scholarly journals Pengembangan virtual physics world sebagai media pembelajaran kesetimbangan benda tegar untuk meningkatkan keterampilan penerapan ilmu Fisika sehari-hari

2018 ◽  
Vol 5 (2) ◽  
pp. 165-179
Author(s):  
Megawati Kumalasari ◽  
Mochamad Bruri Triyono

Penelitian ini bertujuan untuk: (1) mengetahui kelayakan aplikasi Virtual PhysicsWorld sebagai media pembelajaran materi kesetimbangan benda tegar yang dihasilkan, (2) mengetahui kelayakan aplikasi Virtual PhysicsWorld yang dihasilkan untuk meningkatkan keterampilan penerapan fisika sehari-hari, (3) mengetahui peningkatan keterampilan penerapan ilmu fisika sehari-hari setelah menggunakan Virtual Physics World yang dihasilkan. Prosedur pengembangan menggunakan model pengembangan Allesi dan Trollip yang meliputi tahap perencanaan, desain, dan pengembangan. Ujicoba produk terdiri dari uji alfa dan uji beta. Uji alpha dilakukan oleh ahli media dan ahli materi yang masing-masing terdiri dari dua orang. Sedangkan uji beta dilakukan terhadap 27 siswa kelas XI SMA N 1 Yogyakarta. Penelitian ini menghasilkan Virtual Physics World yang memiliki (1) Kelayakan produk berdasarkan hasil validasi oleh ahli materi diperoleh skor rata-rata 3,47 (sangat layak) dan hasil validasi oleh ahli media diperoleh skor rata-rata 2,93 (layak). Sedangkan angket penilaian siswa terhadap produk mendapatkan skor rata-rata 3,82 (sangat layak), (2) Skor rata-rata keterampilan siswa mendapatkan nilai 82 untuk pre test dan 89 untuk post test. (3) terdapat peningkatan skor rata-rata post test terhadap pre test sebesar 7 poin. Sedangkan perhitungan N-Gain terhadap hasil tes siswa menunjukkan adanya peningkatan skor siswa dengan rincian 33% siswa pada kategori rendah, 60% siswa pada kategori sedang, dan 7% siswa pada kategori tinggi.Kata kunci: virtual physics world, pembelajaran fisika, keterampilan penerapan fisika DEVELOPING VIRTUAL PHYSICS WORLD AS INSTRUCTIONAL MEDIA OF STATIC MATERIAL TO IMPROVE DAILY PHYSICS APPLICATION PERFORMANCEAbstractThe research aims to: (1) reveal the feasibility of the Virtual Physics World as instructional media in statics material that is produced, (2) reveal the feasibility of the Virtual Physics World that is produced to improve daily physics application of students’ performance, and (3) reveal the improvement of daily physics application of students’ performance after Virtual Physics World  utilization. The developmental procedure is classified into planning, designing, and developing. Alfa test was done by media expert and content expert which each of it consists of two experts. Whereas beta test was done by 27 students grade XI SMA N 1 Yogyakarta. The research has produced Virtual Physics World which has (1) The result of feasibility assesment by content expert had score 3.47 (very feasible) and the result of feasibility assesment by media expert had score 2.93 (feasible). Whereas, the result of questionnaire by student had average score 3.82 (very feasible). (2)The average score of students performance on pretest is 82 and post-test is 89. (3)There is increase on post test score from pre-test score with the value 7. While N-Gain score of test data points out the increase of students’ score with details 33% students in low category, 60% students in average category, dan 7% students in high category.Keywords: Virtual Physics World, physics learning, physics application performance

2020 ◽  
Vol 5 (1) ◽  
pp. 38
Author(s):  
Anderias Henukh ◽  
Haris Rosdianto ◽  
Sayaka Oikawa

This research was carried out at Musamus University in academic year 2019/2020 by taking a basic physics class I as a research sample. The purpose of this research is to determine the effectiveness of the implementation of Google classroom as multimedia learning. The research method used in this research is descriptive qualitative supported by quantitative data. The instrument used was a material and multimedia expert validation sheet, questions that had been validated to test the effectiveness of implementing Google classroom as learning multimedia. Based on the description above it can be concluded that the implementation of google classroom as multimedia learning with average results of multimedia expert validation of 82.5% and 87% of material experts have a good impact on the learning process and outcomes of students. This is evidenced by an increase in the value of each student with average of pre-test score is 62 and post-test score is 83. N-gain score is 0.75 (high category).


