scholarly journals PENERAPAN APLIKASI SIMULASI ELECTRONIC WORKBENCH DAN PROTEUS PADA MATERI PENERAPAN RANGKAIAN ELEKTRONIKA BAGI SISWA KELAS XI TEKNIK ELEKTRONIKA INDUSTRI

2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Siti Nurhidayah ◽  
Didik Aribowo ◽  
Desmira Desmira

ABSTRACT:The purpose of this research was to determine student learning outcomes after the application of EWB software learning media during the learning process in the subject of applying electronic circuits; knowing student learning outcomes after the application of proteus software learning media during the learning process in the subject of applying electronic circuits; knowing the difference in student learning outcomes after the application of EWB and proteus software learning media in the subject of implementing electronic circuits. This type of research is an experiment with experimental research method (experimental) and pretest-posttest control group design. The population in this study were students of class XI SMKN 1 Cikande majoring in Industrial Electronics Engineering which consisting of 38 students. The research sample consisted of 2 classes with a total of 21 students and 17 students. The sampling technique used in this research is saturated sampling technique. Data collection instruments used were is pretest and posttest and psychomotor observation sheets. Data analysis technique used the Mann Withney test (U-test) to test the hypothesis with SPSS version 21.0. The results of this study suggests that (1) there are differences in learning outcomes in cognitive aspects between students treated with EWB and proteus. The average student learning outcomes in the cognitive aspects of the proteus were 73.23, greater than the average student learning outcomes in the cognitive aspects of the EWB, which was 68.1. Uji-U calculations obtained sig. (2-tailed) of 0,000. If the value is sig. (2-tailed) is less than alpha 0.05, then the H0 statement is rejected and H1 is accepted. (2) there are differences in psychomotor learning outcomes between students treated with proteus and EWB. The average student learning outcomes of the psychomotor aspects treated with the proteus were 82.06, greater than the average learning outcomes of students in the psychomotor aspects treated with the EWB, namely 75.48. Uji-U calculations obtained sig. (2-tailed) of 0,000. If the value is sig. (2-tailed) less than alpha 0.05, then the H0 statement is rejected and H1 is accepted.ABSTRAK:Tujuan penelitian ini adalah mengetahui hasil belajar siswa setelah diterapkan media pembelajaran software EWB dalam mata pelajaran penerapan rangkaian elektronika; mengetahui hasil belajar siswa setelah diterapkan media pembelajaran software proteus dalam mata pelajaran penerapan rangkaian elektronika; mengetahui perbedaan hasil belajar siswa setelah diterapkan media pembelajaran software EWB dan proteus dalam mata pelajaran penerapan rangkaian elektronika. Jenis penelitian yang digunakan yaitu eksperimen dengan metode penelitian eksperimen (eksperimental) dan desain pretest-posttest control group design. Populasi dalam penelitian ini adalah siswa kelas XI SMKN 1 Cikande jurusan Teknik Elektronika Industri yang terdiri dari 38 siswa. Sampel penelitian terdiri dari 2 kelas dengan total 21 siswa dan 17 siswa. Teknik pengambilan sampel yang digunakan dalam penelitian ini teknik sampling jenuh. Instrumen pengumpulan data yang digunakan adalah pretest, posttest dan lembar observasi psikomotor. Teknik analisis data menggunakan uji Mann Withney (Uji-U) untuk menguji hipotesis dengan SPSS versi 21.0. Hasil penelitian ini menunjukkan bahwa (1) ada perbedaan dalam hasil belajar aspek kognitif antara siswa yang diperlakukan dengan EWB dan proteus. Rata-rata hasil belajar siswa aspek kognitif proteus sebesar 73,23 lebih besar dibandingkan rata-rata hasil belajar siswa pada aspek kognitif EWB yaitu sebesar 68,1. Perhitungan Uji-U diperoleh hasil sig. (2-tailed) sebesar 0,000. Jika nilai sig. (2-tailed) kurang dari alpha 0,05, maka pernyataan H0 ditolak dan H1 diterima. (2) ada perbedaan hasil belajar ranah psikomotor antara siswa yang diberi perlakuan dengan proteus dan EWB. Rata-rata hasil belajar siswa aspek psikomotor yang diberi perlakuan proteus sebesar 82,06 lebih besar dibanding dengan rata-rata hasil belajar siswa aspek psikomotor yang diberi perlakuan EWB yaitu sebesar 75,48. Perhitungan Uji-U diperoleh hasil sig. (2-tailed) sebesar 0,000. Jika nilai sig. (2-tailed) kurang dari alpha 0,05, maka pernyataan H0 ditolak dan H1 diterima.

