scholarly journals THE INFLUENCE LEARNING MODEL GUIDED INQUIRY AND CREATIVITY ON HIGHER COGNITIVE

2016 ◽  
Vol 5 (2) ◽  
pp. 106
Author(s):  
Pretti T. M. Ambarita ◽  
Sahyar . ◽  
Ridwan A.Sani

The objective of this research were to produce a lesson plans and worksheets learning instrument design that corresponded to problem based learning models and analyze whether it was can improve student learning outcomes. This research development was done in classroom by using development research methods of Analysis Design Development Implementation and Evaluation (ADDIE). ADDIE method was used as a method for designing a lesson plans and worksheets that corresponded to it. Three stages of development of lesson plans and worksheets such as an assessment by a team of experts, small group, and a field test. Assessment by a team of experts based on theree aspects such as format, content, and language. In small group and field test based on a response of students sheet. The student response sheet contains of teacher's ability to teach. Worksheet assessment based on aspects of the format, content, and language. Assessment of student learning outcomes based on pretest and posttest were analyzed by ngain. The results of development of lesson plans and worksheets were validated by a team of experts on aspects of format, content, and language. The result both of development of lesson plans and worksheets in small group and field test produced good categories. There was an increased student learning outcomes of  first to third meeting with categories of low to moderate.

2021 ◽  
Vol 2 (1) ◽  
pp. 171-177
Author(s):  
Winda Lestari

Abstract: This study aims to produce an andragogy-based English module that is valid, practical and has a potential effect on student learning outcomes in semester 2 of Muhammadiyah University of Palembang. The research procedure used the Rowntree model, namely: planning, development, and evaluation. In the evaluation stage, Tessmer's formative evaluation model is used which consists of 5 stages, namely: self evaluation, expert review, one-to-one evaluation, small group evaluation, and field test. The result of this research is an andragogy-based English module. Modules are declared valid after being validated by material, language, and module design experts. The results of the one-to-one evaluation of 3 students stated that the students who were the research subjects gave very good responses to the andragogy-based module. The module is declared practical based on the results of one-to-one evaluations and small group evaluations. The results of the small group evaluation of 8 students obtained an average value of student responses to all aspects assessed at 82.47 in the practical category. The module is stated to have a potential effect on student learning outcomes because at the field test stage for 31 students, an N-gain of 0.58 was obtained, including the moderate category. Suggestions for lecturers, students and universities that this andragogy-based module can be used in learning English as well as for other researchers this andragogy-based module can be used as a reference in developing similar research. Abstrak: Penelitian ini bertujuan untuk menghasilkan modul bahasa Inggris berbasis andragogi yang valid, praktis dan memiliki efek potensial terhadap hasil belajar mahasiswa di semester 2 Universitas Muhammadiyah Palembang. Prosedur penelitian menggunakan model Rowntree, yaitu: perencanaan, pengembangan, dan evaluasi. Pada tahap evaluasi digunakan model evaluasi formatif Tessmer yang terdiri dari 5 tahap, yaitu: self evaluation, expert review, one-to-one evaluation, small group evaluation, dan field test. Hasil penelitian ini adalah modul bahasa Inggris berbasis andragogi. Modul dinyatakan valid setelah divaliadasi oleh ahli materi, bahasa, dan desain modul. Hasil one-to-one evaluation terhadap 3 orang mahasiswa, menyatakan mahasiswa yang dijadikan subjek penelitian memberi respon sangat baik terhadap modul berbasis andragogi. Modul dinyatakan praktis berdasarkan hasil one-to-one evaluation dan small group evaluation. Hasil small group evaluation terhadap 8 orang mahasiswa memperoleh nilai rata-rata tanggapan mahasiswa terhadap semua aspek yang dinilai sebesar 82,47 dengan kategori praktis. Modul dinyatakan memiliki efek potensial terhadap hasil belajar mahasiswa karena pada tahap field test terhadap 31 orang mahasiswa diperoleh N-gain 0,58 termasuk kategori sedang. Saran bagi dosen, siswa dan Universitas agar modul berbasis andragogi ini dapat dimanfaatkan dalam pembelajaran bahasa Inggris dengan sebaiknya serta bagi peneliti lain modul berbasis andragogi ini dapat dijadikan acuan dalam mengembangkan penelitian yang serupa. 


