scholarly journals THE DEVELOPMENT OF SCIENCE LEARNING DEVICE BASED ON SCIENCE EDUTAINMENT TO IMPROVE STUDENT'S LEARNING MOTIVATION AND COGNITIVE LEARNING ACHIEVEMENT

2017 ◽  
Vol 1 (1) ◽  
Author(s):  
Tiffani Anggarniastiti ◽  
Dadan Rosana ◽  
Wita Setianingsih

The aims of this research are 1) to produce science learning device based on Science Series which is feasible according to the validators, 2) to know the students ' response to Science Edutainment learning, 3) to know the improvement of students ' learning motivation after using learning device which developed, 4) to know the improvement of students ' cognitive learning achievement after using learning device which was developed. This research is categorized as RD research with 4 d model (Define, Design, Develop, and Disseminate). Instruments which were used in this research are validation forms of learning device, students ' questionnaire response to Science Education learning, students ' questionnaire of learning motivation, pretest and posttest, and learning task observation form. The data analysis techniques used in this research are qualitative and quantitative. The results of this research are: 1) it has been produced science learning device based on Science Series which is feasible with excellent category (A) according to the validators, 2) science learning which used learning devices based on Science Edutainment get students ' response with good category (B), 3) science learning device can improve students ' learning motivation with percentage 10.74%, 4) science learning device can improve students ' cognitive learning achievement with result of gain score is 0.73 and categorized as high category.

Author(s):  
Cigdem Hursen ◽  
Cizem Bas

In this research, the impact of gamification applications in science education on the science learning motivation of students has been determined and the opinions of students and parents on applications have been discussed. A total of 16 students and their parents partic-ipated in the study. The research was conducted on 4th grade primary students and em-ployed a mixed method consisting of both qualitative and quantitative elements. The moti-vation of students for learning science was obtained through quantitative data, whereas the opinions of students and parents on the usage of gamification applications were gathered through qualitative data. In the study, it was found that applications in science education created a positive impact on the learning motivation of students for science. Additionally, the research results also displayed that students and parents have positive opinions on the usage of gamification in science education.


2019 ◽  
Vol 18 (2) ◽  
pp. 20
Author(s):  
Reda Harwinanda

The purpose of this study was to examine the effect of motivation on the result cognitive learning of the model TGT assisted YuGiOh Card. The population in this study were students of class VII semester 1 with the number of 16 students at MTs Baitul Amin Bali. The type of research design used was pre-experimental design with a one-shot case study. The study used 2 (two) variables examined in this study, namely motivation and result cognitive learning. The method used in data collection in this research is questionnaire (questionnaire), documentation and test. The collected data were analyzed using simple linear regression. Based on the motivation data obtained using themodel TGT assisted by the YuGiOh card in this study, it shows that students who are in the very good motivation category are 62.5% and good categories are 37.5%. Data on students' resultcognitive learning from post-test results can be categorized very well by 6%, both by 31%, enough by 44% and less by 19%. The influence of motivation on result cognitive learning using the model TGT assisted YuGiOh card is 27.2% while the remaining 72.8% is influenced by learning readiness, social support and learning facilities. The results showed that learning motivation had a positive effect on result cognitive learning in science learning using the model TGT assisted by YuGiOh card.


2020 ◽  
Vol 1 (2) ◽  
pp. 99-104
Author(s):  
Niken Eka Priyani ◽  
Nawawi Nawawi

The purpose of the study was to obtain an overview of the application of Science Learning Based on Ethno-STEM with Digital Microscope, and to find out how the application of Science Learning Based on Ethno-STEM in improving the Science Process Skills of fourth grade students at SD Negeri 29 Idai. The type of research used is classroom action research (PTK) which consists of four stages in each cycle, namely planning, implementing, observing, and reflecting. The research was conducted in two cycles, each of which consisted of one meeting. The research data collection tools were the observation sheet of science process skills and student worksheets. The data analysis technique used qualitative and quantitative analysis techniques. The results of the assessment of Science Process Skills showed that there was an increase in the ability to observe students from 45.83% to 64.58%, the ability to classify students from 39.58% to 54.17%, the ability to predict students from 43.75% to 56, 25%, the ability to submit hypotheses from 39.58% to 54.17%, the ability to conclude 39.58% to 56.33%, and application skills from 31.25% to 58.33%. So it can be concluded that Ethno-STEM learning assisted by a simple digital microscope can improve the Science Process Skills of SDN 29 Idai students.


