scholarly journals Pengaruh Model Pembelajaran Probing-Prompting Berbantuan Media Sederhana Terhadap Hasil Belajar IPA

2018 ◽  
Vol 2 (3) ◽  
pp. 321
Author(s):  
Sherina Surya Sahayu ◽  
I nyoman Jampel ◽  
I nyomn Laba jayanta

This study aims at determining the differences in learning outcomes between groups of students who received treatment of probing-prompting models with simple media assisted with groups of students who did not receive treatment of probing-prompting model with simple media assisted on science subjects. This study is quasi-experimental research using non-equivalent design post-test only control group design. The population of this study is the entire class III SDN in Gugus III Banjar District. The sample of this research is SDN 3 Dencarik which amounted to 20 people as experiment group and SDN 2 Dencarik which amounted to 25 people as control group. The methods of data collection are using the test method that was done through multiple choice instrument test of science learning outcomes. The hyphotesis analysis was done by using t-test asissted with SPSS 20. The results showed that there were differences of learning outcomes in the group of students who were given the treatment of probing-prompting model with simple media assisted with the group of students who were not given treatment of probing-prompting model with simple media-assisted learning in the science lessonThus, the probing-prompting learning model with simple media assisted affects the learning outcomes of Science subject on grade III students in Gugus III Banjar District, Buleleng Regency, Year 2017/2018. The suggestion of this research is that it can be used as a guide in further research about simple media assisted probing-prompting learning model especially on IPA.


2021 ◽  
Vol 2104 (1) ◽  
pp. 012027
Author(s):  
Indrawati ◽  
I K Mahardika ◽  
J Prihatin ◽  
Supeno ◽  
S Astutik ◽  
...  

Abstract The GI-GI learning model is a combination of the Group Investigation and the Guided Inquiry model. The research aimed to examine the effect of the GI-GI learning model on collaboration and students’ science process skills. The type of research carried out was Quasi-Experimental and used a post-test only control group design and purposive sampling covering four high schools in the Besuki Residency, two classes as the experimental class and the control class. The research instrument used tests, observations, and documentation. The results showed a significant effect of the GI-GI learning model on collaboration and students’ science process skills. This research implies that the GI-GI learning model can condition students to research in groups to interact actively with friends and educators to exchange opinions, knowledge, or experiences, find and solve problems, and hypothesize through investigation, exploration, and discussion outside or inside in class.



Author(s):  
Wahyu Restu Aji . ◽  
Dr. Dewa Gede Hendra Divayana, S.Kom., M . ◽  
Dr. Ketut Agustini, S.Si, M.Si. .

Tujuan penelitian ini untuk mengetahui (1) pengaruh penerapan E-Modul mata pelajaran Video Editing berbasis model pembelajaran Project Based Learning terhadap hasil belajar siswa kelas XI Multimedia di SMK TI Bali Global Singaraja, (2) Untuk mengetahui respon siswa kelas XI Multimedia di SMK TI Bali Global Singaraja terhadap pengaruh penerapan E-Modul mata pelajaran Video Editing berbasis model pembelajaran Project Based Learning. Jenis penelitian ini adalah eksperimen semu dengan rancangan Post Test Only Control Group Design. Pengumpulan data dilakukan dengan metode tes pilihan ganda untuk mengukur ranah kognitif. Data hasil belajar dianalisis melalui uji prasyarat yaitu uji normalitas dan homogenitas dengan hasil 2 kelompok berdistribusi normal dan homogen, dilanjutkan dengan uji hipotesis yang berarti terdapat pengaruh yang signifikan dalam penggunaan E-Modul mata pelajaran Video Editing berbasis model pembelajaran Project Based Learning terhadap hasil belajar siswa. Sedangkan untuk respon menggunakan metode angket. Hasil analisis angket E-Modul mata pelajaran Video Editing berbasis model pembelajaran Project Based Learning diketahui 67% respon sangat positif, 33% respon positif. Kata Kunci : E-Modul, Project Based Learning, hasil belajar, dan respon siswa The objectives of this study is to find out (1) the effect of applying e-model on video editing lesson based Project Based Learning method on XI grade of Multimedia at SMK TI Global Singaraja. (2) The students' respondent on the XI grade of Multimedia at SMK TI Global Singaraja toward the affect of e-model video editing lesson based project based learning method. This study is quasi experimental with used Post Test Only Control Group Design. Data collection was done using Objective Test Method to measure the cognitive domain. The result of the data was analyzed through prerequisite test which is normality and homogeneity test with the result 2 groups normally distributed and homogeneous, continued with hypothesis test which means there was a significant effect between using e-model video editing lesson based Project Based Learning model towards the students' learning result. While for the respondent was using questionnaire method. The analysis result of e-modul video editing lesson based Project Based Learning model questionnaire is known 67% on very positive response, 33% on positive response. keyword : E-Module, Project Based Learning, learning outcomes, students’ respond



