scholarly journals THE APPLICATION OF ROLE PLAYING MODEL IN SOCIAL LEARNING ON GRADE IV STUDENTS’ AT SUNGAI HITAM ELEMENTARY SCHOOL

Author(s):  
Nanda Farira ◽  
Andriana Sofiarini ◽  
Tio Gusti Satria

This study aims to determine completeness of student learning outcomes after the application of role playing model in Social learning on grade IV students at Sungai Hitam Elementary School. The method used in this research is Pre-Experimental Design. The population in this study is all grade IV of Sungai Hitam Elementary School. The research sample was taken using simple random sampling technique. Data collection techniques in the study using the test. Then the data were analyzed using the t-test. Based on the results of research and discussion it is known that the average value () of pre-test is 40,12 and the average value () of post-test is 77,71. The collected data is then analyzed using the t-test obtained tcount (3,34) ttable (1,75). It can be concluded that the learning outcomes of grade IV students’ at Sungai Hitam Elementary School after the application of role playing model in Social learning completed significantly.

2018 ◽  
Vol 2 (2) ◽  
pp. 123
Author(s):  
Husnul Khotimah ◽  
Hernawati Hernawati

Abstrak: Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar siswa menggunakan geoboard dan geopuzzle pada materi segiempat dan segitiga di kelas VII SMP. Penelitian ini merupakan penelitian eksperimen dengan menggunakan 2 kelas eksperimen yang pada tiap kelas menggunakan alat peraga berbeda. Sampel penelitian diambil dari dua kelas yang terdiri dari 54 siswa dengan menggunakan teknik Simple Random Sampling. Sedangkan instrumen hasil belajar siswa berupa post-test dengan taraf signifikan 5%. Berdasarkan analisis data, dapat disimpulkan bahwa ada perbedaan hasil belajar siswa yang signifikan antara nilai rata-rata kelas eksperimen 1 dengan menggunakan geoboard sebesar 71,70 dan kelas eksperimen 2 dengan menggunakan geopuzzle sebesar 62,04. Hasil penelitian ini dikuatkan oleh uji-t yang diperoleh t-hitung sebesar 2,26 dan t-tabel sebesar 2,00. Hal ini menunjukkan bahwa terdapat perbedaan hasil belajar siswa menggunakan geoboard dan geopuzzle pada materi segiempat dan segitiga di kelas VII SMP.Abstract:  This study aims to determine the differences in student learning outcomes using Geoboard and Geopuzzle on quadrilateral and triangular material in Senior High School. This research is an experimental research using 2 experimental classes which use different props in each class. The research sample was taken from two classes consisting of 54 students using the Simple Random Sampling technique. While the instrument of student learning outcomes in the form of post-test with a significant level of 5%. Based on data analysis, it can be concluded that there are significant differences in student learning outcomes between the average value of the experimental class 1 using geoboard of 71.70 and experimental class 2 using a geopuzzle of 62.04. The results of this study are corroborated by the t-test obtained by t-count of 2.26 and t-table of 2.00. This shows that there are differences in student learning outcomes using geoboard and geopuzzle on quadrilateral and triangle material in grade 7 of Senior High School


Author(s):  
Marcho Alex Samuel Silitonga

This study aims to determine the effect of the application of the Two Stay Two Stray learning model (TSTS) to the history of student learning outcomes at SMA Negeri 7 Medan. The research method used is quasi-experimental. The study population was students of class X IPS with a sample of 65 students consisting of 34 students of class X IPS 2 as an experimental class and 31 students of class X IPS 1 as a control class. Data collection techniques using observation and tests. The data obtained were analyzed using the t-test. The observation results showed that 91% of the experimental class students who took part in learning with the TSTS model got very good average scores. The average post-test value of the experimental class was 80.3, while the average value of the post-test of the control class that followed the learning with the conventional model was 63.70. T-test results for the post-test scores were obtained tcount > ttable (7,004 > 1,670).These results indicate that the TSTS learning model has a great influence in improving the history of student learning outcomes in class XI IPS 2 SMA Negeri 7 Medan.