2018 ◽  
Vol 9 (2) ◽  
pp. 49
Author(s):  
Sulaiman Sulaiman ◽  
Abdul Gani Haji ◽  
Muhammad Syukri

Abstrak Sebagai salah satu sekolah yang menerapkan kurikulum 2013, SMAN 1 Sigli dituntut mampu menggunakan IT dalam meningkatkan hasil belajar peserta didik. Hal ini merupakan hambatan dalam implementasi kurikulum 2013 di SMAN 1 Sigli, maka perlu menerapkan IT dalam model pembelajaran. Penelitian ini bertujuan mengetahui pengaruh model PBL berbantuan IT terhadap hasil belajar peserta didik pada materi fluida statis di SMAN 1 Sigli. Metode quasi experiment dengan pretest posttest, control group design yang dilaksanakan di SMAN 1 Sigli tahun pelajaran 2016/2017. Pemilihan sampel dengan teknik random sampling, memilih 2 (dua) dari 5 (lima) kelas yang terdapat di SMAN 1 Sigli. Pengumpulan data dilakukan dengan soal tes untuk melihat pengaruh model PBL berbantuan IT terhadap hasil belajar peserta didik pada materi fluida statis. Hasil penelitian menunjukkan bahwa hasil belajar peserta didik mencapai 85% kategori tinggi pada kelas eksperimen dan kelas kontrol hanya 65%, hasil pengujian hipotesis didapat thitung > ttabel yaitu 2,61 > 1,68. Berdasarkan hasil penelitian dapat disimpulkan bahwa terdapat pengaruh model PBL berbantuan IT dalam pembelajaran fisika terhadap hasil belajar peserta didik pada materi fluida statis di SMAN 1 Sigli. Model PBL berbantuan IT dapat diterapkan dalam pembelajaran untuk membuat peserta didik lebih aktif, namun terdapat kelemahan pada kegiatan merumuskan masalah dan berhipotesis. Kata Kunci: PBL berbantuan IT; fluida; hasil belajar. Abstract As one of the schools implementing the 2013 curriculum, SMAN 1 Sigli is required to use IT in improving learners' learning outcomes. This is an obstacle in the implementation of the 2013 curriculum in SMAN 1 Sigli, it is necessary to apply IT in the learning model. This study aims to determine the effect of IT assisted PBL model on student learning outcomes on static fluid material at SMAN 1 Sigli. Quasi experimental method with pretest posttest, control group design implemented in SMAN 1 Sigli in academic year 2016/2017. Selection of sample by random sampling technique, choose 2 (two) from 5 (five) class which is in SMAN 1 Sigli. The data was collected using test questions to see the effect of IT assisted PBL model on students' learning outcomes on static fluid materials. The result of the research shows that the students' learning achievement reaches 85% high category in the experimental class and the control class is only 65%, the result of hypothesis testing is tcount> ttable is 2.61> 1.68. Based on the result of this research, it can be concluded that there is influence of IT assisted PBL model in physics learning toward student learning outcomes on static fluid material at SMAN 1 Sigli. IT-assisted PBL models can be applied in learning to make learners more active, but there are weaknesses in problem-forming and hypothesizing activities. Keywords: IT assisted PBL; fluida; learning outcomes.


