Web-Based Tutorials for Teaching Introductory Statistics

2005 ◽  
Vol 33 (3) ◽  
pp. 309-325 ◽  
Author(s):  
Nancy Gourash Bliwise

Interactive Web-based tutorials were developed as a supplement to lectures in an introductory statistics class. A quasi-experimental design compared learning outcomes of students who attended one of two classes that offered the tutorials to students as an extra-credit course option to those who attended a lecture-only class. Analysis of critical items on five course exams revealed that students who attended the classes with tutorials scored higher on four out of five topics covered by the tutorials than students who attended the lecture-only class. Tutorial use leading to mastery of the concepts was associated with exam performance on the critical items. These findings suggest that Web-based tutorials can be an effective supplement to class lectures for enhancing student learning.

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.


2021 ◽  
Vol 3 (3) ◽  
pp. 996-1003
Author(s):  
Megawati Ritonga ◽  
Ayi Darmana ◽  
Ucu Rahayu

This study aims to determine the relationship between learning outcomes with student learning creativity. This research was carried out in SD Negeri 118401 Pinang Awan in the odd semester of the 2019/2020 school year. The population is all students of class IV as many as 70 students consisting of 2 classes, class A and class B which are 35 students each. All populations are sampled. Class A as an experimental class one and class B experimental class two. The instruments used were tests and learning motivation questionnaires. The test instruments consisted of 11 items multiple choices and 42 items in the questionnaire. The study used a quasi-quasi-experimental method (Quasi Experiment Design). Data analysis techniques used the t-test at a significant level ɑ = 0.05.The results of the research analysis is a relationship between learning outcomes with student learning creativity seen from Sig. (2-tailed) 0.011 <0.05. The conclusion that students use the modified free experimental method is better than the science learning outcomes of students using the guided experimental method. Whereas the creativity that is taught using the modified free method and the guided experimental method is low.


2020 ◽  
Vol 1 (2) ◽  
pp. 124-133
Author(s):  
Alfan Hadi ◽  
Nasaruddin Nasaruddin ◽  
Husniati Husniati

Be a teachers can choose and use teaching methods that purpose to improve the quality of teaching, so that the learning process effectively. In a cooperative learning approach to the type of STAD is one type of cooperative learning the most simple that can be used by teachers who use cooperative approach. Based on the description above, the problem in this study is there an effect of the STAD learning model on student learning outcomes. The purpose of this study was to determine the effect of STAD on student learning outcomes. This research method uses a quantitative approach with an experimental design, the type of quasi experimental design nonequivalent control group. The analysis, 6 students complete with 24% of cognitive, the Psychomotor completed 3 students 12%. After being given treatment, the learning outcomes become 20 student completed with 80% of cognitive, the psychomotor completed by 17 students with 68%. Thus the STAD type of cooperative learning model can improve student learning outcomes


2020 ◽  
Vol 16 (2) ◽  
pp. 42-48
Author(s):  
Tejo Nurseto ◽  
Ahmad Chafid Alwi ◽  
Kiromim Baroroh

Abstrak: Penelitian ini memiliki tujuan untuk mengetahui efektivitas penggunaan mobile app dalam meningkatkan hasil belajar mahasiswa dan mengurangi penyalahgunaan penggunaan smartphone saat pembelajaran. Penelitian ini merupakan quasi experimental design dengan model non-equivalent group pretest posttest yang diterapkan pada kelas eksperimen dan kelas kontrol. Analisis data dalam penelitian ini menggunakan uji t. Hasil penelitian menunjukkan bahwa penggunaan mobile apps pada metode Mindmap cukup efektif untuk meningkatkan prestasi belajar dan mampu mengurangi kebiasaan mahasiswa dalam penyalahgunaan penggunaan smartphone.Abstract: This study aims to determine the effectiveness of using mobile apps in improving student learning outcomes and reducing abuse of smartphone use during learning. This research is a quasi-experimental design with a non-equivalent group pretest-posttest model applied to the experimental class and the control class. Data analysis in this study using the t-test. The results showed that the use of mobile apps in the Mindmap method was competent enough to improve learning achievement and was able to reduce student habits in the abuse of smartphone use.