2019 ◽  
Vol 2 (2) ◽  
pp. 351-374
Author(s):  
SARI NAULI SITUMORANG

This type of research is class action research (PTK). This research aims to improve students ' learning outcomes by using the Inside Outside Circle theme of my residence in the sub I'm proud of my place to stay class IV Elementary school 068003 Medan Year learning 2018/2019. The subject in this study was a grade IV student of SD Negeri 068003 Medan which numbered 22 people consisting of 12 male students and 10 female students. The study consists of two cycles namely cycle I and cycle II. Each cycle consists of a one-time meeting. To obtain data during the study post-test used twice in two cycles to determine the increase in student learning outcomes and the teacher activity observation sheet to determine the effectiveness of models used by teachers and sheets Students to learn the extent to which students can apply a learning model that is conceived in the learning process.The results showed that by using the Inside Outside Circle model in Cycle 1, the average student learning results were 64.54% or about 54.55% of students who completed the results of 12 students. The results on this I cycle have not yet reached the expected outcome level. It is done cycle II and the average value of student learning outcomes is 81.27% with a percentage of 90.90% of students who have completed a total value of 20 students. Thus there is an increase in student learning outcomes of 90.90%. Based on the results of the data obtained, it can be concluded that the use of the Inside Outside Circle model can improve the learning outcomes of grade IV students of elementary School 068003 Medan year of learning 2018/2019.


2018 ◽  
Vol 7 (1) ◽  
pp. 128
Author(s):  
Dwi Mardalena

This research is motivated by the results of student learning science VI low grade of primary school 9 DuriBarat with an average value of 67.14. Therefore, the researchers provide learning alternatives to the applicationby implementing role playing model in class VI SD Negeri 9 Duri Barat. This research aims to improve studentlearning outcomes VI Elementary School science class 9 Duri Barat Application by implementing role playingmodel. This research is a form of classroom action research (PTK) with 2 cycles. Based on research data anlisisafter applying by implementing role playing model, the average percentage of the activity of teachers in the firstcycle of 62.5% increased to 85.25% in the second cycle. The average percentage of student activity alsoincreased 50% in the first cycle increased to 83.3% in the second cycle. Student learning outcomes in basicscore with an average of 67.14 with 50% completion percentage of classes and the first cycle increased with anaverage value of 75.17 class with an increasing percentage of learning outcomes of 11.96% and the percentageof students who complete 57, 14%. Then the average value silus class II increased to 87.85 with the percentageincrease learning outcomes by 30.84% and the percentage of students who completed was 85.71%, after theimplementation by implementing role playing model. These results indicate that the implementation byimplementing role playing model can improve student learning outcomes Elementary School science class VI SDNegeri 9 Duri Barat.


Author(s):  
Mega Wahyuningsih

Abstrak Penelitian ini dilatarbelakangi rendahnya hasil belajar IPS. Hal tersebut disebabkan kurangnya pemahaman materi yang disampaikan guru, kurangnya variasi guru dalam proses belajar mengajar di dalam kelas, dan hasil belajar masih di bawah KKM. Tujuan yang hendak dicapai dalam penelitian ini adalah untuk mengetahui keefektifan model pembelajaran Jigsaw berbantuan LKS pada materi Menghargai Perjuangan Kemerdekaan Indonesia kelas V SDN Pleburan 03 Semarang dilihat pada ketuntasan belajar dan hasil belajar. Jenis penelitian ini adalah kuantitatif dalam bentuk True Eksperimental Design dengan desain desain Pre test – Post test Kontrol Design. Populasi penelitian adalah 40 siswa kelas VA dan VB siswa SDN Pleburan 03 Semarang. Hasil penelitian menunjukkan bahwa model pembelajaran Jigsaw berbantuan LKS efektif terhadap hasil belajar siswa. Hal ini terbukti dengan hasil analisis akhir dengan menggunakan Uji t-test didapatkan thitung= 3,218 ttabel= 2,021 dengan dk n_1+n_2 – 1 = 39 dan α = 5%. Sehingga diperoleh t hitung > t tabel yakni 3,218 > 2,021 maka Ho ditolak dan Ha diterima. Hal itu terbukti dengan nilai rata-rata dan ketuntasan belajar kelas eksperimen lebih baik daripada nilai rata-rata dan ketuntasan belajar kelas kontrol. Dimana nilai rata-rata kelas eksperimen sebesar 83,25, sedangkan nilai rata-rata kelas kontrol sebesar 75,75 dan ketuntasan belajar klasikal kelas eksperimen sebesar 95% sedangkan ketuntasan belajar kelas kontrol 90% Kata Kunci: Keefektifan, Jigsaw Abstract The background of this research is the low learning result of IPS lesson. It is caused by the lack of students’ understanding on the material delivered by the teacher, teacher variations on learning process in classroom, and the learning result still under Minimum Completeness Criteria (KKM). The aim to be achieved in this research is to find out the effectiveness of Jigsaw learning model assisted by LKS in material Respecting the Struggle of Indonesian Independence in SDN Pleburan 03 Semarang seen by the completeness of learning and learning result. Mega Wahyuningsih Keefektifan Model... 163 MAGISTRA - Volume 8 Nomor 2 Desember 2017 This research using quantitative in form True Experimental Design with Pre test - Post test Design Control. The population of the study was 40 students of VA and VB classes in SDN Pleburan 03 Semarang. The results showed that the Jigsaw learning model assisted by LKS is effective on student learning outcomes. This is prooved by the results of the final analysis using the t-test Test obtained t = 3.218 t table = 2.021 with dk n_1 + n_2 - 1 = 39 and α = 5%. So that t count> t table is 3,218> 2,021 then Ho is rejected and Ha is accepted. This is prooved by the average value and completeness of the experimental class learning better than the average value and completeness of learning the control class. Where the average value of the experimental class is 83.25, while the average value of the control class is 75.75 and the classical learning completeness of the experimental class is 95% while the completeness of the control class is 90%. Key Word: Efectivity, Jigsaw