Author(s):  
Mhd. Ihsan

The main problem of this research is how is the influence of the use of information technology media on the learning outcomes of students in Asahan's Fiqh X MAN subject. The subject matter is then broken down into a number of subproblems or research questions, namely: 1) How the learning outcomes of students in Asahan Class X Fiqh subject taught by using information technology media and, 2) How students learn in class Fiqh subjects X MAN Asahan who is not taught to use information technology media, 3) Is there any influence on student learning outcomes on subjects taught and those who are not taught using information technology media in class X MAN. This type of research is classified as quantitative (experimental quasy) which aims to determine the effect of information technology media on the class X MAN Fiqh Asahan subjects. With the research design used is Nonequivalent control group design. the sampling technique is purposive sampling. The method of data collection conducted by researchers is a test. The form of the test used is a multiple choice multiple choice objective test. The research results from the calculation of the value with the help of computer program Statistical Package for Social Sciences (SPSS) version 24.0 for windows illustrate that there are significant differences in learning outcomes between classes using Information Technology media and classes that do not use Information Technology media. With a significance value of 0,000


2018 ◽  
Vol 7 (2) ◽  
pp. 226-236
Author(s):  
Rifda Alfiyana ◽  
Sri Sukaesih ◽  
Ning Setiati

Tujuan dari penelitian ini untuk menganalisis pengaruh model pembelajaran ARCS metode Talking stick pada materi Sistem Pencernaan Makanan terhadap motivasi, dan hasil belajar siswa. Penelitian ini dilaksanakan di MTs Negeri 1 Bobotsari pada semester gasal tahun ajaran 2017/2018. Rancangan yang digunakan dalam penelitian ini adalah nonequivalent control group design. Populasi dalam penelitian ini adalah seluruh siswa kelas VIII yang terbagi dalam 7 kelas, sedangkan sampel dalam penelitian ini adalah kelas VIII D dan VIII E yang diambil dengan teknik purposive sampling. Data penelitian berupa data hasil belajar, motivasi belajar siswa, tanggapan siswa, dan keterlaksanaan pembelajaran. Data hasil belajar siswa dianalisis menggunakan uji-t dan N-gain. Hasil penelitian menunjukkan bahwa pembelajaran dengan ARCS dengan metode Talking stick pada kelas eksperimen berbeda terhadap kelas kontrol dengan analisis hasil posttest, uji t menunjukkan thitung 8,29 > ttabel 1,67 dengan taraf signifikan 0,05. Analisis motivasi siswa kelas eksperimen dengan kriteria sangat tinggi sebesar 89,47% sedangkan pada kelas kontrol dengan kriteria  tinggi sebesar 47,22 %. Siswa memberikan tanggapan baik terhadap pembelajaran ARCS dengan metode Talking stick karena membantu siswa memahami materi sistem pencernaan makanan. Berdasarkan hasil penelitian dapat disimpulkan bahwa pembelajaran ARCS dengan metode Talking stick berpengaruh positif terhadap motivasi dan hasil belajar siswa materi sistem pencernaan makanan. The purpose of this research is to analyze the influence of learning model ARCS Talking stick method on Food Digestion System material to motivation, and student learning outcomes. This research was conducted in MTs Negeri 1 Bobotsari in the academic year of 2017/2018. The design used in this study is nonequivalent control group design. The population in this research is all students of class VIII which is divided into 7 classes, while the sample in this research is class VIII D and VIII E taken with purposive sampling technique. Research data in the form of data learning outcomes, student learning motivation, student responses, and the implementation of learning. Data on student learning outcomes were analyzed using t-test and N-gain. The results showed that learning with ARCS by Talking stick method in different experimental class to control class with posttest result analysis, t test showed tcalct 8,29> ttable 1,67 with significant level 0,05. Motivation analysis of experimental class students with very high criteria of 89.47% while in the control class with high criterion of 47.22%. Students respond well to ARCS learning with Talking stick method because it helps students understand the material of digestion system of food. Based on the results of research can be concluded that learning ARCS with Talking stick method positively affect the motivation and student learning outcomes material digestion system food.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Arpina Saleha ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Okviyoandra Akhyar

