scholarly journals The Effect of Problem-Based Spot Capturing Models on Creative and Care Character of Students in Elementary School

2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Freddy Widya Ariesta

This study aims to determine the impact of applying problem-based spot capturing models in teaching social science in order to develop creativity and caring of students in elementary school. The experimental research was carried out for four weeks by using problem-based spot capturing models learning in two groups is experimental group (n = 24) and control group (n = 23). This study used quasi experimental method with pre-test and post-test control group design. The research instrument was taken from observation and questionnaire then the data was analysed by using qualitative descriptive percentage. Based on the data, the researchers figure out that a teacher plays an important role in developing the character of the students through the learning design. In addition, there are differences in the higher score obtained by the experimental group than the control group on creative and care characters by using problem-based spot capturing models. Students also gain an improvement in technology use and skills in social science class by using the problem-based spot capturing models.

2017 ◽  
Vol 6 (1) ◽  
Author(s):  
D. K. Sari ◽  
A. Permanasari ◽  
F. M. T. Supriyanti

<p>The purpose of this study is to obtain a profile of students’ creative thinking skills on quantitative project-based protein testing using local materials. Implementation of the research is using quasi-experimental method pre-test post-test control group design with 40 students involved in Biochemistry lab. The research instrument is pre-test and post-test using creative thinking skills in the form of description and students’ questionnaire. The analysis was performed with SPSS 22.0 program to see the significance normality, U Mann-Whitney test for nonparametric statistics, N-Gain score, and the percentage of student responses to the practicum performed. The research result shows that the pretest rate in the experimental group is 8.25 while in the control group is 6.90. After attending a project-based practicum with local materials, the experimental group obtained the mean of posttest is 37.55 while in control class is 11.18. The students’ improvement on creative thinking skills can be seen from the average of N-Gain in the experimental class with 0.32 (medium category) and in the control category with 0.05 (low category). The experimental and control class have different creative thinking skills significantly different fluency, flexibility, novelty, and detail. It can be concluded that quantitative project-based protein testing using local materials can improve students’ creative thinking skills. 71% of total students feel that quantitative project-based protein testing using local materials make them more creative in doing a practicum in the laboratory.</p>


Author(s):  
I Made Permadi Utama

The aim of this study is to find the effect of Describe and Draw game towards students’ speaking competence at SMAN 2 Gerung. This study used a quasi-experimental with post-test only non-equivalent control group design. The population of this study was second-grade students of SMAN 2 Gerung. The writer took two classes chosen as experimental group and control group. Experimental group was treated by using Describe and Draw game and control group was treated by using Word Match game. Based on the result of the study, it was found that Describe and Draw Game has a significant effect towards students’ speaking competence at SMAN 2 Gerung.


2017 ◽  
Vol 1 (1) ◽  
pp. 9-17 ◽  
Author(s):  
Muhammad Aswad

Improvisational exercises is a technique which consist three steps, they are preparation, modelling, and playing, that is preparation the teacher presents exercises, the students practice (modelling), and then procedure (playing)and the it provides three main goals; (1) the students pronounciation improve, (2) proper use of grammatical structure is reinforced, (3) vocabulary practice in enhanced. With this background, this research was quasi-experimental, with non-equivalent control group design. The sample consisted of two classes of students enrolled in 2013/2014 academic year, which one group was taken to be an experimental and the other to be a control group. The data obtained through the test were analysed by using statistical analysis. In conducting the research, the researcher used improvisational exercise technique to evaluate the students’ speaking performance which covered by three components of speaking, such as: fluency, accuracy, and comprehensibility. The research findings shows thatthe use of improvisational exercise technique (presentation, modelling, and playing) in teaching speaking can improve the speaking performance of the eight year students of  SMP Negeri 2 Majene significantly after being given treatment. The mean score of experimental group in post-test and control group were significantly different. The mean score of post-test in experimental group (3.36) was higher than control group (3.00).Thus, it is recomended for all English teacher to improve the students ability in speaking.