Author(s):  
Nora Mawinda ◽  
Zulkifli Naansah ◽  
Hanesman Hanesman

The problem in this study is the low learning outcomes achieved by students on the subjects of Basic Electrical and Electronics which is below the minimum completeness criteria (KKM) set a school that is 75 This is presumably because they are learning is often used during the learning model is applied directly proven yet effective. The purpose of this research is to reveal how much influence the Jigsaw cooperative learning model to study the results of class X students on subjects TAV Basic Electricity and Electronics. This research is an experimental study with a draft Post-test only control group design. The sample were students of class X TAV at SMK 1 Padang Academic Year 2014 / 2015. Class experiment is treated using Jigsaw Cooperative Learning Model and the control group is a class that uses the direct teaching model. The data is taken from the test results in the form of learning about the objective as many as 31 items. Data were analyzed manually to test for normality, homogeneity testing, and hypothesis testing. The result of the calculation hypothesis at significance level α = 0.05 was found that t count> t table is 3.35> 1.670. The results of these tests give an interpretation that H0 is rejected and H1 is accepted, this means that on average significantly experimental class learning outcomes greater than the average control class learning outcomes.  Key words :   Models of Learning, Jigsaw, Learning Direct, Post-test only control group design, Learning outcomes, Experimental, and Control.



2020 ◽  
Vol 4 (3) ◽  
pp. 218
Author(s):  
Mugi Rahayu ◽  
I Komang Sudarma ◽  
I Ketut Dibia

The implementation of this research is based on the problems found at the time of observation, namely the difficulty of students learning, especially in science learning that has an impact on student learning outcomes and learning that is still teacher-centered that causes students to be passive. Based on these problems, this study aims to improve the learning outcomes of science students in grade V elementary school. This type of research is a quasi-experimental design with Nonequivalent Control Group Design. The research design used is the post-test only control group design. The population in this study amounted to 147 students consisting of four classes. The determination of the sample is done by random sampling in the form of a draw. The number of samples was 72 students, namely the experimental class totaling 36 students and the control class totaling 36 students. The students' natural science post-test data collection is done by using multiple-choice objective test methods. Then, the t-test formula was analyzed. From the results of the analysis, it was shown that t-count = 3,920 was obtained and compared with t-table at the 5% significance level and dk = 36 + 36-2 = 70 so that the price of t-table = 1.99444 was obtained. Based on these results, there are significant differences in science learning outcomes between the classes given the treatment of the TSTS learning model aided by the mind mapping method and the classes given the treatment of conventional learning models. The results of the calculations obtained the experimental class has a higher mean than the control class, which is 79.06>68.75. Based on this, the TSTS learning model is assisted by an effective mind mapping method to the science learning outcomes of fifth-grade students of elementary school.