2020 ◽  
Vol 3 (2) ◽  
pp. 91-100
Author(s):  
Sam Roberto Andre Hasian Lumbantobing ◽  
Hilman Pardede ◽  
Herman Herman

This research is a study of improving students’ ability in reading comprehension. The aim was to find out whether the use of Herringbone technique would bring a significant difference in teaching reading comprehension through Recount text, compared with the result before the students being treated. The study was conducted in the tenth grade students of SMA N 4 Pematangsiantar. The research method used was the experimental design, where the Experimental group was the PMIA 3 class, and the PMIA 2 class as the control class. Both of the classes had 34 students in each of it. The data were obtained through pre-test, treatment and post test. The pre-test was held to know the students’ basic ability or score before treatment was given. Meanwhile, the post test was held to know the students’ achievement and significant effect after the students were taught using Herringbone technique. Finding of the research showed that both groups had a significant improvement in their reading ability after being treated and passed the KKM. The Control group, which the pre-test score was 60, made an improvement shown in their post-test score in amount of 70,44. The experimental group, the group which the researcher treated the Herringbone technique to them, had a higher improvement than the control group. The average score of pre-test in this group was about 54,41 where then being improved up to 78,97. The score of t-test (3,981) was higher than t-table (1,668) at the level of significance 5% for two tailed test, so Null Hypothesis is rejected and Alternative Hypothesis is accepted.


2018 ◽  
Vol 12 (1) ◽  
pp. 89 ◽  
Author(s):  
Giyati Retnowati ◽  
Rose Mini Agoes Salim ◽  
Airin Y Saleh

This research aimed to determine the effectiveness of picture in storybook reading to increase kindness in children. This research involved 31 children aged 5-6 years; they were taken from the kindergarten in Bandung as the participants. The intervention was done by reading eight picture books in eight days. The kindness was measured using a measurement instrument created by the researcher, in the form of nine coloured cards that described the behaviour of kindness. The measurement was also done by seeing through the kindness tree and observation sheets that filled out by the teacher. The data analysis using the Wilcoxon Signed-rank test shows a significant difference in the average score of kindness (p<0,05) before and after picture storybook reading. Two weeks after the intervention, the improvement on all kindness behaviours with the post-test score is greater than pre-test score that still can be found. Observation through kindness tree and observational sheets shows the same result.


2019 ◽  
Vol 2 (1) ◽  
pp. 36-48
Author(s):  
Wita Romita Ayu ◽  
Tri Ariani ◽  
Wahyu Arini

The purpose of this study was to determine "The Effect of Quantum Teaching Learning Model on Physics Learning Outcomes of Class X Students of SMK Negeri 3 Lubuklinggau in 2018/2019 Academic Year". This research is motivated by the low student physics learning outcomes. The purpose of this study was to determine the effect of the pre-test post-test group design model. The population in this study were all grade X class of SMK Negeri 3 Lubuklinggau in the 2018/2019 academic year. Two classes were chosen by random sampling, namely class X TKJ II as an experimental class and class X TKJ I as a control class. Data collection techniques using test techniques. Student test score data were analyzed using the t test. Based on the results of post-test data analysis of the experimental class and the control class with a 0.5% confidence level obtained tcount = 6.9 and ttable= 2.00 because tcount>ttable, means the average score of the experimental class is greater than the control class, then it was concluded that there was a significant effect of the Quantum Teaching learning model on physics learning outcomes of class X students of SMK Negeri 3 Lubuklinggau in the 2018/2019 academic year.