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Petrus Gega ◽  
Makrina Tindangen ◽  
Sonja V.T Lumowa

This development research aims: (1) determine the design of augmented reality media development to improve learning outcomes of integrated science learning outcomes for VIII grade students of SMPK Santo Fransiskus Assisi Samarinda, (2) determine the feasibility of developing augmented reality media on the excretion system (kidney) material of grade VIII students of SMPK Santo Fransiskus Assisi Samarinda, (3) to determine the effectiveness of the development of augmented reality media on the excretion system (kidney) material of grade VIII students of SMPK Santo Fransiskus Assisi Samarinda. This development research refers to the research steps of Dick & Carey's product development design. Product development in this research is designed with the following stages: (a) the analysis stage, (b) the planning and design development stage, (c) the design development and validation stage, (d) the design evaluation and revision stage, (e) the design stage preparation of improvement models, (f) product trial stage, (g) product evaluation and revision phase, (h) experimental trial stage. Product testing consists of alpha testing / validation conducted by material experts and media experts, as well as beta testing which is carried out in 2 stages, namely beta 1 / empirical test (small group trial). Data collection used interview guidelines, observation, questionnaires for material experts, and questionnaires for media experts, student response questionnaires, and test script instruments. This research produces teaching media that is packaged in the form of an application (apk.) which can be used on Android and iPhone. Based on the results of the extensive test, learning media that utilize Augmented Reality technology can improve student learning outcomes in class VIII, from the pre-test data, the experimental and control groups are not much different, so it can be assumed that students from both groups have homogeneous and comparable abilities, namely 57: 58,75 . But after being given the difference in teaching materials and the similarity of teaching in front of the class, the effect was significant, namely 85.1: 78.8. Whereas referring to the independent t test for equality output table in the equal section assumed the sig value is known. (2-tailed) is 0.010 <0.05, so as the basis for making independent t-test decisions it can be concluded that Ho is rejected and Ha is accepted or there are differences in student learning outcomes given Augmented Reality media and not.


2019 ◽  
Vol 14 (1) ◽  
pp. 12-22
Author(s):  
Anjas Setyadi ◽  
Abdul Aziz Saefudin