2021 ◽  
Vol 2 (1) ◽  
Author(s):  
Fauziah Desrini ◽  
Deny Setiawan ◽  
Tappil Rambe

This study aims to analyze: (1) the effect of the Project Citizen learning model is higher than the conventional learning model; (2) the learning outcomes of students who have high civic competence are higher than students who have low citizenship competencies (3) the interaction between the Project Citizen learning model and civic competence in influencing student learning outcomes of PPKn. This research is in the form of quasi-experimental design with 2x2 factorial. The instruments used were the PPKn learning outcomes test and the Citizenship Competency instrument. Data analysis using two-way ANOVA. The results showed: (1) There is an effect of the Project Citizen learning model on student PPKn learning outcomes in class VII SMP Pahlawan Nasional Medan; (2) Student PPKn learning outcomes with high nationality competencies are higher than students who have low citizenship competencies; (3) There is an interaction between the Project Citizen learning model and Citizenship Competence on student PPKn learning outcomes at SMP Pahlawan Nasional Medan.


Author(s):  
Af’idatun Nisaul Khoiroh ◽  
Imas Kania Rahman ◽  
Suhendra Suhendra

This research aims to determine whether there are differences in student learning outcomes that use learning with inquiring minds want to know strategy and students who use conventional learning lectures. The research method used is Quasi Experimental Design with non-equivalent kontrol group design.The research sample is class 3C as many as 25 students as an experimental class and 3D class as many as 25 students as a kontrol class. Data collection techniques using a test, which consist of pretest and posttest questions.  Data analysis using Independent Sample tTest with t count obtained in the Independent sample t-Test is 2,932. Whereas the t table for the 5% significance level is 2.02 and 1% is 2.69, it can be seen that t count is greater than t table that is 2.02 <2.932> 2.69, meaning that there are differences in learning outcomes between experimental and kontrol classes. So it can be said that the Inquiring Minds Want to know Strategy influences student learning outcomes on “Money type and use” material.


2020 ◽  
Vol 2 (01) ◽  
pp. 12
Author(s):  
Dwi Setyowati ◽  
Erlin Kartikasari ◽  
Endang Nuryasana

The purpose of this study was to determine the effect of role playing learning models on student learning outcomes in Indonesian 8 Theme areas where I live in fiction stories grade 4 SDN Asemrowo II Surabaya. This research using is quantitative research using quasi experimental research designs. The sample used in this study is nonprability sampling with saturated sampling so that all student used as sample, all classes 4 consisting classes A and B. Class A was chosen as the control class dan class B was chosen as the experimental class, each class containing 25 student. The research instrument used was a test (pretest and posttest). The result of data analysis obtained from the independent t test are sig (2 tailed = 0,000) < ɑ 0, 05) it means that Ho is rejected dan Hɑ is accepted, Role Playing learing model influences student learning outcomes.


2017 ◽  
Vol 17 (1) ◽  
pp. 89-96
Author(s):  
Hansi Effendi ◽  
Hastuti Hastuti ◽  
Sugih Ganesha

This study aims to investigate the improvement of student learning outcomes applying Elektrik Kumanda Teknikleri Simulatoru (EKTS) software on Electromagnetic Control in class XII TITL SMKN 1 Batipuh. The design is quasi-experimental design with one group pretest-posttets design . The subjects were students of class XII TITL N 1 Batipuh. The data were analyzed using gain score. The result showed that the averages score of pretest is 67.08, and the averages score of posttest is 85. These results indicate that there are an increase in learning outcomes with the averages 0.555 which is categorized as medium improvement.


2016 ◽  
Vol 5 (2) ◽  
pp. 158
Author(s):  
Asmardi '

This study aims to reveal the influence of the use of Media Audio and Motivation Learning students to the Indonesian student learning outcomes through four formulation of the problem: (1) whether there is any influence student learning outcomes using audio media than the conventional way students learn?, (2) whether the student that have a high motivation using audio media to obtain higher learning outcomes than students to have high motivation to study by conventional means?, (3) whether students who have low motivation to learn by using audio media to obtain higher learning outcomes than students have low motivation to learn with the conventional way?, and (4) whether there is interaction between the use of audio media and students' motivation towards learning Indonesian? This research is a quasi experimental by treatment block. This research was conducted at SDN 001 Rumbai Pekanbaru semester odd years 2010/2011. Samples were taken with Porposive random sampling technique. Data were collected through the initial test and final test. Data were analyzed using t test and analysis of variance.The results of data analysis showed that: Students who studied on the basis of audio media to obtain higher learning outcomes than students who learn by conventional means. Students who have high motivation to learn with audio media to obtain higher learning outcomes than students who have high motivation to study by conventional means. Students who have low motivation to learn based on audio media to obtain higher learning outcomes than students who have low motivation to study by conventional means. There was no interaction between the audio media and students' motivation. It can be concluded that the audio media significantly influence student learning outcomes.


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.


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