scholarly journals THE EFFECT OF PRACTICUM METHOD ON REPRESENTATION ABILITY AND COGNITIVE LEARNING OUTCOMES

2020 ◽  
Vol 7 (1) ◽  
pp. 25-31
Author(s):  
Darlen Sikumbang ◽  
Dewi Lengkana ◽  
Rita Foorantika

The existence of laboratory activities in or outside the room can facilitate students in visualizing the imagination to be real. This study aims to determine the effect of using practicum methods on the students' representation ability and cognitive learning outcomes on the subject matter Classification of Living Things. This research was conducted at Junior High School 26 Bandar Lampung. The method uses a quasi-experimental method with Pretest-Posttest Non-Equivalent Control Group Design. A random sampling technique took the sample in this study, and the research subject uses class VII A as experiment class and VII B as a control class. The data in this study are quantitative data that were analyzed using the Independent sample t-test. Based on the results of this study, the effect of practicum methods on the students' representation ability is level 1, and 2 before the treatment then increases to levels 3, 4, and 5 after the practicum with the student answers that have made elements representation such as tables, graphs, icons, and images. Therefore, practicum methods can be used by science educators to facilitate students in conceptual understanding by using elements of representation.

2021 ◽  
Vol 5 (1) ◽  
pp. 148
Author(s):  
Megiridha Loppies ◽  
Aip Badrujaman ◽  
Sarkadi Sarkadi

This study aims to examine the effect of problem-based learning models on the achievement of student learning outcomes in History subjects. This research was conducted at Pusaka 1 Jakarta Senior High School. The method used in this research is quantitative quasi-experimental with a nonequivalent control group design model. The population in this study were all students of class XI IPS as many as four classes at SMAS Pusaka 1 Jakarta. The research sample was determined by purposive sampling technique to determine one class as an experimental class using a problem-based learning model and another class as a control class using conventional learning models. The results of hypothesis testing using the t test, obtained tcount = 9.25,> from ttable = 1.99. Thus, Ho is rejected and Ha is accepted, so it can be concluded that there is a significant influence between problem-based learning models in online learning settings on cognitive learning outcomes of class XI IPS at SMAS Pusaka 1 Jakarta on History Subjects.


2020 ◽  
Vol 13 (1) ◽  
pp. 20-28
Author(s):  
Ollyvia Ika Prastiwi ◽  
Widodo Widodo ◽  
Ishafit Ishafit

Learning methods are needed so that students are more active in learning, as Reading, Presenting and Questioning (RPQ), and the Experimenting Discussion (ED) method. The purpose of this study is 1) to find out whether there are differences in cognitive learning outcomes with the RPQ and ED methods in terms of students' initial knowledge. 2) To determine whether there is influence of cognitive learning outcomes by the RPQ and ED methods without students' initial knowledge This type of research is a quasi-experimental design with pretest-posttest control group design. The study population was all eighth grade students. This study uses a clusser random sampling technique in sampling. The study sample was students of class X Mia 1 as experimental class I and X Mia 3 as experimental class II. The data collection technique used is a test. Research instruments include RPP, Physics Articles, LKPD, and Pretest and Posttest Questions. Based on the results of the study using a childova test assisted by SPSS 23 software, it was obtained 1) Significant value was obtained at 0.001 and smaller than 0.05 so it was rejected, meaning that there were differences in students 'cognitive learning outcomes using the RPQ method and ED method in terms of students' initial knowledge. Significant value obtained by eliminating the covariate variable (initial knowledge) is 0.088 and greater than 0.05, it is accepted, meaning that there is no effect on students 'cognitive learning outcomes using the RPQ method and ED method without the students' initial knowledge. Based on the analysis it can be concluded that the initial knowledge used as an influential covariate variable on students' cognitive learning outcomes on the use of the RPQ and ED methods.


Biosfer ◽  
2018 ◽  
Vol 8 (2) ◽  
pp. 46-54
Author(s):  
Yolanda Holinda Sari ◽  
Rusdi Rusdi ◽  
Sri Rahayu

Learning results are influenced by 2 factors; internal and external factors. Method of learning is one of external factors. This study aimed to determine the effect of Hypnoteaching method toward application the cognitive learning outcomes on Nervous System Topic at SMAN 97 Jakarta. The research was conducted in the second semester of Academic Year 2014/2015. The method was a quasi-experimental with pretest-posttest control group design. A total sample of 74 students of class XI MIA was selected by simple random sampling technique. This research used a cognitive learning. Test instrument data was analized by analysis of variance of the path of non-parametric Kruskal Wallis. The result showed a significance value 0.07> 0.05 so that it was conclude that Hypnoteaching method had no effect on students cognitive learning outcomes Nervous System Topic.