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh media permainan ular tangga senyawa terhadap hasil belajar siswa.Penelitian ini menggunakan nonequivalentcontrolgroupdesign. Populasi dalam penelitian ini adalah seluruh siswa kelas X MIA, sedangkan sampel penelitian yang digunakan yaitu X MIA 2 dan X MIA 3.Pada penelitian ini kedua kelas diberikan perlakuan yang berbeda,kelas X MIA 2 dibelajarkan tanpa menggunakan permainan media ular tangga senyawa, sedangkan kelas X MIA 3 dibelajarkan menggunakan media permainan ular tangga senyawa.Teknik pengumpulan data yang digunakan adalah soal tes pilihan  ganda.  Data  yang diperoleh dianalisis  menggunakan  uji mann whitney u.Data hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas kontrol lebih rendah daripadanilai rata-rata kelas eksperimen.Sehingga dapat disimpulkan bahwa terdapat pengaruh media permainan ular tangga senyawa pada materi tata nama senyawa terhadap hasil belajar siswa di SMA Negeri 1 AlalakThis study aimed to determine whether or not the influence of snake and compound compound media play on student learning outcomes. This study used nonequivalent control group design. The population in this study were all students of class X MIA, while the research samples used were X MIA 2 and X MIA 3. In this study both classes were given different treatments, class X MIA 2 was taught without using snake ladder compound media games, while classes X MIA 3 was taught using the media game snake ladder compound. Data collection techniques usedwere multiple choice test questions. The data obtained were analyzed using the Mann Whitney test. The data of the research showed that the average value of the control class post-test is lower than the average value of the experimental class.  So  it  can  be  concluded  that  there  were  the influence  of  snake  ladder compound  media  on  compound  nomenclature material  on  student  learning outcomes in SMA Negeri 1 Alalak.


2019 ◽  
Vol 8 (2) ◽  
Author(s):  
Selly Minalasari ◽  
Hobri Hobri ◽  
Susi Setiawani

This study aims to know the effectiveness of collaborative learning with gift envelope game media on statistic learning outcomes. Student learning outcomes are measured only on the subject of collection and presentation data. This research is pure experimental research with a posttest only control group design. The population of this study were students of class VII SMP Negeri 12 Jember and the sample was class VII B as the experimental class and class VII D as the control class. The hypothesis testing method used is T-Test (Independent Sample T-test). Based on the results of data analysis, the value of tcount = 5.993 ≥ ttable = 2.00665 or ρ-value = 0,000 < 0.025 at the first meeting, while at the second meeting tcount = 5.069  ≥ ttable =2.00324 or ρ-value = 0,000 < 0.025. Based on the results of these calculations it can be concluded that H0 is rejected and H1 is accepted which means collaborative learning with gift envelope game media is effective for student’s learning outcomes