Author(s):  
Maria A. F. Mbari ◽  
Marianus Yufrinalis ◽  
Theresia Nona

This study aims to determine the effect of the use of inquiry learning methods on the learning outcomes of fifth grade students in science subjects of light traits in Catholic Elementary School Nita I. This research is a quasi-experimental study. The sample of this study was 39 students consisting of 20 VA students as the experimental class and 19 VB students as the control class. Learning outcomes tests and learning motivation questionnaire sheets were used to obtain data in this study, with a t-test performed to test hypotheses preceded by a prerequisite analysis test in the form of a normality test. The results of this study indicate that the implementation of the inquiry learning method has a positive and significant effect on the students’ learning outcomes. The group of students who took part in the learning with inquiry learning method obtained a better post test score which was equal to 76.25 compared to the group of students who followed conventional learning who obtained a post-test average score of 65.26.


2020 ◽  
Vol 2 (2) ◽  
pp. 79
Author(s):  
Fitriani Halimah ◽  
Lidiyatul Izzah

The purpose of this study was to investigate the effectiveness of the Semantic Boggle Game on building vocabulary transferability in foreign language students. The study was conducted in SMPN 177 Jakarta. The population in this study was all seventh-graders of which 7E of 35 students as the sample representative. The method used in this study was a quantitative method with a pre-experimental research design. In collecting the data, the writer used the students' pre-test and post-test. The data result indicates that the total students' pre-test scores are 2085 with an average score of 59,57. The total student's post-test score is 2745 with an average of 78,68. The results of the pre-test and post-test were calculated using a t-test. The calculation of the data result indicates that the t-count was 2,26 with t-table is 1,69 at the 0,05significance level. Therefore, this implies that the alternative hypothesis (H1) is accepted and the null hypothesis (H0) is rejected. The writers then concluded that using Semantic Boggle Game in teaching vocabulary is effective to build students’ vocabulary transferability.


Author(s):  
Nurul Izzah Wahyuillahi ◽  
Imam Nawawi ◽  
Putri Mahanani

Abstract: This research was conducted with the aim of knowing The Effect of Using Quizizz App in Online Learning on 5th Graders' PKn Final Score at SD Negeri Bunulrejo 1 Malang. This study used quasi-experiment as a research method and nonequivalent control group as a research design. The subject of the study were 91 5th graders in total; 24 students from 5A class and 26 students from 5B class. The instruments used was post-test. The data analysis technique used are mean difference test and descriptive analysis. The result showed that the average PKn post-test score in experimental group was 95,27 with 25,08 gain score while the average PKn post-test score in control group was 65,75 with 16,29 gain score. It showed that the average PKn final score and gain score in the experimental group is higher than in the control group after the test is being held. We can conclude that there are positive impact on using Quizizz app in online learning on 5th graders' PKn final score at SD Negeri Bunulrejo 01 Malang. Abstrak: Penelitian ini dilakukan dengan tujuan guna mengetahui Pengaruh Penggunaan Aplikasi Quizizz Dalam Pembelajaran Daring Terhadap Hasil Belajar Pada Muatan PKN Kelas V di SD Negeri Bunulrejo 01 Malang. Penelitian ini menggunakan metode quasi eksperimental design dengan menggunakan desain penelitian nonequivalent control group design. Subjek penelitian adalah kelas VA sejumlah 24 peserta didik dan kelas VB sejumlah 26 peserta didik. Instrumen yang digunakan dalam penelitian ini berbentuk lembar tes. Teknik analisis data menggunakan beda mean dan analisis deskriptif. Berdasarkan hasil penelitian menunjukkan bahwa Aplikasi Quizizz dirasa sangat efektif dan berpengaruh terhadap hasil belajar siswa. Hal ini dapat dilihat dari hasil penelitian yang diperoleh sebagai berikut, nilai rata-rata post-test hasil belajar PKn kelas eksperimen sebesar 95,27 (kriteria sangat baik) dengan peningkatan nilai (gain score) sebesar 25,08, sedangkan kelas kontrol nilai rata-rata post-test hasil belajar PKn sebesar 65,75 (kriteria cukup) dengan peningkatan nilai (gain score) sebesar 16,29. Hasil penelitian menunjukkan nilai rata-rata hasil belajar PKn dan gain score kelas eksperimen lebih tinggi dibandingkan kelas kontrol setelah diberikan perlakuan. Sehingga dapat disimpulkan bahwa adanya pengaruh (positif) dalam penggunaan Aplikasi Quizizz terhadap hasil belajar PKn kelas V di SD Negeri Bunulrejo 01 Malang.