2021 ◽  
Vol 4 (2) ◽  
pp. 214-222
Author(s):  
Farralia Ramadhani ◽  
Yetri Yetri ◽  
Irwandani Irwandani

This study aims to see the effect of using the two stay two stray learning model assisted by an innovative module on the cognitive learning outcomes of students on the topic of simple machines. This quantitative study used a quasi-experimental design with a pretest-posttest control group design. This study consisted of 2 classes, class VIII A as the experimental class and class VIII B as the control class. The results showed that the average of the cognitive test of the experimental class was 80.00 and the control class was 72.67. The results of data processing using the Mann Whitney test with a sig level of 0.05 revealed that the results of sig.2 tailed were 0.000, less than 0.05, which means that there is a difference in the posttest average value of students’ cognitive learning outcomes in the control and experimental classes.


2021 ◽  
Vol 5 (1) ◽  
pp. 17-23
Author(s):  
Nuril Nuzulia

This research is motivated by the availability of the snake and ladder game on the material of the kingdoms of Islam, Hinduism and Buddhism based on HOTS questions which have not been tested for their effectiveness on student learning outcomes. This study aims to reveal the effectiveness level of the use of snake and ladder media in the material of Islamic, Hindu and Buddhist kingdoms on student learning outcomes at SDN Ngaringan 03 Blitar. This type of research is a quasi-experimental research design with a non-equivalent control group design. The population in this study were grade 4 students at SDN Ngaringan Blitar. The research sample was taken using purposive sampling technique so that class 4A was selected as the experimental class and class 4 B as the control class. The instrument of this research is a test of learning outcomes by providing a pretest and posttest in the form of an objective test with 4 answer choices as many as 25 items taken from 40 questions that have been tested. The data analysis technique used was the N-Gain test and the two-mean similarity test (t-test). The results showed an increase in learning outcomes was better in the experimental class than in the control class. This is evidenced by the posttest mean scores of the experimental class and the control class respectively 92.12 and 73.96. This is also evidenced by the average N-Gain test for the experimental class of 0.762 with the high category and the control class of 0.294 in the low category, and supported by hypothesis testing carried out by t-test using the Independent Samples Test showing Sign 2 Tailed < 0.05, this indicates that the use of snake and ladder media is effective.


2020 ◽  
Vol 11 (2) ◽  
pp. 111-120
Author(s):  
Egy Razka Likita ◽  
Dina Maulina ◽  
Darlen Sikumbang

Oral communication skills and cognitive learning outcomes are indicators of learning achievement. This research aimed to analyze students' oral communication skills and cognitive learning outcomes through the implementation of practicum-based TSTS. This research employed the quasi-experimental method with a pretest-posttest control group design. The samples were determined using the purposive sampling technique. The results showed that the practicum-based TSTS learning model contributed to students' oral communication skills with excellent categories. Teaching and learning activities using the practicum-based TSTS affected students' cognitive learning outcomes (Sig. 0.838 0.05). Thus, this research showed that the implementation of the practicum-based TSTS learning model on the Plantae topic can train students’ oral communication skills and affect their cognitive learning outcomes.


2019 ◽  
Vol 1 (1) ◽  
Author(s):  
Fauzan Akbar ◽  
Arsad Bahri

This research is a quasi-experimental study that aims to determine the effectiveness of the implementation of Project-based Learning (PjBL) in improving students' cognitive learning outcomes with different learning styles namely visual, audio and kinesthetic learning styles. The population of this study was all groups at X grade in Public High School 1 Bulukumba. Sample of the study was choosed by random sampling. Each learning model was represented by two groups as PjBL and Direct Instruction. The research sample used was group XI IPA 1, XI IPA 2, XI IPA 3, and XI IPA 4. The design of this study was pretest-posttest nonequivalent control group design factorial pattern 2 x 3. The research instrument consisted of essay tests to measure cognitive learning outcomes and students learning style questionnaire. The research data were analyzed using descriptive and inferential statistics with two-way analysis of covariate (ANCOVA). The results showed that PjBL and learning styles had an effect on students 'cognitive learning outcomes, while the interaction between learning models and learning styles did not affect students' cognitive learning outcomes. This shows that PjBL is effective in improving students' cognitive learning outcomes.Keywords: Project-based Learning, learning styles, cognitive learning outcomes, biology learning


