scholarly journals PEMBELAJARAN DARING MATEMATIKA BERBANTUAN GOOGLE CLASSROOM DITINJAU DARI GAYA BELAJAR PADA MASA PANDEMI

2021 ◽  
Vol 9 (3) ◽  
pp. 333-342
Author(s):  
Yunti fahrulia Subekti

The purpose of the study was to determine the differences in mathematics learning outcomes and the effectiveness of google classroom-assisted learning in terms of learning styles on students' mathematics learning outcomes. This research used an experimental research method with a randomized pretest-posttest control group design. Sampling using a simple random sampling technique. The population of this research is the seventhgrade students of one of the public junior high schools in Sleman. The sample of this study amounted to 54 students consisting of class VII C and VII D. The data collection techniques used in this study were tests and questionnaires. The data analysis techniques used in this study were normality test, homogeneity test, similarity test, and hypothesis testing. The results of the study show that: (1) there are differences in learning outcomes in bold learning assisted by google classroom; (2) bold learning assisted by google classroom is more effective in terms of visual learning styles; (3) bold learning assisted by google classroom is not more effective in terms of auditory and kinesthetic learning styles.

Author(s):  
Hayatun Nufus ◽  
Rezi Ariawan ◽  
Erdawati Nurdin ◽  
Hasanuddin Hasanuddin

This study examines the problem of improving mathematics learning outcomes among students with cooperative learning model NHT type and conventional learning approaches is reviewed as a whole and for each level of mathematical ability (high, medium, and low). This research is a quasi-experimental research design Nonequivalent Control Group Design uses Simple Random Sampling technique. The population in this study were students of class VII in a private junior high school in the city of Pekanbaru in Riau in the academic year 2014/2015. While the sample is graders VII2 as control class and class VII2 as an experimental class. The instrument used in this study is the mathematics achievement test. Quantitative analysis was performed using two mean difference test. The results showed that: (1) there is significant implementation of cooperative learning model NHT on the results of students' mathematics learning is reviewed as a whole and the level of ability was; (2) there is no effect of the application of cooperative learning model NHT towards mathematics learning outcomes of students based on high and low-level capabilities.


Author(s):  
Hayatun Nufus ◽  
Rezi Ariawan ◽  
Erdawati Nurdin ◽  
Hasanuddin Hasanuddin

This study examines the problem of improving mathematics learning outcomes among students with cooperative learning model NHT type and conventional learning approaches is reviewed as a whole and for each level of mathematical ability (high, medium, and low). This research is a quasi-experimental research design Nonequivalent Control Group Design uses Simple Random Sampling technique. The population in this study were students of class VII in a private junior high school in the city of Pekanbaru in Riau in the academic year 2014/2015. While the sample is graders VII2 as control class and class VII2 as an experimental class. The instrument used in this study is the mathematics achievement test. Quantitative analysis was performed using two mean difference test. The results showed that: (1) there is significant implementation of cooperative learning model NHT on the results of students' mathematics learning is reviewed as a whole and the level of ability was; (2) there is no effect of the application of cooperative learning model NHT towards mathematics learning outcomes of students based on high and low-level capabilities.


Author(s):  
Sanchia Janita Prameswari ◽  
Basori Basori ◽  
Endar Suprih Wihidayat

<p>Based on observations at Vocational School in Surakarta, the 3 -dimensional animated subject using 3Ds Max as the only learning tool, consequently, students find it is difficult to practice during off-class as the 3Ds Max is not free software and affordable to buy by students. Blender application maybe can be compensate for 3D Max, which has a user-friendly appearance, neatly arranged, and free. The population in this study is the students of Vocational High School. The total population was 297 students.. The sample used was 70 students. The sampling technique in this study used the simple random sampling method. The data collection technique used the pretest-posttest. The data analysis technique used is the balance test, normality test, homogeneity test, and hypothesis testing using the independent sample t-test. The results of the study are as follows. First, there are differences in students’ comprehension that can be seen from the learning outcomes between the use of Blender applications (experiment class) and the 3Ds Max application (control class). Second, the effectiveness of Blender supporting applications is higher than the 3Ds Max application in improving students’ comprehension and learning outcomes. In general, it can be concluded that Blender can be used as an alternative or can replace 3Dmax as a learning medium in 3-dimensional animated subjects. This study aims to determine (1) whether there are differences between the use of Blender application and 3Ds Max on students’ comprehension; (2) a more effective supporting applications between Blender applications and 3Ds Max. This study used an experimental method with a pretest-posttest control group design model. </p>