2021 ◽  
Vol 14 (2) ◽  
pp. 157-168
Author(s):  
Tastin Tastin ◽  
Hani Atus Sholikhah ◽  
Sulastri Sulastri

This study aims to: Produce reading mateirals which is validm, practical and effective, the method used is the R&D development method with the tessmer development model which consists of 2 stages, namely: the preliminary stage and the prototyping stage using a formative evaluation flow. Therefore, it can be concluded: (1) The design of puzzle learning media for the initial reading material for grade 1 students at SDN 77 Prabumulih Sumsel can be used to test its validity seen from the assessment at the self-evaluation stage, (2) Produce puzzle learning media on the beginning reading material that valid in score of 92, material expert validation obtained an average score of 98, and linguist validation obtained an average score of 95, (3) Produces puzzle learning media is effective with an average pre-test score of 54 while the average post-test score of 89


2019 ◽  
Vol 2 (1) ◽  
pp. 60
Author(s):  
Nur Endah Nugraheni ◽  
Lukas Danu Kristian

This study aims to understand the use of Total Physical Response or TPR method to improve English vocabulary skill of students with mental retardation. Students with mental retardation are students who have an IQ score less than 70 on a psychological test of intelligence; therefore, they have difficulty in learning including learning English. TPR is a fun method to teach students with mental retardation. The subject of this study was eight students with mental retardation of the 11th grade in SLB N Kota Magelang. To investigate the TPR method, the researchers did direct teaching to the students. Pre-test was given before TPR method was employed then post-test was done afterwards. By comparing the pre-test and post-test score, the result shows that the students’ average score increases after the TPR method was implemented. The highest score in pre-test is 90 and the lowest score is 60. Meanwhile, the highest score in post-test is 100 and the lowest score is 70. The average score in pre-test is 71,25 and the average score in post-test is 87,50. It can be concluded that Total Physical Response method was successfully implemented in increasing the students’ English vocabulary skill. 


2017 ◽  
Vol 4 (1) ◽  
pp. 37
Author(s):  
Tsuaibatul Islamiyah

<p><em>Some students still consider IPS as a boring subject</em><em>. It is because almost all material contains descriptive</em><em> so encourages </em><em>the teacher used a lecture method</em><em>. Many </em><em>students felt sleepy</em><em> when the learning occurred</em><em>.</em><em> Monopoly as one of the fun games could be modified into social instructional media. So that students could be more active and enthusiastic about learning. The aim of this research is</em><em>: (1) </em><em>Produce teaching materials in instructional media form;</em><em> (2)</em><em> Know the validity of instructional media;</em><em> (3) </em><em>Know the ratio of control class and experiment class result. The method</em><em> that is used in this research is the Research and Development (R&amp;D) method, to create teaching material. The subject of product assessment for the worthiness of this </em><em>instructional</em><em> media is divided by 3 experts: content expert, media expert, and learning expert. The target of product trial are the students of grade 8 Islamic Junior High School Student Nurul Ulum Malang</em><em>. </em><em>The result of this research is produced 3D product resemble a monopoly game. The difference is these learning media have material of Indonesia Freedom preparations theme. The result of this development research in the form of monopoly game has the level of eligibility by containing expert validity is 95%, media expert validity is 80%, and learning expert validity is 75%. The average of control class post-test result is 72.5, and experiment class post-test result is 79.1. On gain, score tries out knew that control class was increasing 14.3%, while experiment class was 19.7%. it can be concluded that learning outcome of the class using </em><em>instructional</em><em> media based on social science monopoly game is more increasing than a class which is not using </em><em>instructional</em><em> media based on social scien</em><em>ce monopoly</em><em>.</em></p><p><strong><em>Keywords: </em></strong><strong><em>instructional</em></strong><strong><em> media, monopoly </em></strong><strong><em>g</em></strong><strong><em>ame, social science</em></strong><strong></strong></p>


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