Author(s):  
Gina Ayu ◽  
Yesi Gusmania

Abstrak.Penelitian ini bertujuan untuk mengetahui (1) Pengaruh model pembelajaran Tipe Team Assisted Individualization terhadap hasil belajar matematika, (2) Pengaruh model pembelajaran Konvensional terhadap hasil belajar matematika, (3) Perbedaan pengaruh model pembelajaran Tipe Team Assisted Individualization dengan model pembelajaran Konvensional terhadap hasil belajar matematika. Jenis penelitian ini adalah Quasi Eksperimental dengan desain Non-equivalent Posttest-Only Control Group Design. Populasi penelitian adalah seluruh Siswa Kelas XI SMK Widya 2 Batam tahun pelajaran 2017/2018 dengan jumlah 34 siswa. Teknik pengampilan sampel dilakukan dengan teknik  Sampling Jenuh. Data diperoleh dengan instrumen yang telah diuji validitas dan reliabilitasnya. Analisis data yang digunakan adalah one sample t test dan independen sample test. Hasil penelitian menunjukan: (1) Terdapat pengaruh model pembelajaran Team Assisted Individualization terhadap hasil belajar, hal ini terlihat dari () (3,0962,093) (2) Tidak terdapat pengaruh model pembelajaran Konvensional terhadap hasil belajar, hal ini terlihat dari () (1,844 2,160), (3) Terdapat perbedaan pengaruh antara model pembelajaran kooperatif tipe Team Assisted Individualzation denganmodel pembelajaran konvensionalterhadap hasil belajar Matematika( = 3,385 = 2,037)Kata Kunci :Team Assisted Individualization, Hasil Belajar. Abstract. This research intent to know: (1) influence of learning model of Team Assisted Individualization to mathematics learning result, (2) the influence of conventional learning model on mathrmatics learning autcomes, (3) differences in Team Assisted Individualization learning model with conventional learning model on mathrmatics learning autcomes. The type of this research was quasi experimental research with Non-equivalent Posttest-Only Control Group Design. The population in this research is all of students at eleventh grade students of SMK Widya 2 Batam in 2018/2019 academic year with two classes that total 34. The techniqeue of collecting sample used sampling jenuh. The data obtained used instrument test has tested validity and reliability. The data analysis used one simple t test and independent samles test. The finding results showed: (1) there are influence of Team Assisted Individualization learning model on learning outcomes, this is seen () (3,0962,093) (2) there is no conventional learning model on the learning outcomes, this is seen () (1,844 2,160) (3) there are differences in the influence of Team Assisted Individualization learning model with the conventional learning midel on mathematics learning outcomes ( = 3,385 = 2,037) Kata Kunci :Team Assisted Individualization, Learning Outcomes.



2019 ◽  
Vol 5 (2) ◽  
Author(s):  
Sidik Gus Maladi ◽  
Kadek Rihendra Dantes ◽  
Nyoman Arya Wigraha