2018 ◽  
Author(s):  
Ahmad Arifuddin ◽  
Moh Masnun ◽  
Eulis Sofia Lajuba

This study aims to: 1) describe students' responses to the implementation ofconcept map strategy with nusantara board media on Civics learning; 2) describe student learning outcomes in Civics learning; 3) to know the effectiveness of the implementation of concept map strategy with nusantara board media on student learning outcomes on learning Civics. This research is a quantitative research using posttest-only control design. The population in this study is all students of the class III MI Al Washliyah which amounted to 92 students. Meanwhile, the sample in this study is the students of the class III B, which amounted to 28 students and students of the class III C which amounted to 30 students. Determination of this sample using purposive sampling technique. Data collection techniques used questionnaires, tests, and documentation. The data were analyzed using percentage test of questionnaire score and independent sample t test. The results showed that students' responses to the implementation of concept map strategy with nusantara board media were strong, ie 79%. Meanwhile, the average value of the experimental class is 85.67 greater than the control class average, which is 72.67. Based on the results of independent t test test results obtained that the significance value of 0.00 <0.05 then H0 rejected, meaning there is a significant difference between the experimental class with the control class. So it can be concluded that the implementation of concept map strategy with the nusantara board media effective improve student learning outcomes on learning Civics in Class III MI Al Washliyah Perbutulan Cirebon.


2021 ◽  
Vol 5 (2) ◽  
pp. 156
Author(s):  
Maulana Arafat Lubis

This study aims to determine the effectiveness of PPKn teaching materials based on Blended Learning (BL). This study uses the RnD (Research and Development) method with the ADDIE development model. The population of this study was the fourth-semester students of the PGMI IAIN Padangsidimpuan Study Program. The sampling technique used in this study is purposive sampling, so the sample is 35 students. Data collection techniques using Google Form-assisted questionnaires, Kahoot-assisted learning outcomes tests, interviews, observations, and documentation. Analysis of research data using descriptive statistics assisted by STATCAL and EAVIS software. The research results show that PPKn-based teaching material design is excellent and has a good level of validation based on expert judgment. The level of effectiveness is also excellent, seen from student learning outcomes with the average value of PPKn MI/SD Low-Class courses on the pre-test is 64.7143; post-test I (meeting I) was 74.5714; post-test II (meeting I) was 79.5714; post-test II (meeting I) was 83; post-test II (meeting II) was 88.


BIODIK ◽  
2019 ◽  
Vol 5 (3) ◽  
pp. 273-285
Author(s):  
Vinanda Zulfira ◽  
Evita Anggereini ◽  
Ali Sadikin