Penelitian ini bertujuan untuk mendeskripsikan proses pengembangan dan mengasilkan modul matematika dengan model pembelajaran berbasis masalah untuk siswa kelas VII SMP pada materi segiempat, serta mendeskripsikan kualitas modul matematika ditinjau dari kualitas kevalidan, kepraktisan, dan keefektifan. Penelitian ini merupakan penelitian pengembangan yang mengacu pada model pengembangan ADDIE dengan tahapan Analysis, Design, Development, Implementation, dan Evaluation. Subjek uji coba penelitian adalah siswa kelas VII A SMP Negeri 2 Pajangan, Bantul. Teknik pengumpulan data yang digunakan dalam penelitian ini berupa observasi, angket, dan tes. Observasi dilakukan untuk mengamati keterlaksanaan pembelajaran. Angket digunakan untuk mengetahui penilaian ahli dan respon siswa, sedangkan soal tes digunakan untuk mengetahui hasil belajar siswa setelah menggunakan modul yang dikembangkan. Hasil penelitian menunjukkan bahwa (1) kevalidan modul berdasarkan rata-rata penilaian dosen ahli materi adalah 3,36 termasuk kriteria baik dan rata-rata penilaian guru ahli materi adalah 2,88 termasuk kriteria baik sedangkan berdasarkan rata-rata penilaian ahli media adalah 3,08 termasuk kriteria baik, (2) kepraktisan modul berdasarkan rata-rata hasil respon siswa adalah 3,12 termasuk kriteria baik dan rata-rata persentase hasil observasi keterlaksanaan pembelajaran adalah 89,78% termasuk kriteria sangat baik, (3) keefektifan modul berdasarkan tes hasil belajar siswa dengan persentase ketuntasan mencapai KKM adalah 73,33% termasuk kriteria baik. Development of Mathematics Module with Problem Based-Learning Model for 7th Grade of Junior High School StudentsAbstractThis research aimed to describe the process of development and to produce mathematics module with problem-based learning model for 7th grade of junior high school students in rectangular material and describe the quality of the mathematics module in terms of the quality of validity, practicality, and effectiveness. This research was development research that referred to the model of ADDIE development with the stages of Analysis, Design, Development, Implementation, and Evaluation. The subject of the research involved the students of the 7th grade of SMP Negeri 2 Pajangan, Bantul, Indonesia. The technique data collection used in this research was observation, questionnaire, and test. The observation was used to observing the implementation of learning. The questionnaire was used to know the expert assessment results and student response, while the test questions were used to asses student learning outcomes after using the module. The results showed that (1) validity of module based on the average assessment material experts was 3,36 including good criteria and the average assessment of teachers was 2,88 including good criteria while based on the average assessment of media experts was 3,08 including good criteria, (2) practicality of module based on the average of student response result was 3,12 including good criteria and average of percentage observation result of learning activity was 89,78% including very good criteria, (3) effectiveness of module based on the test student learning outcomes with the percentage of completeness reached the Minimum Completeness Criteria was 73.33% including good criteria.


Author(s):  
Thessa Herdyana

This research is aimed to describe the development of smart card based media on the beauty of togetherness themes in class IV elementary school of 026609, South Binjai District. This research was carried out in stages from December to March. The subjects of this research were fourth grade students in elementary school of 026609, South Binjai District by taking as many as 28 students as a large group trial and 10 students for a small group trial. The object of the research is the smart card-based media which developed. This research found that the effectiveness of smart card-based media in improving student learning outcomes has been effectively used in learning, this can be seen from the results of the completeness of student learning in a classical manner on trial I or small group that obtained percentage of 90% and 76% of student response questionnaire and in trial II or large groups of learning outcomes is obtained a percentage of 86% and the results of student response questionnaire is obtained to 86.23%.


2019 ◽  
Vol 2 (1) ◽  
pp. 40
Author(s):  
Lilik Ariyanto ◽  
Derisna Aditya ◽  
Ida Dwijayanti

Lack of innovative learning media that is interesting, practical and easy to use in learning such as listening to lesson modules or seeing powerpoint shows used by teachers, thus causing learning to be ineffective, unattractive, and slow to understand, this results in a lack of understanding of mathematical concepts. Because of this, researchers are trying to develop an interesting and interactive learning media. This type of research is development research that aims to produce learning media on Android-based discovery learning apps that are feasible to use and to improve understanding of mathematical concepts of seventh-grade students. The method used is the ADDIE method. Which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis was carried out by normality, homogeneity, n-gain test, and right-sided t test. The results of this study can be concluded that (1) the results of the percentage of media expert validation amounted to 80.26%, material experts 86.36% and student response responses of 87.16% with the criteria of each very good. (2) the results of the n-gain test obtained that there is an increase in understanding of mathematical concepts of students who use learning media on Android-based discovery learning applications. (3) data from the field shows that student learning outcomes that obtain learning media android apps based on discovery learning are better than students who use conventional learning


Author(s):  
Eris Oktaria ◽  
Chumi Fitriyah ◽  
Zetty Finnaly

AbstractThis research was conducted in class IV of Kepatihan Elementary School 01 Jember with 38 research subjects. The purpose of this study is to describe the process and find out the results of the development of audio visual as learning media with the theme of my residence area on the 4th grade students at SDN Kepatihan 01 Jember. This type of research is research and development. This development research uses ADDIE model type (Analyze, Design, Development, Implementation, Evaluation). The data analysis technique in this study used a validation sheet of audio visual learning media by the media expert validator and the material expert validator, and student learning outcomes assessment sheets and student responses. The results of the research data analysis showed the effectiveness of the results of the validation carried out by the two validators obtained results of 81,7 while the results obtained from the student learning outcomes test were 94,7% and student responses amounted to 73,7% so that it can be concluded that the audio visual learning media has very fasible and effective criteria try out. Keywords: audio visual media, effectiveness of learning outcomes and responses