Penelitian ini bertujuan untuk membuktikan adanya perbedaan hasil belajar antara pembelajaran kelistrikan dengan metode ceramah biasa dan pembelajaran kelistrikan dengan metode pembelajaran langsung dilengkapi media pembelajaran dengan macromedia flash professional 8. Penelitian ini menggunakan rancangan equivalent post test only control group design. Sampel yang digunakan adalah siswa XI TSM 3 SMK Negeri 3 Singaraja yang mengikuti pelajaran kelistrikan sepeda motor semester genap tahun 2017. Data dianalisis menggunakan MANOVA berbantuan SPSS 16.00 for window. Hasil analisis deskriptif dan analisis statistik pada penelitian ini menunjukkan bahwa skor aktivitas siswa dengan pembelajaran menggunakan pembelajaran Langsung dengan media flash memiliki rata-rata 17,89 dan standar deviasi sebesar 1,470. Skor aktifitas belajar siswa yang mengikuti model pembelajaran konvensional memiliki rata-rata 16,39 dan standar deviasi sebesar 1,586. Berdasarkan data hasil analisis multivariat dengan bantuan SPSS 16.00 For windows diperoleh nilai F= 73,536 dan sig= 000 .Nilai sig lebih kecil dari 0,05 (p<0,05).Kata Kunci : Model Pembelajaran Langsung, Aktivitas Belajar, Dan Hasil Belajar Kelistrikan. This study aims to prove the difference in learning outcomes between the study of electricity with regular lectures and learning methods of electricity by direct teaching methods include media with Macromedia Flash Professional 8. This study design was equivalent post test only control group design. The samples used were XI student TSM 3 SMK Negeri 3 Singaraja in learning the electrical motorcycle second semester of 2017. Data were analyzed using SPSS 16.00 for assisted MANOVA window. Descriptive analysis and statistical analysis in this study shows that students with learning activity score using Direct learning with flash media has an average of 17.89 and a standard deviation of 1.470. Scores of student learning activities that follow the conventional learning model has an average of 16.39 and a standard deviation of 1.586. Based on multivariate analysis result data with SPSS 16:00 For windows obtained value F = 73.536 and sig sig = 000 The value less than 0.05 (p <0.05).keyword : direct learning model, learning activities, and learning outcomes electricity.



2018 ◽  
Vol 19 (1) ◽  
pp. 96
Author(s):  
Virna Anggraeni ◽  
Muharram Muharram ◽  
Alimin Alimin

ABSTRAKPenelitian ini adalah penelitian quasy experiment yang bertujuan untuk mengetahui pengaruh permainan ular tangga dalam  model pembelajaran kooperatif tipe TGT terhadap motivasi dan hasil belajar kimia siswa kelas X SMA Negeri 1 Masamba (materi pokok struktur atom dan tabel periodik unsur). Desain penelitian yang digunakan adalah pretest-posttest control group design.. Sampel yang terpilih kelas X MIA 4 sebagai kelas eksperimen dan kelas X MIA 5 sebagai kelas kontrol dengan jumlah siswa masing-masing 42 orang dan 43 orang. Kelas eksperimen diajar dengan permainan ular tangga dalam model pembelajaran kooperatif tipe TGT sedangkan kelas kontrol diajar dengan model pembelajaran kooperatif tipe TGT. Teknik pengumpulan data diperoleh dengan memberikan tes hasil belajar dan pengisian angket motivasi kepada siswa. Pengujian hipotesis yang dilakukan dengan uji nonparametrik dengan menggunakan uji mann-withney menghasilkan Zhitung  Ztabel =4,426  > 1,64 untuk motivasi belajar sedangkan hasil belajar menghasilkan Zhitung  Ztabel = 1,661 > 1,64 sehingga disimpulkan permainan ular tangga dalam model pembelajaran kooperatif tipe TGT berpengaruh positif terhadap motivasi dan hasil belajar kimia siswa kelas X SMA Negeri 1 Masamba.Kata Kunci:  Ular Tangga, TGT, Motivasi, Hasil belajar  ABSTRACTThis study is a quasi experimental study that aims to determine the effect of snakes and ladders game in cooperative learning model type TGT to motivation and learning outcomes of students class X SMA Negeri 1 Masamba (atomic structure and periodic table of elements subject matter).  Research desain is pretest-posttest control group design. Samples were selected class X MIA 4 as an experimental class and class X MIA 5 as class control the number of students are 42 and 43 peoples. Experimental class taught by a game of snakes and ladders in cooperative learning model TGT and the control class was taught just by cooperative learning model TGT. Data collection techniques provide the achievment test and learning questionnaires to measure students motivation. The results of pre-requisite test of inferential statistical analysis shown the data were not normally distributed and not homogeneous. So, hypothesis testing is done by using a nonparametric test Mann-Whitney shown Zhitung> Ztabel = 4,426> 1,64 for the learning motivation to and learning outcomes shown Zhitung> Ztabel = 1,661> 1,64. It concluded  the game of snakes and ladders in cooperative learning model TGT positive effect on motivation and learning outcomes of students class X SMA Negeri 1 Masamba.Keywords: Snakes Ladders, TGT, Motivation, Learning Outcomes