Biosfer ◽  
2018 ◽  
Vol 8 (2) ◽  
pp. 46-54
Author(s):  
Yolanda Holinda Sari ◽  
Rusdi Rusdi ◽  
Sri Rahayu

Learning results are influenced by 2 factors; internal and external factors. Method of learning is one of external factors. This study aimed to determine the effect of Hypnoteaching method toward application the cognitive learning outcomes on Nervous System Topic at SMAN 97 Jakarta. The research was conducted in the second semester of Academic Year 2014/2015. The method was a quasi-experimental with pretest-posttest control group design. A total sample of 74 students of class XI MIA was selected by simple random sampling technique. This research used a cognitive learning. Test instrument data was analized by analysis of variance of the path of non-parametric Kruskal Wallis. The result showed a significance value 0.07> 0.05 so that it was conclude that Hypnoteaching method had no effect on students cognitive learning outcomes Nervous System Topic.


2019 ◽  
Vol 5 (1) ◽  
pp. 55
Author(s):  
Romi Cendra ◽  
Novri Gazali ◽  
M. Rian Dermawan

The purpose of this study was to know the effectiveness of audio-visual media towards badminton basic technical skills of Penjaskesrek students of Islamic University of Riau. This study used an experimental quasi method with pre-test and post-test design. The form of research design used in this study was Pretest-Posttest Design Control Group. This research was conducted at Islamic University of Riau from May to September 2018. The data collection method used in this study was using test and measurement techniques, and the test instrument was basic badminton skills test. The population in this study was the active Penjaskesrek students of Islamic University of Riau in the academic year of 2015/2016 with a number of 219 students from 8 classes. The sampling in this study was conducted by using purposive sampling technique. The samples taken were only two classes from eight classes, namely 4C and 4G. 4C class, 19 students was the experimental class group while the 4G class, 22 students was the control class. The data collected from the results of the initial and final tests were analyzed by using normality test, homogeneity test and t-test statistics. The conclusion in this study was that the audio visual learning media provided significant effectiveness towards badminton basic technical skills of Penjaskesrek students of Islamic University of Riau, where the results obtained by tcount (10.64) which was greater than ttable (1,734).  


2020 ◽  
Vol 1 (1) ◽  
pp. 83-88
Author(s):  
Yesi Budiarti ◽  
Reni Tantri

Audio-visual media is a media that can display elements of images and sound elements in an integrated manner when communicating messages or information. Audio visual media is an intermediary media or the use of material and its absorbers through sight and hearing. Thus building conditions that can make students able to gain knowledge, skills and attitudes. The purpose of this study was to determine "The influence of the use of Android-based audio visual learning media on student learning outcomes". This type of research is a quasi-experimental, with the Non-equivalent Control Group Design experimental design. In sampling using a purposive sampling technique. The population and sample in this study were the fifth semester students of the PGSD Study Program, totaling 139 students. Based on the results of the study that the pre-test and post-test scores in the experimental class get a t-test value of 4.06 and a t-table of 1.70 then 4.06> 1.70. Then this can be said to be greater than t table. Thus it shows that the hypothesis has a positive influence on the use of android-based audio visual media on student learning outcomes. The magnitude of the influence of the use of audio visual media is 36.34%.


2016 ◽  
Vol 4 (2) ◽  
pp. 51
Author(s):  
Nurkomaria Purnamasari ◽  
Habibi Habibi ◽  
Samsun Hidayat

This research aimed to know the effect of direct instruction model with  contextual approach toward students concept comprehension in class XI SMA PGRI Sape. The method of this research was quasy-experimental with research design was pretest-posttest control group design. Population of this research is taken from all students in grade XI IPA. The research sample used was a class XI IPA 3 as an experimental class and class XI IPA 1 as the control class. The sampling technique using Simple Random Sampling. The technique of data colletion used instrument test in the form of essays. Analysis of data using homogenity, normality test, hypothesis testing. Hypothesis test (t-test) students concept comprehension obtained t = 9.67 ≥ table = 2.002. It can be concluded that the direct instruction model with contextual approach significantly affect students concept comprehension.PENGARUH MODEL PEMBELAJARAN LANGSUNG (DIRECT INSTRUCTION) DENGAN PENDEKATAN KONTEKSTUAL TERHADAP PEMAHAMAN KONSEP SISWA