Author(s):  
Suci Nur Amaliyah ◽  
Rusijono Rusijono ◽  
Waspodo Tjipto Subroto

ABSTRACTThis research aims to know the effect of cooperative learning model of team game tournament with uno card toward student activity fourth grade student of Elementary School and to know the effect of cooperative learning model of team game tournament with uno card to learning outcomes of Social Studies fourth grade student of Elementary School. This research is conducted in SDN Sidokare IV, Sidoarjo with research subject is fourth grade students in fourth A as control class and fourth B grade students as experiment class school year 2015/2016. The type of research is experiment research with form of research is pretest-posttest control group design. The research data was obtained as follows: students activity at experiment class is better than control class. This condition was shown with tarithmetic score (5,253) > ttable (1.994) with mean score in experiment class is 82,3200 higher than students social skills in control class 71,5600. So, there are effect of cooperative learning model of team game tournament with uno card to student activity. While for second hypothesis testing was showed that student learning outcomes in experiment class is higher than control class. This condition was shown with tarithmetic score (5.462) > ttable (1.994) with mean score in experiment class is 90,3400 higher than student learning outcomes in control class 62,9600. So, there are effect of cooperative learning model of team game tournament with uno card to student learning outcomes.Keywords: Team Game Tournament Learning Model, Uno Card, Student Learning Activity. ABSTRAK                                                                                          Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran team game tournament dengan media kartu uno terhadap aktivitas siswa kelas IV Sekolah Dasar dan untuk mengetahui pengaruh model pembelajaran team game tournament dengan media kartu uno terhadap hasil belajar siswa pada mata pelajaran IPS kelas IV Sekolah Dasar. Penelitian ini dilakukan di SDN Sidokare IV, Sidoarjo dengan subjek penelitian adalah siswa kelas IV A sebagai kelas kontrol dan kelas IVB sebagai kelas eksperimen tahun pelajaran 2015/2016. Jenis penelitian yang dilakukan adalah penelitian eksperimen dengan bentuk desain penelitian pretest-posttest control group design. Data hasil penelitian yang diperoleh sebagai berikut: aktivitas siswa pada kelas eksperimen lebih baik dibandingkan dengan kelas kontrol. Hal ini ditunjukkan dengan nilai thitung (5,253) > ttabel (1.994) dengan nilai mean pada kelas eksperimen sebesar 82,3200 lebih tinggi dibandingkan dengan aktivitas siswa pada kelas kontrol yaitu sebesar 71,5600. Jadi, ada pengaruh model pembelajaran team game tournament dengan media kartu uno terhadap aktivitas siswa. Sedangkan untuk pengujian hipotesis kedua menunjukkan bahwa hasil belajar siswa pada kelas eksperimen lebih tinggi dibandingkan pada kelas kontrol. Hal ini ditunjukkan dengan nilai thitung (5.462) > ttabel (1.994) dengan nilai mean pada kelas eksperimen sebesar 90,3400 lebih tinggi dibandingkan dengan hasil belajar siswa pada kelas kontrol yaitu 62,9600. Jadi, ada pengaruh model pembelajaran team game tournament terhadap hasil belajar siswa.Kata Kunci: Model pembelajaran team game tournament dengan media kartu uno, aktivitas siswa, hasil belajar.


2020 ◽  
Vol 1 (1) ◽  
pp. 83-88
Author(s):  
Yesi Budiarti ◽  
Reni Tantri

Audio-visual media is a media that can display elements of images and sound elements in an integrated manner when communicating messages or information. Audio visual media is an intermediary media or the use of material and its absorbers through sight and hearing. Thus building conditions that can make students able to gain knowledge, skills and attitudes. The purpose of this study was to determine "The influence of the use of Android-based audio visual learning media on student learning outcomes". This type of research is a quasi-experimental, with the Non-equivalent Control Group Design experimental design. In sampling using a purposive sampling technique. The population and sample in this study were the fifth semester students of the PGSD Study Program, totaling 139 students. Based on the results of the study that the pre-test and post-test scores in the experimental class get a t-test value of 4.06 and a t-table of 1.70 then 4.06> 1.70. Then this can be said to be greater than t table. Thus it shows that the hypothesis has a positive influence on the use of android-based audio visual media on student learning outcomes. The magnitude of the influence of the use of audio visual media is 36.34%.


2018 ◽  
Vol 6 (2) ◽  
pp. 201-206
Author(s):  
Villa Anggraini ◽  
Lucky Heriyanti Jufri ◽  
Wella Juliati