Author(s):  
Muh. Kadri Karim

ABSTRACTThis study aimed at figuring out the influence of implementing Jeopardy game in learning remedial towards students’ activities and learning outcomes in Social Science Subject for 5th grade of Elementary School. The subject of this research was the students of 5th grade in Elementary School Mamajang II, second semester and academic year of 2015-2016, who took remedy. This study belonged to experimental research. The research design used was quasi-experimental design which one of its type, nonequivalent control group design, was applied. In case of giving treatment, the experimental class implemented Jeopardy game; on contrary, the lecturing method was used in control class. The data of students’ learning activities was obtained through observation before treatment section in both experimental and control class. Meanwhile, the learning outcomes were gained through pre-test and post-test in those two classes. The result of research showed that the students’ activities score before treatment was 57,11 in average for experimental class and 59,38 for control class. Moreover, the averages of students’ activities score when treatment section were 83,33 for experimental class and 71,46 for control class. Therefore, there were the differences score of students’ activities between experimental and control class as 11,87. It can be concluded that there was significantincreaseof student activities as 26,22 to the experimental class. On the other hand, the increases of students’ activities were only 12,08 in control class. In terms of students’ learning outcomes, it was obtained pre-test score in control class; 45,00 in average and the average post-test score was 70,63. Contrastively, the learning outcomes for experimental class in pre-test were 46,25 in average and the post-test score in average was 86,56. According to the data, there was significant increase of learning outcomes as 40,31 to the experimental class and 25,63 to the control class. The research result was analyzed by using Independent Samples T Test with SPSS for Windows version 21 as program assistance that showed the significant increase of implementing game Jeopardy towards students’ learning activities and outcomes to the experimental class. According to the research result, it can be concluded that the hypothesis is proved if the implementation of Jeopardy game in remedial learning affects the students’ activities and learning outcomes in Social Science Subject for 5th grade of Elementary School. Keywords: Remedial learning, Jeopardy game, activities, learning outcomes. ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh penerapan game Jeopardy dalam pembelajaran remedial terhadap aktivitas dan hasil belajar mata pelajaran Ilmu Pengetahuan Sosial siswa kelas V SD. Subjek penelitian adalah siswa kelas V di SD Negeri Mamajang II semester II tahun pelajaran 2015-2016 yang mengikuti pembelajaran remedial. Penelitian ini merupakan penelitian eksperimen. Desain penelitian yang digunakan adalah Quasi Experimental Designs dengan menggunakan Nonequivalent Control Group Design. Pada saat perlakuan, kelas eksperimen menerapkan game Jeopardy, sedangkan kelas kontrol menggunakan pembelajaran konvensional (ceramah). Data aktivitas diperoleh melalui pengamatan sebelum perlakuan dan saat perlakuan pada kelas eksperimen dan kelas kontrol. Sedangkan, hasil belajar diperoleh melalui pretest dan posttest pada kelas eksperimen dan kelas kontrol. Hasil penelitian menunjukkan bahwa rata-rata aktivitas siswa sebelum perlakuan pada kelas eksperimen sebesar 57,11 dan kelas kontrol sebesar 59,38. Sedangkan, rata-rata aktivitas siswa saat perlakuan pada kelas eksperimen sebesar 83,33 dan kelas kontrol sebesar 71,46. Sehingga, selisih antara kelas eksperimen dengan kelas kontrol sebesar 11,87. Dapat disimpulkan bahwa terjadi peningkatan aktivitas belajar yang signifikan 26,22 pada kelas eksperimen. Sedangkan, pada kelas kontrol hanya sebesar 12,08. Untuk hasil belajar siswa diperoleh nilai pretest pada kelompok kontrol, yakni rata-rata nilai sebesar 45,00 dan pada posttest rata-rata nilai sebesar 70,63. Sedangkan hasil belajar kelas eksperimen pada saat pretest dengan rata-rata nilai sebesar 46,25 dan pada posttest rata-rata nilai sebesar 86,56. Berdasarkan data tersebut, terjadi peningkatan hasil belajar yang signifikan 40,31 pada kelas eksperimen. Sedangkan, pada kelas kontrol hanya sebesar 25,63. Hasil penelitian dianalisis dengan menggunakan uji Independent Samples T Test berbantuan program SPSS for Windows versi 21 yang menunjukkan bahwa ada pengaruh yang signifikan penerapan game Jeopardy terhadap aktivitas dan hasil belajar siswa pada kelas eksperimen.Berdasarkan hasil penelitian tersebut, maka dapat disimpulkan bahwa hipotesis terbukti bahwa penerapan game Jeopardy dalam pembelajaran remedial berpengaruh terhadap aktivitas dan hasil belajar IPS siswa kelas V SD.  Kata Kunci: Pembelajaran remedial, game Jeopardy, aktivitas, hasil belajar.