Author(s):  
Kathleen Connolly ◽  
Sandra DeYoung

Assessment in educational institutions is mandated by the public and by accrediting organizations. Faculty must plan for program assessment within the context of the college or university goals and assessment projects. Within the department or college of nursing, student learning outcomes must be assessed at the total program level and at the course and classroom levels. Faculty who are motivated to plan assessments and use outcome data should take leadership in the process. The process consists of determining the outcomes to be assessed, the measures to be used, and the standards to be reached. When data has been collected, it must be evaluated and used to make improvements. Finally, the assessment process itself should be assessed. This article gives examples of assessment methods for all levels of assessment at the institution, but especially at the program and course levels. A departmental assessment blueprint is included. The end result of implementation of an assessment plan is that at every level of the institution, excellence should be enhanced.


Author(s):  
Try Ade Jumita Wulandari ◽  
Abdul Muin Sibuea ◽  
Sahat Siagian

Abstrak: Penelitian ini bertujuan untuk :”menghasilkan produk media pembelajaran berbasis multimedia interaktif yang layak digunakan, mudah dipelajari pebelajar dan dapat dipakai untuk pembelajaran individual”. Jenis penelitian pengembangan menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model desain pembelajaran Dick dan Carey. Subjek uji coba terdiri dari dua ahli materi pelajaran Biologi, dua ahli desain pembelajaran, dua ahli media pembelajaran, tiga orang siswa untuk uji coba perorangan, Sembilan siswa untuk uji coba kelompok kecil dan 69 orang siswa untuk uji lapangan terbatas. Hasil penelitian produk akhir menunjukkan: (1) uji ahli materi berada pada kualifikasi sangat baik (83,08%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (84,12%), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (83,51%), (4) uji coba perorangan berada pada kualifikasi sangat baik (91,67%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (93,00%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (94,24%), dan layak untuk digunakan dalam proses pembelajaran Biologi. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran berbasis multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan konvensional. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh thitung = 25,08 > ttabel= 2,0105, dengan dk = (n1+n2-2) pada taraf signifikansi α =0,05. Disimpulkan efektivitas penggunaan media interaktif sebesar 78,32% sedangkan media konvensional 67,00%. Kata Kunci: Media Pembelajaran Interaktif, hasil belajar biologi Abstract: This study aims to: "produce interactive multimedia-based learning media products that are feasible to use, easily learned by students and can be used for individual learning". This type of development research uses the Borg and Gall product development model combined with Dick and Carey's learning design models. The trial subjects consisted of two experts on Biology subject matter, two learning design experts, two instructional media experts, three students for individual trials, nine students for small group trials and 69 students for limited field testing. The final product research results show: (1) the material expert test is in very good qualification (83.08%), (2) the learning design expert test is in very good qualification (84.12%), (3) learning media expert test are in very good qualifications (83.51%), (4) individual trials are in very good qualifications (91.67%), (5) small group trials are in very good qualifications (93.00%), and (6) limited field trials are in very good qualifications (94.24%), and are suitable for use in the Biology learning process. The results of hypothesis testing prove that there are significant differences between student learning outcomes learned by using interactive multimedia-based learning media with student learning outcomes that are taught using conventional learning. This is indicated by the results of data processing obtained by t = 25.08> t table = 2.0105, with dk = (n1 + n2-2) at the significance level α = 0.05. It was concluded that the effectiveness of interactive media use was 78.32% while conventional media was 67.00%. Keywords: Interactive Learning Media, biology learning outcomes


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