scholarly journals PENERAPAN MEDIA “PUZPIPI” PADA MATA PEAJARAN IPS UNTUK MENINGKATKAN HASIL BELAJAR SSWA KELAS III SD MUHAMMADIYAH 5 MALANG

2016 ◽  
Vol 1 (3) ◽  
pp. 181
Author(s):  
MASLIKAH MASLIKAH

Abstract: In social studies class III in SD Muhammadiyah Malang 5, known to students' learning outcomes averaged 6.8 . While KKM desired targets for social studies that is equal to 7.5. The reality is affected by the implementation of learning less interesting. This is due to the learning process a lot to do with the lecture course by the teacher, the use of learning methods that are tedious and teachers do not use props. So based on the above description, it should be done using the medium of learning innovation “puzpipi” (puzzle - picture and picture). Therefore, the purpose of this study is to describe the application of the media “puzpipi” so as to improve student achievement in social studies class III SD Muhammadiyah Malang 5 as well as to describe the learning outcomes of students in IPS Lesson 5 Class III SD Muhammadiyah Malang after Applied Media “puzpipi” This study used a qualitative descriptive approach and type of research is Classroom Action Research (CAR). The action taken is the implementation of a media “puzpipi” to improve student learning outcomes in social studies teaching third grade students of SD Muhammadiyah Malang 5. The subjects were students of class III SD Muhammadiyah Malang 5 the number of third grade students were 14 people in the second semester of academic year 2012/2013. “Puzpipi” media usage (puzzles and picture and picture) can improve the learning outcomes of students grade III SD Muhammadiyah Malang 5. Improving student learning outcomes from the first cycle to the second cycle increased. First cycle of 61.6 and 81.9 for the second cycle. Classical completeness is also increased in the first cycle of 69.7 %, while in the second cycle of 81.4%. Abstrak: Dalam mata pelajaran IPS kelas III di SD Muhammadiyah 5 Malang, diketahui hasil belajar siswa rata-ratanya 6,8. Sedangkan target KKM yang diinginkan untuk pelajaran IPS  yaitu sebesar 7,5. Kenyataan tersebut dipengaruhi oleh kurang menariknya pelaksanaan pembelajaran. Hal ini disebabkan dalam proses pembelajaran banyak  dilakukan dengan ceramah saja oleh guru, penggunaan metode pembelajaran yang monoton dan guru tidak menggunakan alat peraga. Maka berdasarkan uraian di atas, perlu dilakukan inovasi pembelajaran dengan menggunakan media “Puzpipi” (puzzle-picture and picture). Oleh karena itu, tujuan penelitian ini adalah untuk mendeskripsikan penerapan  media “puzpipi” sehingga dapat  meningkatkan prestasi belajar siswa pada pelajaran IPS kelas III SD Muhammadiyah 5 Malang serta untuk mendeskripsikan hasil belajar siswa pada Pelajaran IPS Kelas III SD Muhammadiyah 5 Malang setelah diterapkan Media “Puzpipi”. Penelitian ini menggunakan pendekatan deskriptif kualitatif dan jenis penelitian berupa Penelitian Tindakan Kelas (PTK). Tindakan yang dilakukan adalah penerapan media “puzpipi” untuk meningkatkan hasil belajar siswa pada pembelajaran IPS siswa kelas III SD Muhammadiyah 5 Malang. Subjek penelitian ini adalah siswa kelas III SD Muhammadiyah 5 Malang dengan jumlah siswa kelas III adalah 14 orang pada semester II tahun pelajaran 2012/2013. Penggunaan media puzpipi (puzzle dan picture and picture) dapat meningkatkan hasil belajar siswa kelas III SD Muhammadiyah 5 Malang. Peningkatan hasil belajar siswa dari siklus I ke siklus II meningkat. Siklus I sebesar 61,6 dan siklus II  sebesar 81,9. Ketuntasan klasikal juga mengalami peningkatan yaitu pada siklus I  sebesar 69,7% sedangkan pada siklus II  sebesar 81,4 %. Kata Kunci: “Puzpipi”, hasil belajar, IPS