2018 ◽  
Vol 8 (6) ◽  
pp. 122 ◽  
Author(s):  
Tryanti R. Abdulrahman ◽  
Nonny Basalama ◽  
Moh. Rizky Widodo

This research has objective to investigate students’ listening comprehension through the use of podcast in EFL classroom. 60 high school students in Indonesia were taken as sample for this research with distribution of 30 students in experiment class and 30 students in control class. The samples were taken by using cluster random sampling. Quasi-experimental method with the post-test only control group design was applied in this research. In addition, a survey questionnaire was administered to experimental group to explore their perception on the use of podcast instruction in teaching listening. Findings revealed that there is a significant difference of post-test score between two groups, favoring experimental group. Data analysis using one way ANOVA showed significance value (sig. 0.010) is lower than &lt; 0.05 which interpreted that Podcast has significant impact on students’ listening comprehension. Additionally, the result of questionnaire indicated that students have positive attitude toward the use of podcast in listening classroom. Students perceived that podcasts provided authentic materials, interesting activities including listening exercises and meaningful tasks for them so they felt more motivated to learn English. This study recommended that teacher may utilize podcast in teaching listening considering its effectiveness as technology based learning tool.


2021 ◽  
Vol 13 (11) ◽  
pp. 6331
Author(s):  
Jianfen Wu ◽  
Manlin Zhang ◽  
Wenqi Lin ◽  
Yunpeng Wu ◽  
Hui Li

Emotional competence (EC) is important for children’s social adjustment and sustainable development. The present study designed a school based emotional competence learning (ECL) program and examined its effectiveness with 56 Chinese preschoolers aged 5–6. A quasi-experimental design was employed to examine the impact of the ECL program on young children’s EC. Two upper Kindergarten classes (Daban) for children aged 5–6 were randomly assigned as experimental group (n = 31, 42% girls, Mage = 68.31 months, SD = 3.75) and control group (n = 25, 44% girls, Mage = 68.16 months, SD = 3.77). The experimental group was engaged in a 15-week ECL program, whereas the control group had similar duration courses without emotional competence training. All the children were administered the Test of Emotion Comprehension, Expression Identification Task, and Emotion Regulation Strategy Inventory before and after the intervention. The results indicated no significant differences between the experimental and control groups in the pre-test. In contrast, the experimental group outperformed the control group in most EC components in the post-test. Meanwhile, the experimental group demonstrated greater increases in EC components. The findings suggest that this ECL program has strong potential as a school-based, structured program for enhancing children’s emotional competence. The educational implications of these findings are discussed.


2019 ◽  
Vol 6 (2) ◽  
pp. 121
Author(s):  
Shanty Komalasari

This research aims to know the difference between the experimental group given intervention with Quranic counseling and a control group without intervention. This is quasi-experimental research that used untreated control group design with pretest and posttest. The subjects of this research were 20 students of UIN Antasari Banjarmasin that have passed the screening test. They were divided into an experimental group and control group, each of which consisted of 10 people.  After the data were analyzed using non-parametric Mann-Whitney test, it was found out that  = - 1553; sig = 0.121 (p>0,05), which means there was no significant difference between the level of depression on students in the experimental group after the intervention and the level of depression on students in control group. Afterward, according to the analysis result on Wilcoxon score in the post-test and interview by the experimental group, it was found out that Z score = - 0,609a and p score = 0,542; therefore, p > 0,05. It means Quranic counseling is relatively effective to decrease the level of depression on the students. Despite there was no significant difference between the experimental group and control group, the depression level on the experimental group, however, did not increase even though the Quranic counseling had been given over two weeks before.