AbstrakPenelitian ini dilatarbelakangi oleh rendahnya hasil belajar dan minat siswa untuk mengulang pelajaran yang telah dipelajarinya. Mengatasi masalah tersebut penulis melaksanakan pembelajaran dengan menerapkan strategi pembelajaran Make A Match dan Index Card Match. Penelitian ini bertujuan untuk mengetahui bagaimana peningkatan hasil belajar matematika siswa dengan menerapkan strategi pembelajaran Make A Match dan Index Card Match. Jenis penelitian ini adalah kuasi eksperimen, dengan rancangan penelitian Nonequivalent Control Group Design. Populasi dalam penelitian ini adalah seluruh siswa kelas VIII SMPN 1 Koto XI Tarusan dan yang terpilih sebagai kelas sampel adalah kelas VIII.2 dan kelas VIII.3. Instrumen yang digunakan dalam penelitian ini adalah pretest dan posttest. Bentuk tes yang digunakan adalah tes uraian. Hasil analisis butir soal diperoleh soal tes reliabel dengan reliabilitas tes adalah r_11=0,8421. Berdasarkan pengujian hipotesis menggunakan uji t satu arah diperoleh thitung = 3,17 dan ttabel = 1,676 karena thitung> ttabel maka H0 ditolak dan H1 diterima sehingga dapat disimpulkan bahwa peningkatan hasil belajar matematika siswa menerapkan strategi pembelajaran Make A Match lebih baik dari peningkatan hasil belajar matematika siswa menerapkan strategi pembelajaran Index Card Match pada siswa kelas VIII SMPN 1 Koto XI Tarusan Tahun Pelajaran 2016/2017.Kata Kunci: Make A Match, Index Card Match, hasil belajar.AbstractThe background of the research is caused by student learning outcomes and interest in learning to review the lesson that is still low. To solve these problems, the researcher doing learn by applying strategies for learning Make A Match and index Card Match. This research aims to know the improvement mathematics student learning outcomes by applying strategies for learning Make A Match and index Card Match. The types of this research is A quasi-experiment with Nonequivalent Control Group Design. The population of this research is whole students in class VIII SMPN 1 Koto XI Tarusan, the sample is class VIII.2 and class VIII.3. The instrument used is pretest and posttest. The test form that used is essay with reliability r_11=0,8421. base on the hypothesis test which applying test one side, it obtained tcount = 3,17 and ttable = 1,676 for t_count>t_table then rejected H0 and accepted H1. Therefore, it can be concluded the improvement mathematics student learning outcomes by applying strategies for learning Make A Match better than improvement mathematics student learning outcomes by applying strategies for learning Index Card Match in class VIII SMPN 1 Koto XI Tarusan in school year 2016/2017.Keyword: Make A Match, Index Card Match, learning outcomes.


Author(s):  
Nanda Fauzia Abda’u ◽  
Fattah Hanurawan ◽  
Sutarno Sutarno

<p><strong>Abstract:</strong> This study aims to determine the differences in student learning outcomes by applying the TGT model assisted by traditional games in the experimental class and student learning outcomes by applying conventional models to the control class. This study used a quasi experimental design with pretest-posttest control group design. The research data was collected using test instruments for learning outcomes in the form of pretest and posttest values. The results showed that there was a significant influence on the Teams Games Tournament learning model assisted by traditional games on student learning outcomes.</p><strong>Abstrak:</strong><em> </em>Penelitian ini bertujuan guna mengungkapkan pengaruh hasil belajar siswa dengan menerapkan model <em>Teams Games Tournament</em> berbantuan permainan tradisional pada kelas eksperimen dan hasil belajar siswa yang menerapkan model konvensional pada kelas kontrol. Penelitian ini menggunakan <em>desain quasi eksperimental</em> dengan rancangan <em>pretest-posttest control grup design</em>. Data penelitian dikumpulkan dengan menggunakan instrumen tes untuk hasil belajar yang berupa nilai <em>pretest</em> dan <em>posttest</em>. Teknik analisis data yang digunakan dalam penelitian ini yaitu Gain Score Independent sample t-test. Hasil penelitian menunjukkan ada pengaruh yang signifikan model pembelajaran <em>Teams Games Tournament</em> berbantuan permainan tradisional terhadap hasil belajar siswa.


2019 ◽  
Vol 2 (5) ◽  
pp. 323
Author(s):  
Mukti Ratnasari ◽  
Marchasan Lexbin

This study aims to examine student learning outcomes using the type of snowball throwing learning towards student learning outcomes in mathematics subjects at MTs Islam Al-Maziyyah cianjur. The use of the method in this study is quasi-experimental with pretest and posttest equivalent to the control group design. Students of class VII Islamic MTs Al-Maziyyah cianjur which amounted to 3 classes were used as the population for this study while the research sample was class VII A as an experimental class that was treated with snowball throwing learning and VII C as a control class received normal learning treatment. The research instrument was in the form of student training experiments. The results showed that the influence of the relevant use of the type of snowball throwing learning was influenced on student learning outcomes from those using the usual approach.


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