2020 ◽  
Vol 3 (1) ◽  
pp. 35
Author(s):  
Desri Ana Sovia ◽  
Yayuk Cicilia ◽  
Rian Vebrianto

This study aims to determine the effect of the use of media the influence of the science learning media on a scientific approach to scientific literacy skills and self-efficacy of students on human respirator material. This study uses an experimental method, the sample consists of 2 classes, cognitive learning achievement data using tests, affective aspects of learning achievement using a questionnaire, hypothesis testing using the right-hand t-test. The data analysis technique used is the n-gain test and independent sample t-test using SPSS version 16.0. The results showed that students who were taught using science learning media on a scientific approach had a good effect on scientific literacy and self efficacy better than students who were taught the lecture method. Students with high scientific literacy ability produce better average performance than students with low scientific literacy ability, and there is an increase in the self efficacy of students learning by using learning media


2016 ◽  
Vol 4 (1) ◽  
pp. 1 ◽  
Author(s):  
Ahmad Muzanni ◽  
Muhyadi Muhyadi

<p class="E-JOURNALTitle">Penelitian ini bertujuan untuk menghasilkan perangkat pembelajaran berbasis <em>problem solving</em> yang layak dan efektif digunakan dalam proses pembelajaran IPA materi perubahan lingkungan dan pengaruhnya terhadap hasil belajar kogitif peserta didik kelas IV sekolah dasar. Penelitian pengembangan ini mengacu langkah yang dikembangkan oleh Borg &amp; Gall. Perangkat pembelajaran yang dikembangkan divalidasi oleh ahli pembelajaran dan ahli evaluasi sebelum diujicobakan. Kemudian penerapannya dalam proses pembelajaran dinilai oleh guru kelas dan peserta didik. Perangkat pembelajaran berbasis <em>problem solving </em>berupa silabus, Rencana Pelaksanaan Pembelajaran (RPP), Lembar Kerja Siswa (LKS), dan Tes Hasil Belajar (THB) yang layak digunakan pada proses pembelajaran mendapatkan penilaian dengan kategori sangat baik dari ahli kecuali THB dengan kategori penilaian baik. Keefektifan perangkat pembelajaran dapat dilihat pada ketercapaian hasil belajar peserta didik yang pembelajarannya menggunakan perangkat pembelajaran berbasis <em>problem solving</em> lebih tinggi daripada peserta didik yang pembelajarannya dilakukan secara konvensional. Hal ini karena pemilihan materi “perubahan lingkungan dan pengaruhnya” dalam penyusunan perangkat pembelajaran menyajikan beragam permasalahan sehingga proses pemecahan masalah menarik bagi peserta didik.</p><p class="E-JOURNALAbstrakKeywords"><strong>Kata kunci</strong>: pengembangan perangkat pembelajaran, problem solving, pembelajaran IPA</p><p class="E-JOURNALTitleEnglish"> </p><p class="E-JOURNALTitleEnglish"><strong>DEVELOPING LEARNING DEVICES BASED ON PROBLEM SOLVING ON SCIENCE SUBJECT TOWARD COGNITIVE ACHIEVEMENT IN ELEMENTARY SCHOOL</strong></p><p class="E-JOURNALTitleEnglish"><strong><em>Abstract</em></strong></p><p class="E-JOURNALAbstractBodyEnglish">The aims of this research are to produce learning devices based on problem solving that are appropriate and effective used in environmental changing and it effects materials in science towards cognitive learning result of the elementary school students grade 4. This developmental research refers to the steps developed by Borg &amp; Gall. The learning devices that developed, were validated by a learning and evaluation expert before it was tested. Then, the implantation in learning process were evaluated by the teachers and the students. The learning devices based on problem solving include syllabus, lesson plans, student worksheets, learning achievement tests, that are appropriate on learning process because it gets very good category from the expert except the learning achievement test that belongs to good category. The effectiveness of the learning devices can be seen on the student’s result that used learning devices based on problem solving is higher than the students who use the conventional learning it is because the material selection on environmental changing and its effects in arranging the learning devices serves various problems, so the problem solving process interest the students.</p><p><strong>Keywords</strong>:development of learning device, problem solving, and science learning</p>


2020 ◽  
Vol 39 (1) ◽  
pp. 133-143
Author(s):  
Laurentius Saptono ◽  
Budi Eko Soetjipto ◽  
Wahjoedi Wahjoedi ◽  
Hari Wahyono

