scholarly journals Peningkatan motivasi dan pemahaman siswa SMK N 5 Banjarmasin melalui media simulasi electronic Workbench (EWB)

2013 ◽  
Vol 2 (1) ◽  
Author(s):  
Dwi Mariyati

Penelitian ini bertujuan untuk mengungkap terjadinga peningkatan motivasi dan pemahaman siswa SMK kelas X dalam pembelajaran dasar-dasar teknik digital melalui media simulasi EWB.Penelitian yang dilakukan adalah penelitian tindakan kelas dengan malalui empat tahapan yaitu: perencanaan, pelaksanaan, pengamatan dan refleksi. Penelitian dilakukan di SMK Negeri 5 Banjarmasin dengan subyek penelitian adalah siswa kelas X Teknik Audio Video. Penelitian melibatkan dua orang kolaborator untuk membantu dan mendampingi peneliti memonitor dampak dari tindakan yang diberikan terhadap motivasi dan pemahaman siswa. Perubahan dari tindakan yang diberikan diperoleh dari hasil pengamatan kolaborator. Teknik pengumpulan data menggunakan metode observasi, wawancara, dan tes pemahaman. Data yang diperoleh dianalisis secara diskriptif. Hasil penelitian menunjukkan sebagai berikut : (a) penggunaan media simulasi EWB dapat meningkatkan motivasi siswa mengikuti kegiatan pembelajaran terutama dalam hal perhatian siswa dalam kegiatan pembelajaran, (b) penggunaan media simulasi EWB dapat meningkatkan pemahaman siswa terhadap materi pelajaran yang disampaikan, (c) peningkatan pemahaman yang paling signifikan setelah guru menggunakan media simulasi EWB terjadi pada siswa dengan kemampuan rendah. THE IMPROVEMENT OF STUDENT MOTIVATION AND COMPREHENSION IN MDTD LEARNING PROCESS AT SMK N 5 BANJARMASIN WITH EWB SIMULATION MEDIAAbstractThis study is aimed at improving motivation and comprehension student at year-10 of vocational high school in basics of digital applied learning process with EWB simulation media. This study was classcroom action research conducted in four steps, i.e. planning, acting, observating, and reflecting. The subject of research was year-10 students of audio video technology of SMK N 5 Banjarmasin. Two collaborators were assigned to back up and assist the researcher to monitor the effects of action on student motivation and comprehension. The changes due to the action are monitored through observation by involving the two collaborators. The techniques for collecting the data were observation, interview, and comprehension test. The collected data was analyzed descriptively. The results of the study show the followin: (a) using EWB simulation media can improvement motivation of student specially interesting on material instructional which communicated and student being active in learning process, (b) using EWB simulation media can improvement student comprehension toward material instructional which communicated, (c) the improvement comprehension after the teacher using EWB simulation media for lowest abilities is significant.

2017 ◽  
Vol 6 (1) ◽  
pp. 53
Author(s):  
Widiani Trisnaningsih

The objective of this research was to find out whether there was an increase on students’ and teacher’s activity, students’ creativity, and students’ writing skill through the implementation of project based learning (PjBL). The research design was a classroom action research. The subjects were the first graders of class Tata Kecantikan Kulit (TKK) or Skin and Beauty Treatment at Vocational High School State 3 Metro, known as SMKN 3 Metro, in the second semester, academic year 2015/2016. This action research was done by doing: 1) planning; 2) implementation; 3) observation and data collection; and 4) reflection. Meanwhile, the PjBL was done through six steps, i.e.: 1) determining the project; 2) planning the steps of doing the project; 3) scheduling the project implementation; 4) completing project with guide and supervision from the teacher; 5) making report and presenting project result; 6) evaluatiing process and project result. The instruments of this research were students and teacher observation, creativity assesssment, and writing skill assesssment. The findings showed that the students’ and teacher’s activity gradually increased in each cycle. PjBL implementation also seemed to be effective in increasing the students’ creativity and writing skill. It indicated that by applying PjBL, the aspects of students’ and teacher’s activity in learning process, students’ creativity and writing skill could be directly influenced by the treatment.Key words: PjBL, activity, creativity, writing skill


2018 ◽  
Vol 1 (1) ◽  
pp. 23-36
Author(s):  
Abd. Thalib

This research is a classroom action research. This research was carried out at Maarif MakassarVocational School. This study involved class X students with a total of 30 students. the purposeof this study was to improve the learning outcomes of Indonesian language for students of classX Maarif Makassar Vocational High School. This study uses 2 cycles with each one cycle of 3meetings. Based on the implementation of learning and discussion of the influence of theprocess skills approach in class X. So the authors can conclude that efforts to improve learningoutcomes and student involvement in the learning process in Indonesian subjects can be donewith active learning. The results of this study prove that the process skills approach is able toincrease student activity and involvement in the learning process and also improve studentlearning outcomes.