2021 ◽  
Vol 2 (1) ◽  
pp. 27-32
Author(s):  
Sahabuddin Sahabuddin ◽  
Muhammad Yunus ◽  
Muhammad Nur

Penelitian ini dilakukan dengan tujuan untuk mengetahui adanya perbedaan motivasi dan hasil belajar peserta didik dengan membandingkan penggunaan model pembelajaran kooperatif team quiz dan TGT pada mata pelajaran IPS kelas IV di SD Negeri Lakkang. Metode yang digunakan dalam penelitian ini adalah quasi experimental nonequivalent control group design. Teknik penentuan sampel pada penelitian ini menggunakan purposive sampling. Uji validitas butir soal berdasarkan penilaian para ahli (judgement expert) dan uji reliabilitas Cronbach Alpha. Teknik analisis yang digunakan dalam penelitian ini meliputi uji normalitas, uji homogenitas, uji keefektifan, uji perbandingan keefektifan model pembelajaran, dan uji keunggulan dengan menggunakan pengolahan SPSS versi 25.0. Hasil penelitian menunjukkan bahwa motivasi dan hasil belajar peserta didik yang menggunakan model pembelajaran kooperatif team quiz lebih tinggi dibanding dengan peserta didik yang menggunakan model pembelajaran kooperatif TGT. Hal ini ditunjukkan dengan hasil uji setelah perlakuan posttest dengan uji Manova. Data setelah perlakuan posttest dengan uji Manova menunjukkan bahwa nilai signifikansinya lebih kecil alfa (0,05) yaitu sebesar 0,001 sehingga H0 ditolak. Maka dari itu, dapat disimpulkan bahwa terdapat perbedaan rata-rata kemampuan kedua kelas terhadap motivasi belajar dan hasil belajar peserta didik setelah diberikan perlakuan. Dengan demikian, peserta didik yang menggunakan penerapan model pembelajaran kooperatif team quiz memiliki rata-rata nilai posttest lebih tinggi yaitu 85,35 dibanding peserta didik yang menggunakan penerapan model pembelajaran kooperatif TGT yang mempunyai jumlah rata-rata nilai posttest sebanyak 80,05. This research was conducted with the aim of knowing the differences in students' motivation and learning outcomes by comparing the use of the team quiz and TGT cooperative learning models in social studies subjects for class IV at SD Negeri Lakkang. The method used in this study was a quasi-experimental nonequivalent control group design. The sampling technique in this study used purposive sampling. The validity tes of the items based on the assessment of experts (expert judgment) and Cronbach Alpha reliability test. The analytical techniques of data used in this study include normality test, homogeneity test, effectiveness test, comparative test of the effectiveness of learning models, and superiority test using SPSS version 25.0 processing. The results showed that the motivation and learning outcomes of students who used the team quiz cooperative learning model were higher than those of students who used the TGT cooperative learning model. This is indicated by the test results after posttest treatment with the Manova test. The data after posttest treatment with the Manova test showed that the significance value was smaller than alfa (0.05), which was 0.001 so that H0 was rejected. Therefore, it can be concluded that there is a difference in the average ability between the two classes on learning motivation and student learning outcomes after the treatment was given. Thus, students who use the application of the team quiz cooperative learning model have a higher average posttest score of 85.35 than students who use the application of the TGT cooperative learning model who have an average posttest score of 80.05.