Author(s):  
Eva Zumroh Rosiana

<p><em>This classroom action research aims to improve student learning outcomes for suggestion sentences by implementing an IT-based discovery learning model in class III SD Negeri Mrisen 1, Wonosalam District, Demak Regency, for the 2019/2020 school year. The subjects in this study were third grade students of SD Negeri Mrisen 1 which consisted of 19 students. This research consists of 3 cycles. The instruments used in data collection were observation sheets and formative lesspaper tests in the form of google form. This can be evidenced by the increase in the achievement of students' formative test scores in the first cycle (59.47%), an increase of 74.21% in the second cycle and again to 85.79% in the third cycle. This shows that the application of the IT-based discovery learning learning model at SD Negeri Mrisen 1 can increase the learning outcomes of third grade students by 26.32% from cycle I to cycle III.</em></p>


2018 ◽  
Author(s):  
Dahniar Harahap

Rekognisi: Jurnal Pendidikan dan Kependidikan Volume 1, No.1, Tahun 2016 PGSD Universitas Nahdlatul Ulama Sumatera Utara The purpose of this study are: (a) to know how to use the media image in improving student learning outcomes in social studies learning the material diversity of tribes and cultures in Indonesia (b) to determine student learning outcomes in social studies material diversity of tribes and cultures Indonesia using media images. Media used in this study is the media image, ie an image of the diversity of tribes and cultures in Indonesia, such as image custom homes, traditional clothing, traditional weapons and traditional dances from all regions in Indonesia. The test is performed three times the initial test (pretest), test results of studying the first cycle and the second cycle. Based on data analysis, which showed that: (1) difficulties faced by students in social studies learning are: students who have not been able to explain the contents of the image due to lack of confidence developed in the classroom and explain the contents of the image to a friend, (2) how to use media images in learning social studies in the first cycle that, the teacher explains the material diversity of tribes and cultures in Indonesia by using an image, then the teacher asked students to comment on the pictures, and the second cycle the teacher asks the students to form groups and work the assignment of teachers in groups and provide individual training. (3) At the beginning of the test (pre-test) the ability of the student in completing the material diversity of tribes and cultures in Indonesia is low. I learned on the test results of 37 students who take the test, there are 18 students or 48.64% were thoroughly studied and are not thoroughly studied as many as 19 students or 51.36%. In the second cycle of learning outcomes, from 37 students who take the test are 35 students or 94.60% were thoroughly studied, and there are 2 students or 5.40% were not thoroughly studied. It can be concluded that the use of media images can improve student learning outcomes.


2017 ◽  
Vol 1 (1) ◽  
pp. 98
Author(s):  
Ai Mumu Halimah

This research is motivated by the poor results of social studies third grade students of SD Negeri 013 Pagaran Tapah Darussalam. This study aims to determine the learning outcome IPS third grade students SD Negeri 013 Pagaran Tapah Darussalam through the application of learning models with engineering koopertif around the class, which is held for 1 month. As the subjects in this study is the third grade students of SD Negeri 013 Pagaran Tapah Darussalam 2015-2016 school year the number of students 25 people. Forms of research is classroom action research. The research instrument consists of instruments and instrument performance data collecting activity observation sheet teachers and student activities. Based on the analysis and discussion can be concluded that the use of cooperative learning model with class roving technique can improve learning outcomes IPS In the third grade students of SD Negeri 013 Pagaran Tapah Darussalam. The success of the use of cooperative learning model with roving technique classes in social studies, it is known that the increased learning outcomes of prior actions, the first cycle to the second cycle. Improvement of learning outcomes of prior actions, the first cycle to the second cycle. Before the act of student learning outcomes was 55.2%, with average student learning outcomes 55.65%. In the first cycle of student learning outcomes was 82.6%, with an average of student learning outcomes reached 68%. Although not achieve mastery individual or group, but after the action on the first cycle of learning outcomes of students increased from an average of learning outcomes by 55.2% to 68%. After the improvements to the activity of teachers and students in the second cycle, students achieve learning outcomes quite satisfying, 64% higher, with the average student learning outcomes reached 84%. 