Author(s):  
Riya Wulandari ◽  
Angelia Timara ◽  
Emi Sulistri ◽  
Sumarli Sumarli

ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Role Playing berbantuan media video terhadap hasil belajar kognitif siswa pada materi bunyi. Penelitian dilaksanakan di SD Swasta Torsina III Singkawang. Jenis penelitian yaitu penelitian kuantitatif dengan metode quasi experimental, dalam bentuk Nonequivalent Pre-test and Post-test Control Group Design. Populasi dalam penelitian ini adalah seluruh siswa kelas IV SD Torsina III Singkawang. Sampel diambil menggunakan teknik non probability dengan jenis sampling jenuh. Teknik pengumpulan data menggunakan teknik tes berupa tes objektif materi bunyi dan teknik non tes berupa angket respon. Hasil penelitian menunjukkan bahwa: (1) terdapat perbedaan hasil belajar ranah kognitif antara siswa yang diterapkan model pembelajaran role playing berbantuan media video dengan siswa yang mendapatkan pembelajaran langsung; (2) Penggunaan model pembelelajaran role playing berbantuan media video berpengaruh tinggi terhadap hasil belajar kognitif siswa; (3) Respon siswa positif terhadap model pembelajaran role playing berbantuan media video pada kategori baik. Kata kunci: model pembelajaran role playing; media video; hasil belajar kognitif. ABSTRACTThis study aims to determine the effect of the video media-assisted Role Playing learning model on students' cognitive learning outcomes on sound material. The research was conducted at Torsina III Private Elementary School, Singkawang. The type of research is quantitative research with quasi-experimental method, in the form of Nonequivalent Pre-test and Post-test Control Group Design. The population in this study were all fourth grade students of SD Torsina III Singkawang. Samples were taken using a non-probability technique with saturated sampling type. The data collection technique used a test technique in the form of an objective test of sound material and a non-test technique in the form of a response questionnaire. The results showed that: (1) there were differences in cognitive domain learning outcomes between students who applied the role playing learning model assisted by video media and students who received direct learning; (2) The use of role playing learning models assisted by video media has a high effect on students' cognitive learning outcomes; (3) Positive student responses to the video-assisted role playing learning model in the good category. Keywords: role playing learning model; video media; cognitive learning outcomes.


2020 ◽  
Vol 2 (2) ◽  
pp. 130-141
Author(s):  
Rindi Antika

This study focuses on enhancement of student’s learning motivation. This is a quasi experimental research with non equivalent control group design. Sample were taken by purposive sampling technique so that selected 22 experimental group students and 22 control group students from VIIIth grade of junior high school in Bandung, The experimental group was given contextual mathematics learning, while the control group was given regular learning. Questionnaire of motivation were used as research instrument. The results show that enhancement of student’s learning motivation with contextual mathematics learning better than students who received regular learning.


EduKimia ◽  
2019 ◽  
Vol 1 (2) ◽  
pp. 15-23
Author(s):  
Lola Indriliza ◽  
Iswendi Iswendi

This research is motivated by the lack of student participation in doing the exercises and the ineffectiveness of individual training because they are not competitive. This study aims to reveal the effectiveness of the use of chemo-edutainment-based ludo chemical (CET) games on the Colloid System material on the learning outcomes of class XI students of SMAN 3 Pariaman. The type of research used was a quasi-experimental design with a non-equivalent control group design. The population in this study were students of class XI MIPA SMAN 3 Pariaman. The research sample was taken using a purposive sampling technique so that the XI MIPA 1 class was selected as the experimental class and XI MIPA 2 class as the control class. Research data includes learning outcomes from the cognitive domain. The research instrument is a test of learning outcomes in the form of multiple choice questions that have been tested. The data analysis technique used was the two average similarity test (t-test) to determine the differences in learning outcomes and the N-Gain test to determine the increase in student understanding. The results showed an increase in understanding of learning outcomes that were better in the experimental class than in the control class. This is evidenced by the average posttest value of the experimental and control classes of 84.33 and 78.78 respectively and supported by hypothesis testing carried out by the t-test, namely count (2.607) t1-α (1.67) at the level of reality α = 0.05 with dk = 70 and opportunities t0.95. This is also evidenced by the average experimental class N-Gain test of 0.77 with a high category and a control class of 0.67 with a moderate category. Thus it can be concluded that the use of media is an effective game of ludo chemical chemo-edutainment (CET) with a high category in improving the learning outcomes of class XI students of SMAN 3 Pariaman.


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