2017 ◽  
Vol 6 (2) ◽  
pp. 255 ◽  
Author(s):  
Antomi Saregar ◽  
Anis Marlina ◽  
Idham Kholid

The researcher reports the research result toward of how students understand on physics learning concept material efficiently. A research method that used is Quasi-experiment, by using post-test only control group design with purposive sampling technique. Data collecting technique uses test method to achieve data concept understanding, meanwhile, questionnaire method to achieve scientific character information. Hypothesis testing of the research uses two ways analysis of variance. The conclusion of the research are; (1). ARIAS learning model is more efficient than conventional learning model toward students understanding on physics concept; (2). The scientific attitude of students influencing on students physics concept understanding; (3). There is no interaction between ARIAS learning model application and conventional learning model, as seen on students scientific attitude toward physics concept understanding.Peneliti melaporkan hasil penelitian terkait efektivitas penggunaan model pembelajaran dalam memudahkan memahami konsep materi fisika. Model pembelajaran yang digunakan adalah model pembelajaran ARIAS, ditinjau dari sikap ilmiah siswa. Metode penelitian yang digunakan adalah Quasi Eksperiment. Post-test only control group design dengan teknik purposive sampling. Teknik pengumpulan data menggunakan metode tes untuk mendapatkan data pemahaman konsep, sedangkan metode angket untuk mendapatkan informasi sikap ilmiah. Uji hipotesis penelitian menggunakan anava dua jalan. Simpulan dari hasil penelitian ini adalah: (1). Model pembelajaran ARIAS lebih efektif daripada model pembelajaran konvensional terhadap pemahaman konsep fisika siswa; (2). Sikap ilmiah siswa berpengaruh terhadap pemahaman konsep fisika siswa; (3). Tidak terdapat interaksi antara penerapan model pembelajaran ARIAS dan konvensional, ditinjau dari sikap ilmiah terhadap pemahaman konsep fisika siswa.



Author(s):  
Riya Wulandari ◽  
Angelia Timara ◽  
Emi Sulistri ◽  
Sumarli Sumarli

ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Role Playing berbantuan media video terhadap hasil belajar kognitif siswa pada materi bunyi. Penelitian dilaksanakan di SD Swasta Torsina III Singkawang. Jenis penelitian yaitu penelitian kuantitatif dengan metode quasi experimental, dalam bentuk Nonequivalent Pre-test and Post-test Control Group Design. Populasi dalam penelitian ini adalah seluruh siswa kelas IV SD Torsina III Singkawang. Sampel diambil menggunakan teknik non probability dengan jenis sampling jenuh. Teknik pengumpulan data menggunakan teknik tes berupa tes objektif materi bunyi dan teknik non tes berupa angket respon. Hasil penelitian menunjukkan bahwa: (1) terdapat perbedaan hasil belajar ranah kognitif antara siswa yang diterapkan model pembelajaran role playing berbantuan media video dengan siswa yang mendapatkan pembelajaran langsung; (2) Penggunaan model pembelelajaran role playing berbantuan media video berpengaruh tinggi terhadap hasil belajar kognitif siswa; (3) Respon siswa positif terhadap model pembelajaran role playing berbantuan media video pada kategori baik. Kata kunci: model pembelajaran role playing; media video; hasil belajar kognitif. ABSTRACTThis study aims to determine the effect of the video media-assisted Role Playing learning model on students' cognitive learning outcomes on sound material. The research was conducted at Torsina III Private Elementary School, Singkawang. The type of research is quantitative research with quasi-experimental method, in the form of Nonequivalent Pre-test and Post-test Control Group Design. The population in this study were all fourth grade students of SD Torsina III Singkawang. Samples were taken using a non-probability technique with saturated sampling type. The data collection technique used a test technique in the form of an objective test of sound material and a non-test technique in the form of a response questionnaire. The results showed that: (1) there were differences in cognitive domain learning outcomes between students who applied the role playing learning model assisted by video media and students who received direct learning; (2) The use of role playing learning models assisted by video media has a high effect on students' cognitive learning outcomes; (3) Positive student responses to the video-assisted role playing learning model in the good category. Keywords: role playing learning model; video media; cognitive learning outcomes.



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