2019 ◽  
Vol 4 (3) ◽  
pp. 335
Author(s):  
Eva Veronica ◽  
Mursalim Mursalim

The objective of this study is to find out the effect of using mobile access (Audio Visual Easy Learn English) on students’ vocabulary achievement at SMPN 11 Kendari. Mobile  Access  (Audio  visual  easy  learn  English)  as  a media in learning teaching process. This research used quasi experimental design, the population is all seventh- grade students, and the sample is class VII1 as the experimental group and VII2as control group. The experimental group consisted of 30 students and control group consisted of 21 students. The research instrument consisted of 44 questions of vocabulary test. To collect the data, the researcher gave pre-test, taught by using Mobile Access  (Audio  Visual  Easy  Learn  English),  and  giving post-test. Mean score of post-tests (79.63) in experimental class is higher than pre-test score (59.66). While, in control class also has improvement but not too significant. It can be seen on post-test score (64.80) is higher than pre-test score (55.19). Based on the calculation of T-test, it shows that tcount = 3.775, while t-table =2.010 at level of = 0.05 with DF = 49. It means that tcount is higher than table, Therefore H0 was rejected and H1 was accepted. This can be concluded that  there  was a  significant  effect  of  using a significant effect using Mobile Access (Audio Visual Easy Learn English) on students’ vocabulary achievement at the seventh-grade students of SMPN 11 Kendari. Keywords: MA, Mobile Access, Audio Visual Easy Learn English, vocabulary achievement


2021 ◽  
Vol 9 (3) ◽  
pp. 712-719
Author(s):  
Ayşe Eliüşük Bülbül ◽  

The purpose of this study is to determine the effect of the "patience training program" on the patience and life satisfaction levels of university students. The study was organized as a pre-test, post-test experiment and control group design. For a total of 30 students from which were 17 in the control group and 17 in the experimental group, patience training was given for 5 weeks. The "Patient Scale" developed by Schnitker (2010) and adapted to Turkish by Eliüşük and Arslan (2016) and the "Life Satisfaction Scale" developed by Diener, Emmons, Larsen and Griffin (1985) and adapted to Turkish by Dağlı and Baysal (2016) were used as a data collection tool in the study. The "Wilcoxon" test was used for the comparison of in-group differences in the analysis of obtained data and the "Mann-Whitney U" test was used in examining the differences between the two groups. As a result of the study, it was observed that the patience and life satisfaction average scores of students in the experimental group receiving "patience training" increased significantly, while there was no significant difference in the patience and life satisfaction averages scores of the control group students.


2017 ◽  
Vol 2 (2) ◽  
Author(s):  
Raudatus Solihah ◽  
Agus Abhi Purwoko ◽  
Erin Ryantin Gunawan

This research aims to know the effect of group investigation learning on student’s science process skill based on their IQ in SMAN 1 Mataram for eleventh grade students. This is a quasi experimental study using pretest postest control group design design. Pretest was taken to get data of student’s IQ. Posttest was also conducted to measure student’s science process skill. Sample was taken using nonprobability sampling from the population of eleventh grade student in SMAN 1 Mataram.The sample was two group of student each from two class, class XI sains 6 and as experimental group and class XI sains 5 as control group. The average os Student’s IQ on experimental group and control group were equal, both at 112. Learning processes were 12 x 45 minutes long in total. The experimental group showed better average score on posttest where they scored 82.40 on average, while control group only scored 74.83 on average. This value is statistically significant, at p = 0.007, less that 0.005. This result shows that implementation of group investigation can increase student’s science process skill.Keywords: Group investigation, science process skill, intelligence Quotient (IQ)ABSTRACT


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