2020 ◽  
Vol 5 (1) ◽  
pp. 26
Author(s):  
Ira Dewi Hariani

<span lang="IN">This research is motivated by the desire to improve the learning process that has been done with the aim of improving student learning outcomes by applying a Mind Map-based learning model to science subjects. This research is a classroom action research (PTK) using a qualitative approach conducted on students of class III at SD Negeri 07 Situjuh Gadang, Lima Puluh Kota. The problem being solved stems from the problem of practical learning in class in a professional manner. The procedure of conducting this research consists of two cycles that follow the basic principles of general classroom action research. The instrument of this research is the TK / SD supervisor as the observer and the writer himself as the planner and executor of learning in the classroom. The data obtained in this study were analyzed using qualitative data analysis which was analyzed starting from data collection to all data collected. From the results of data processing it was found that the application of Mind Map-based learning to third grade students at SD Negeri 07 Situjuah Gadang on natural science subjects could improve student learning outcomes.</span>


2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Rusnida Rusnida

This research is motivated by teacher-centered learning so that the lack of student activity in solving problems and finding answers together. This study aims to improve mathematical collaborative skills and student learning outcomes through the application of a magic ball-assisted group investigation learning model. This study is a classroom action research study on third grade students at SDN 008 Talang Perigi. The instrument used was the observation sheet and learning outcomes test. The results showed in the first cycle of collaborative mathematical skills students obtained an average of 55.77% with a high category and in the second cycle increased to 73.44% with a very high category. Student learning outcomes in the first cycle had an average of 67.83 with a percentage of classical completeness of 53%, increasing in the second cycle to 75.67 with a percentage of classical completeness of 83%. Based on the results of the study it can be concluded that the application of the learning model of investigation ball assisted by magic ball can improve the collaborative skills of mathematics and learning outcomes of third grade students of SDN 008 Talang Perigi.


2018 ◽  
Vol 2 (4) ◽  
pp. 365
Author(s):  
Wiwik Kumala Dewi

The problem revealed in this study is how effective the Sort Card learning model is on social studies learning towards the learning outcomes of third grade students of Karangroto 04 State Elementary School in Semarang City. The purpose of this study was to determine the effectiveness of the Sort Card learning model on social studies learning on the learning outcomes of third grade students of Karangroto 04 Public Elementary School in Semarang City. This type of research is quantitative. The population in this study were class III students totaling 30 students and the design used for this study using One-Group Pretest-posttest Design. Data collection methods used are observation, tests, interviews, and documentation. The results of the study revealed the average value of pretest students 43,74 and the average posttest score of students was 88.86. From the calculation using the t-test, it is obtained t_count = 16.034 and ttable = 2.045 with db = 30-1 at the significant level α = 5%, so that t_count > t table is 16,034 > 2,045. So Ho is rejected and Ha is accepted. It can be concluded that the sort card model is effective against student learning outcomes. Based on the results of this study the suggestions that can be conveyed are expected teachers can use the sort card learning model in teaching and learning activities, especially social studies subjects


2021 ◽  
Vol 5 (2) ◽  
pp. 369
Author(s):  
Shasliani Shasliani

This study aims, namely, 1) to determine how the method of group work in social studies subjects at SD Inpres Kampus IKIP, 2) to determine whether the technique of group work affects improving student learning outcomes in social studies topics. The research was conducted using a quantitative statistical approach. The data collection techniques used were observation, questionnaires, interviews, and documentation. The data were analyzed using descriptive statistical analysis and quantitative statistical analysis. Based on the research results, it can be seen that 1) the application of group work methods in social studies subjects at SD Inpres Kampus IKIP Makassar city is in the "good" category with indicators of fostering interest and the ability to cooperate among students, increasing socio-emotional involvement of students and increasing attention on the process and results of the learning process, 2) the application of group work methods affects improving student learning outcomes in social studies subjects at SD Inpres IKIP Kampus, Makassar city.