Author(s):  
Adly Syahputra And Elia Masa Ginting

Students’ achievement in writing descriptive text is very low, in this study Think Pair Share (TPS) was applied to solve the problem. Action research in conducted for the result and the technique to collect the data, qualitative and quantitative are applied in this research. The subject of this research is grade VIII in Junior High School (SMP Bilang Huluh) Rantau Parapat. In the first evaluation (66,4375) increased to the mean of second evaluation (78,125) and the mean of third evaluation (87,5625). Observation result showed that the students gave their good attitudes and responses during teaching and learning process by applying the application of TPS (Think Pair Share) method. Questionnaire and interview report showed that students agree that the application of TPS (Think Pair Share) method had helped them in writing descriptive text. It can be conclude that the students’ achievement is improved when thay are tought through TPS Method. Key Words: Achievement, Writing, Descriptive Text and Think Pair Share


Author(s):  
Basuki Basuki ◽  
Sudarmiani Sudarmiani ◽  
Moh. Rifa’i

The current study, which is a classroom action research, aims to improve: (1) the learning process; and (2) the social skill and civics learning outcome of the XI graders of TITL vocational high school of SMK Gamaliel 1 Madiun through implementing PBL assisted by digital literacy. This involved 35 students and lasted from August 2019 to February 2020. Data were gathered through (1) interview, (2) observation, (3) document, (4) assignments/tests. On the basis of the 4 cycles, it was found that the average score of the social skill of: cycle 1 was 61.23; cycle 2 was 72.03; cycle 3 was 82.09. There was improvement as much as 10.80 from cycle 1 to cycle 2, and 10.06 from cycle 2 to cycle 3. Regarding learning outcome, the average scores were: cycle 1 = 65.00; cycle 2 = 71.14, and cycle 3 = 76.71. There were, therefore, improvement as much as 6.15 from cycle 1 to cycle 2 and 5.57 from cycle 2 to cycle 3. To put in brief, implementing PBL assisted by digital literacy to the XI graders of TITL vocational high school of SMK Gamaliel 1 Madiun improved their: (1) social skill, and (2) civics learning outcome.


2020 ◽  
Vol 3 (1) ◽  
pp. 113-126
Author(s):  
Ichvita Rachma Unengan ◽  
Chusnal Ainy ◽  
Himmatul Mursyidah

Abstrak: Penelitian ini bertujuan untuk meningkatkan hasil belajar dan motivasi belajar siswa dengan model pembelajaran Teams Games Tournament (TGT) menggunakan media Ludo Math pada materi segiempat. Penelitian ini merupakan jenis penelitian tindakan kelas dengan 4 tahapan, yaitu perencanaan, pelaksanaan, pengamatan, serta refleksi. Subjek penelitian ini adalah kelas VII SMP. Hasil penelitian menunjukan bahwa 11% siswa tuntas pada prasiklus atau nilai pretest. Setelah diterapkan model TGT dengan media Ludo Math pada siklus I diperoleh hasil tes belajar sebesar 63% siswa tuntas, sedangkan pada siklus II diperoleh hasil tes sebesar 89% siswa tuntas. Adapun angket motivasi siswa diperoleh hasil sebanyak 42% siswa memiliki motivasi tinggi sebelum tindakan. Motivasi siswa meningkat setelah perlakuan, yaitu menjadi 79% siswa memiliki motivasi tinggi pada siklus I dan 90% siswa memiliki motivasi tinggi pada siklus II.   Abstract: The study aims to improve learning outcomes and learning motivation for students with the Teams Games Tournament (TGT) learning model using Ludo Math media on quadrilent material. This research is a type of action research class with 4 stages, namely planning, implementation, observation, and reflection. The subject of this study is class VII Junior High School. The results showed that 11% of students were due at the Prasiklus or pretest value. After applied TGT model with Ludo Math media in cycle I obtained study test result of 63% students complete, while in cycle II obtained the test result of 89% students due. The student motivation poll obtained as much as 42% of students have high motivation before the action. Student motivation increases after treatment, i.e. to 79% of students have high motivation on cycle I and 90% of students have high motivation on II cycles