This study aims to determine the effect of learning Teams Games Tournament (TGT) on the learning outcomes of biology students in class X MIA SMA Negeri 1 Batang Hari. This research is a true experiment with a post-test only control design. The subjects in this study were students of class X MIA SMA Negeri 1 Batang Hari. In the experimental class given the learning treatment with the Teams Games Tournament (TGT) learning model, while in the control class without the Teams Games Tournament (TGT) learning model. To test the difference in the average learning outcomes of the experimental class and the control class on the cognitive aspects, the t-test, normal distributed data, and homogeneous variance were used. From statistical calculations it can be seen that the average value of student learning outcomes in biology class X MIA students in the experimental class has an effect compared to the acquisition of grades in the control class, this is due to the treatment given. In the cognitive aspect that the experimental class (84.90) has an effect compared to the control class (82.35). The average affective aspect, student learning outcomes of the experimental class (85.37) have an effect on the control class (84.68). Based on the t-test on cognitive aspects, it was obtained tcount of 1.87, affective of 1.67. At the 95% confidence level, a table of 2.01 is obtained so that the hypothesis is accepted for both aspects. Based on the results of the study it can be concluded that the effect of the application of the Teams Games Tournament learning model to the learning outcomes of biology students in class X MIA SMA Negeri 1 Batang Hari. Keywords:  Cooperative Learning, Model Type Teams Games Tournament (TGT, Biodiversity Materials Abstrak. Peneltian ini bertujuan untuk mengetahui pengaruh pembelajaran Teams Games Tournament (TGT) terhadap hasil belajar biologi siswa kelas X MIA SMA Negeri 1 Batang Hari. Jenis penelitian ini adalah True eksperimen dengan desain post-test only control. Subjek dalam penelitian ini adalah siswa kelas X MIA SMA Negeri 1 Batang Hari. Pada kelas eksperimen diberikan perlakuan pembelajaran dengan model pembelajaran Teams Games Tournamen (TGT), sedangkan pada kelas kontrol tanpa model pembelajaran Teams Games Tournament (TGT). Untuk menguji perbedaan rata-rata hasil belajar kelas eksperimen dan kelas kontrol pada aspek kognitif digunakan uji-t, data terdistribusi normal, dan bervarian homogen. Dari perhitungan statistik dapat dilihat bahwa nilai rata-rata hasil belajar siswa pada mata pelajaran biologi siswa kelas X MIA pada kelas eksperimen berpengaruh dibandingkan dengan perolehan nilai pada kelas kontrol, hal ini disebabkan dari perlakuan yang diberikan. Pada aspek kognitif bahwa kelas eksperimen (84,90) berpengaruh dibandingkan untuk kelas kontrol (82,35). Rata-rata aspek afektif, hasil belajar siswa kelas eksperimen (85,37) berpengaruh dari pada kelas kontrol  (84,68). Berdasarkan uji-t pada aspek kognitif diperoleh thitung sebesar 1,87, afektif sebesar 1,67. Pada taraf  kepercayaan 95% diperoleh ttabel  sebesar 2,01sehingga hipotesis diterima untuk kedua aspek tersebut. Berdasarkan hasil penelitian dapat diambil kesimpulan bahwa pengaruh penerapan model pembelajaran Teams Games Tournament terhadap hasil belajar biologi siswa kelas X MIA SMA Negeri 1 Batang Hari. Kata kunci: Pembelajaran Kooperatif, Teams Games Tournament (TGT), Keanekaragaman hayati


2020 ◽  
Vol 8 (2) ◽  
pp. 58
Author(s):  
Netty Ino Ischak ◽  
Eka Anggraini Odja ◽  
Jafar La Kilo ◽  
Akram La Kilo

Chemistry learning has so far emphasized macroscopic and symbolic aspects as a result of misconceptions and students' low understanding of chemistry. This study aims to determine the influence of science process skill through guided inquiry model on student learning outcomes on acidic-basicsolution topic. The type of research is experimental research with Posttest-Only Control Design. Sampling was done by using Purposive Sampling technique. The sample of research for the experimental class and control class were 31 students, respectively. Data collection using objective test as an instrument that contains test about acidic acid material. Data analysis technique used to test the research hypothesis is t-test. Based on the statistical results obtained the average value of post-test experimental class is 58.55 while for the control class the average post-test value is 39.68. Result of data analysis for learning result show that in significant level 0,05 obtained tcount> t table  (6,22> 1,671),  then H0 rejected or accepted H1. Thus it can be concluded that there is the influence of process skills of science through guided inquiry model on student learning outcomes on acidic acid solution materials.The positive effects are also discussed in this study.


Author(s):  
Vicka Nur Rizky ◽  
Hanim Faizah

This research has the background that there are still many students are still lacking in understanding mathematical concepts in students and its effect on student learning outcomes Class XI MA Darul Ulum. Therefore, it requires an approach that can improve learning outcomes, one of which is the approach Open-ended.The purpose is to determine the effect of the open-ended approach to the learning outcomes of students in grade XI MA Darul Ulum Waru.This research is a quantitative type of research True Experimental design and research design posttest control group design. The sampling technique using simple random sampling technique and obtained samples of the class XI IPA 1 as an experimental class and class XI IPA 2 as the control class with the population of all students in grade XI MA Darul Ulum Waru. The data collection technique using the test, observation methods and techniques of data analysis using t-test. From the analysis of the data obtained 2,35and  1,99 then = 2.35 > 1.99 and the average value of the experimental class is higher than the control class, it can be concluded that there is the effect of the open-ended approach to the learning outcomes of students in grade XI MA Darul Ulum Waru.


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