2015 ◽  
Vol 1 (03) ◽  
Author(s):  
Musta’an Musta’an

This study is an experimental research conducted at MAN Karanggede. The population in this study were students of class XI which totaled 200, with purposive sampling technique obtained a sample of 90 students. The samples were divided into two groups, the first group as a control group and a second group class as a class experiment. Data was collected by the method of testing and documentation. Test validity consists of 35 items, 31 items known to valid and invalid 4 items. Of the 31 items were valid, the validity of the lowest known 0.399 and 0.722 and the highest validity reliabelitas 0.91. Data prior to analysis prerequisite test, normality test, homogeneity test, tests of balance and analyzed using statistical t-test formula.From the data analysis is concluded that control class (using conventional methods) reached an average value of 48.62 by the level of learning outcomes in the category were as many as 16 students or 35.56% are located at intervals of 13-15. While the experimental group (using learning strategies point counterpoint) reached an average value of 71.97 by the level of learning outcomes in high category as many as 10 students or 22.22% are located at intervals of 22-25. Of the average showed a difference of 23.35. While the results of different test variable levels of learning outcomes fiqh in control class with experimental class obtained t count (5.721)> t table (2.000), it means Ha accepted, so there are significant learning strategy point counterpoint to the results of study subjects fiqh students MAN Karanggede school year 2014 / 2015. Keywords: Learning Strategies Point Counterpoint, Fiqh Learning Outcomes


2020 ◽  
Vol 5 (2) ◽  
pp. 136-144
Author(s):  
Izza Ariffatur Ramadhani ◽  
Heri Yudiono

This study aims to produce an android-based e-module on CAD that has quality (feasible, effective, and practical) in improving student learning outcomes. The method used is the Research and Development (R&D) approach, which consists of preliminary studies, development, and testing by experts and practitioners to ensure that the e-module meets the requirements (feasible and practical) as a learning media. Limited trials were conducted through a true-experimental design with a pretest-posttest control group design. This experiment was conducted to test the effectiveness of e-modules during the learning process. The analysis used includes a validity test, reliability test, normality test, homogeneity test, independent-sample t-test, and N-Gain test. The results of the study found that the e-module products that met the standards of material and media feasibility based on expert judgment and e-modules were very practical and effective to improve learning outcomes. Tujuan penelitian ini adalah untuk menghasilkan e-modul pembelajaran CAD berbasis android yang memiliki kualitas (layak, efektif dan praktis) yang dapat membantu meningkatkan hasil belajar peserta didik. Metode yang digunakan adalah pendekatan Research and Development (R&D) yang terdiri dari studi pendahuluan, pengembangan dan pengujian oleh beberapa ahli dan praktisi untuk memastikan bahwa e-modul tersebut memenuhi syarat (layak dan praktis) sebagai media pembelajaran. Uji coba terbatas dilakukan melalui true-eksperimental design dengan pretest-posttest control group design. Eksperimen ini dilakukan untuk menguji efektivitas e-modul selama proses pembelajaran. Analisis yang digunakan meliputi uji validitas, uji reliabilitas, uji normalitas, uji homogenitas, dan uji independent sample t test serta uji N-Gain. Hasil penelitian mendapatkan produk e-modul yang telah memenuhi standar kelayakan materi dan media berdasarkan penilaian ahli serta e-modul sangat praktis dan efektif untuk meningkatkan hasil belajar.


2018 ◽  
Vol 42 ◽  
pp. 00122
Author(s):  
Kade kAyu Astiti

This study aims to determine the effect of group investigation (GI) learning model with brainstorming technique on student physics learning outcomes (PLO) compared to jigsaw learning model with brainstroming technique. The learning outcome in this research are the results of learning in the cognitive domain. The method used in this research is experiment with Randomised Postest Only Control Group Design. Population in this research is all students of class XI IPA SMA Negeri 9 Kupang year lesson 2015/2016. The selected sample are 40 students of class XI IPA 1 as the experimental class and 38 students of class XI IPA 2 as the control class using simple random sampling technique. The instrument used is 13 items description test. The first hypothesis was tested by using two tailed t-test. From that, it is obtained that H0 rejected which means there are differences of students physics learning outcome. The second hypothesis was tested using one tailed t-test. It is obtained that H0 rejected which means the students PLO in experiment class were higher than control class. Based on the results of this study, researchers recommend the use of GI learning models with brainstorming techniques to improve PLO, especially in the cognitive domain.


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