Author(s):  
Firdaus Ditya Pamungkas

This research aims to find out the impact of video dubbing on improving students’ speaking pronunciation. This research was applied for the tenth grade and eleventh grade of Vocational High School in Madiun city, province of East Java, Indonesia. The subject of the research consisted of 20 students, 14 female students and 6 male students. In collecting the data, researcher used observation to observe the implementation of video dubbing during teaching learning process and used test to find the improvement of students’ speaking pronunciation during the implementation of video dubbing. The research was conducted in two cycles, where each cycle consisted of 4 meetings. The research findings showed that the implementation of video dubbing could improve students’ speaking pronunciation. It can be concluded that the implementation of video dubbing in learning process has beneficial effect on students’ speaking skill, especially in pronunciation. Keywords: video dubbing, teaching speaking, pronunciation.


Author(s):  
Faizul Bayani ◽  
Ida Wahyuni

This action research aims to improve student outcomes and learning processes. The population of this research was 32 grade X Gunungsari Vocational High School students, amounting to 32 people on the subject of atomic structure and periodic elements. The study was designed in three cycles and adjusted to the stages of Classroom Action Research (CAR). Instrument testing includes power test difference, level of difficulty and reliability. The results for cognitive aspects measured by the test increased from cycle 1 (77.42%) to cycle 2 (87.50%) but decreased in cycle 3 (56.25%), while affective aspects were measured by attitude questionnaires shows the average attitudes/responses of students in the good category and psychomotor aspects as measured by performance tests provide learning completeness of 100% with an average of 84.18. For the results of observations the teaching and learning process states that the activities of students are in the category of being quite active in cycle 1, active in cycle 2, and very active in cycle 3. Activity of teachers is in the very active category for all three cycles. Based on this data, it can be concluded that the implementation of cooperative oriented learning cycle approaches has a positive effect on the results and learning process of class X students at SMK 1 Gunungsari on the subject of atomic structure and periodic elements.


Author(s):  
Ika Afridah And Siti Aisyah Ginting

Students’ achievement in writing descriptive text is very low, in this study Realia was applied to solve the problem. Action research in conducted for the result and the technique to collect the data, qualitative and quantitative are applied in this research. The subject of this research is grade VII in Junior High School (SMP N 2 ) Kisaran. In the first evaluation (66, 2926) increased to the mean of second evaluation (76, 7560) and the mean of third evaluation (87, 0243). Observation result showed that the students gave their good attitudes and responses during teaching and learning process by applying the application of  Realia. Questionnaire and interview report showed that students agree that the application of Realia had helped them in writing descriptive text. It can be conclude that the students’ achievement is improved when thay are tought through Realia.   Key Words: Achievement, Writing, Descriptive Text and Realia


2016 ◽  
Vol 4 (3) ◽  
Author(s):  
Sulastri Sulastri ◽  
Benedictus Kusmanto

Realistic mathematics education is one model to improve student’s motivation in learning and students' achievement. This research is Classroom Action Research (CAR). The subject of the research is nine grade students of Junior high school Bumiayu. It is conducted in two cycles, each cycles consists of planning, acting, observing and reflecting. The data revealed from observation, questionnaire, test and documentation. The result of the research was there are increasing student motivation and students' achievement. This forum can be teachers' reflection to be much better in mathematic teaching and learning.


Author(s):  
Putri Denaya Side Ayu ◽  
Heri Hidayatullah ◽  
Sri Ariani

This Collaborative Classroom Action Research aimed at enhancing students’ speaking skill through the application of Circle Game. It was conducted in one cycle consisting of two meetings. The subject was the seventh of C class of SMPN 2 Alas Barat consisting of 22 students. The types of data were qualitative (acquiring observation during the learning process) and quantitative (speaking tests). The results qualitatively showed that the implementation of Circle Game enhanced the students’ speaking skills. Such improvement could be seen from their enthusiasm, their interesting feeling in various materials presented by the teacher, their active involvement. In the quantitative findings, the result also showed a higher value of the mean score of the post-test (77.34) rather than the pre-test (75.75). In conclusion, the use of Circle Game can improve students’ speaking skill.


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