Academia Open ◽  
2021 ◽  
Vol 5 ◽  
Author(s):  
Claudia Cikita Ade Chintya ◽  
Nur Efendi

Mathematics is a scientific discipline that is abstract and full of problems that must be solved. One of the goals of learning mathematics is to encourage students to become problem solvers by thinking critically, logically, and rationally. To achieve this goal, we need the right learning method, namely the expository learning method. The expository method is a learning method that emphasizes the process of delivering material verbally from a teacher to a group of students with the intention that students can master the subject matter optimally. To test whether the expository learning method really has an effect on mathematics learning outcomes, this study aims to: (1) describe whether the expository learning method has an effect on student learning outcomes, (2) describe how much influence the expository learning method has on student learning outcomes.This research uses quantitative research. The method used is the method of documentation and tests. The subjects in this study were all third grade students of SDN Tambakrejo I Krembung, totaling 32 students. The subjects studied were mathematics with multiplication and division material.The results showed that (1) there was a positive and significant effect of the expository learning method on mathematics learning outcomes as indicated by the value of tcount > ttable or 10.29 > 0.05, and (2) the large influence of the expository learning method on learning outcomes.Thus the results of this study indicate that there is a significant and large influence between the expository learning method on the mathematics learning outcomes of third grade students at SDN Tambakrejo I Krembung. So, students, it is easier to absorb mathematics lessons using the expository method.


2020 ◽  
Vol 5 (3) ◽  
pp. 338-346
Author(s):  
Aji Madia Abdurrahman

According to Trianto, one of the main problems in learning mathematics in schools today is the low absorption of students. The way that can be used to overcome these problems is by using media in learning mathematics. From the results of writing conducted by Luh Made Suriwati, et al, it was found that learning with the help of visual media is more effective in improving student learning outcomes compared to conventional learning methods. One of the media that can be used in learning mathematics is Congklak game media. This type of writing is action research aimed at developing an action plan to improve what is being done now. This writing is descriptive writing, where this writing is writing that really only describes what is contained or occurs in a particular scene, field, or region, namely SD N 1 Toyareka. This writing uses data collection techniques in the form of interviews, observation and documentation while the technical analysis of data uses data reduction, data presentation and data conclusion. The purpose of this writing is to describe the use of Congklak game media in learning mathematics in class IV and the use of Congklak game resources in instilling student character. The results of the writing show that the Congklak media can be used in learning Mathematics of Multiples Small Guilds. Where in the use of the media, the authors modify the game board by giving writing numbers in each hole of the board. Through the use of these media students can actively and enthusiastically participate in chases that have an impact on improving student learning outcomes. In addition, through the use of the Congklak game media can help teachers to convey the concept of Multiple Small Guilds (KPK) easily and at the same time be more acceptable to students. Through the use of congklak game media can also instill the character of students' curiosity. Keywords


2020 ◽  
Vol 5 (3) ◽  
pp. 338-346
Author(s):  
Aji Madia Abdurrohman

According to Trianto, one of the main problems in learning mathematics in schools today is the low absorption of students. The way that can be used to overcome these problems is by using media in learning mathematics. From the results of writing conducted by Luh Made Suriwati, et al, it was found that learning with the help of visual media is more effective in improving student learning outcomes compared to conventional learning methods. One of the media that can be used in learning mathematics is Congklak game media.This type of writing is action research aimed at developing an action plan to improve what is being done now. This writing is descriptive writing, where this writing is writing that really only describes what is contained or occurs in a particular scene, field, or region, namely SD N 1 Toyareka. This writing uses data collection techniques in the form of interviews, observation and documentation while the technical analysis of data uses data reduction, data presentation and data conclusion. The purpose of this writing is to describe the use of Congklak game media in learning mathematics in class IV and the use of Congklak game resources in instilling student character.The results of the writing show that the Congklak media can be used in learning Mathematics of Multiples Small Guilds. Where in the use of the media, the authors modify the game board by giving writing numbers in each hole of the board. Through the use of these media students can actively and enthusiastically participate in chases that have an impact on improving student learning outcomes. In addition, through the use of the Congklak game media can help teachers to convey the concept of Multiple Small Guilds (KPK) easily and at the same time be more acceptable to students. Through the use of congklak game media can also instill the character of students' curiosity.


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