Teachers need to organize learning that is contextual, innovative, and interesting so that students are more motivated to learn and they get better learning outcomes. The research was aimed to examine the effectiveness of role-playing model to improve the twelfth-grade social students’ learning motivation and their learning achievements on accounting subject with basic competence of practicing accounting cycles of service companies. The research was conducted with a quasi experiment for 3 public high schools in Sleman Regency. There were 206 total respondents for this research. Research data was gathered by using two methods: tests and questionnaires. Independent sample t-test was used for data analysis techniques. The result of this research showed that t-test for equality of mean of learning motivation was significant (sig. = .000 <  α = .05) and learning achievement was also significant (sig. = .000 <  α = .05). At the treatment class, students’ learning motivation was very high and their learning achievement was high. Thus, it was concluded that the role playing model was effective to improve the twelfth-grade social students’ learning motivation and their learning achievements on accounting subject with basic competence of practicing accounting cycles of service companies.


2021 ◽  
Vol 13 (1) ◽  
pp. 72
Author(s):  
Komang Yoga Ari Sucipta ◽  
Made Ary Meitriana

This study aims to partially determine the effect of the school environment and learning motivation on social science learning achievement and to determine the simultaneous influence of the school environment and learning motivation on social science learning achievement. The type of research is causal. The population of this research  was all of the students of  grade VIII  SMP Negeri 2 Singaraja in the academic year 2019/2020. The sampling technique used was proportional random sampling and the number of samples were 77 students. The data collection techniques used were questionnaires, documentation and observation and data analysis of this research is  multiple linear regression analysis. The research results show that (1) the school environment has a significant effect on student achievement with a sig value of 0.016 < 0.05, (2) learning motivation has a significant effect on student achievement with a sig value of 0.015 < 0.05, (3) the school environment and learning motivation simultaneously significant effect on student achievement with sig. obtained is 0.015 <0.05.


2021 ◽  
Vol 29 ◽  
Author(s):  
Herianto ◽  
Insih Wilujeng

The use of interactive multimedia has the potential to create a high-quality learning environment. The key elements of various media, user control over information delivery and interactivity can be used to improve the learning process by creating an integrated learning environment. This study aims to determine the increase in students’ attention, relevance, confidence and satisfaction (ARCS) before and after using interactive science learning multimedia. This study collected data from 30 students aged 12–13 years from a junior high school in Yogyakarta City, Indonesia. Data collection was done using learning motivation questionnaires. Data analysis techniques used paired sample t-test. The results of this study are that the learning motivation aspects of ARCS after using interactive science learning multimedia have increased significantly. However, the relevance aspect of students’ learning motivation did not increase significantly.


2020 ◽  
Vol 3 (1) ◽  
pp. 15
Author(s):  
Tika Hartina ◽  
Mahrus Mahrus ◽  
Gito Hadiprayitno

The purpose of this study is to determine the effect of frequency of out-school learningactivities and learning motivation towards improving students' natural science learningachievement. This research is quantitative research with an ex-post facto approach. Thesubjects in the study were 8th grade students of SMP Negeri 8 Mataram in the academicyear at 2018/2019 with a total of 260 people. Data collection of science learningoutcomes is obtained from daily tests from teachers in schools while data collectionof the frequency of out-school learning activities and learning motivation is obtainedusing a questionary. The effect of frequency of out-school learning activities and learningmotivation on learning achievement of science are analyzed using analysis of covariance(ANAKOVA). The results of the study show that: 1) the frequency of out-school learningactivities has a significant influence on science learning achievement; 2) student's learningmotivation has a significant effect on science learning achievement, and 3) there is aninteraction between the frequency of out-school learning activities and learning motivationon students' learning achievement in science. The frequency of out-school learningactivities and learning motivation is proven have effect on science learning achievement. 


Jurnal Socius ◽  
2015 ◽  
Vol 4 (2) ◽  
Author(s):  
Norpah Norpah

This study was a classroom action research. This study aims to improve the students’ learning motivation through the cooperative learning method, especially the numbered heads together model, which is relevant to the situation and condition in year VII A SMP Negeri 1 Haruai.  The learning motivation will impact to learning achievement.  The study consisted of two cycles.  The data were collected through observations, tests, quesioners, and documents.  The data were analyzed by the qualitative descriptive technique.  The result of the study show that during the action implementation, the students’ learning motivation were improved.  Therefore, the application of the model to improve the students’ social science learning motivation.Key words: learning motivation, numbered heads together model.


Sign in / Sign up

Export Citation Format

Share Document