-Postest Designs research design conducted at SMP Wisata Sanur from April to May. Data collection using creativity assessment rubrics with 7 aspects. The result showed that there was an increase of creativity score from 75,3 to 169,2 with significance level of each aspect of creativity, ie Design aspect (p = 0,017), Color (p = 0,017), Idea and Context (p = 0,017), Kata Key (p = 0.018), Combining ideas (p = 0.018), Hierarchy Level (p = 0.017), Presentation Concept (p = 0.017). Based on the data obtained after being tested with Wilcoxon Match Pairs there was a significant difference (p = 0,018> 0,05) on student creativity in making Mind Mapping before and after apply the learning model. The conclusion of this research is the application of cooperative learning model of Group Investigation based on Mind Mapping has an effect on to the creativity of junior high school students of Sanur Tourism. Keywords: Group Investigation, Creativity, Mind Mapping   Abstrak. Penelitian ini bertujuan untuk menganalisis apakah penerapan model pembelajaran Group Investigation (GI) Berbasis media Mind Mapping dapat meningkatkan kreativitas siswa SMP Kerta Wisata Sanur. Jenis penelitian adalah Pre-Exprimental Design dengan rancangan penelitian One-group Pretest-Postest Designs yang dilaksanakan di SMP Wisata Sanur . Data didapatkan menggunakan rubrik penilaian kreativitas dengan 7 aspek. Hasil penelitian menunjukkan terdapat peningkatan jumlah skor kreativitas dari 75,3 menjadi 169,2 dengan taraf signifikansi masing-masing aspek kreativitas yaitu aspek Rancangan (p=0,017), Warna (p=0,017), Ide dan Konteks (p=0,017), Kata Kunci (p=0,018), Menggabungkan ide-ide (p=0,018), Tingkat Hirarki (p=0,017), Konsep Presentasi (p=0,017).  Hasil uji dengan Wilcoxon Match Pairs terdapat perbedaan yang signifikan (p= 0,018 > 0,05) pada kreativitas siswa dalam membuat Mind Mapping sebelum dan sesudah menerapkan model pembelajaran kooperatif  tipe Group Investigation. Kesimpulan dari penelitian ini adalah penerapan model pembelajaran kooperatif  tipe Group Investigation berbasis Mind Mapping  mampu meningkatkan kreativitas siswa SMP Wisata Sanur.    Kata kunci : Group Investigation, Kreativitas, Mind Mapping


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