scholarly journals IMPROVING CREATIVITY AND LEARNING OUTCOMES OF HIGH SCHOOL STUDENTS BY IMPLEMENTING PROBLEM BASED LEARNING AND YOUTUBE

2021 ◽  
Vol 6 (4) ◽  
pp. 273
Author(s):  
Noviana Rohmatin ◽  
Suwarto Suwarto ◽  
Anwari Adi Nugroho

This study aims to increase creativity and learning outcomes of biology in class X MIPA State Senior High School with problem-based learning model in biology learning. This research is classroom action research carried out in 3 cycles, each cycle consisting of 4 stages; planning, implementing actions, observing, and reflecting. The subjects of this research were 36 students. The data in this study are creativity and student learning outcomes. Creativity data is measured by Mind Mapping observation sheets and cognitive learning outcomes data is measured by test questions at the end of each cycle, affective learning outcomes are measured by attitude assessment observation sheets, psychomotor learning outcomes are measured by skills observation sheets. Data on creativity and cognitive, affective and psychomotor learning outcomes were analyzed using the percentage technique and then described comparatively for each cycle. The results showed that there was an increase in creativity in the first cycle of 42%, the second cycle 55% and the third cycle 78%. While cognitive learning outcomes in cycle I 66%, cycle II 72% and cycle III 88%, affective learning outcomes in cycle I 41%, cycle II 63% and cycle III 74%, psychomotor learning outcomes in cycle I 36%, cycle II 50 %, cycle III 69%. The research data shows that the application of the Problem Based Learning model with YouTube can improve creativity and student learning outcomes. The increase in creativity occurred in cycle I to cycle II 13%, cycle II to cycle III 23%. Cognitive learning outcomes from cycle I to cycle II 6%, cycle II to cycle III 16%, affective learning outcomes from cycle I to cycle II 22%, cycle II to cycle III 11%, psychomotor learning outcomes from cycle I to cycle II 14 %, cycle II to cycle III 19%. PBL activities such as dealing with problems, analyzing and solving problems so as to make students creative in compiling works in the form of Mind Mapping and increasing cognitive, affective and psychomotor learning outcomes.

2018 ◽  
Vol 7 (3) ◽  
Author(s):  
Dewi Farida ◽  
Joko Waluyo ◽  
Kamalia Fikri

Student learning outcomes are competencies that students have after gaining their learning experience, so indicators of learning success can be seen from student learning outcomes after experiencing the learning process. Student learning outcomes can be improved through the use of learning models, one of which is by applying the POE learning model (Prediction, Observation and Explanation) with probing-prompting techniques. The purpose of this study was to determine the effect of POE learning models (Prediction, Observation and Explanation) with probing-prompting techniques on the cognitive learning outcomes of the tenth grade students at SMA Muhammadiyah 3 Jember on the environmental pollution subject. Type of research is a quasy experimental study using a pretest and posttest design. In the experimental class, learning activity was carried out by applying the POE learning model (Prediction, Observation and Explanation) with probing-prompting techniques and the control class, learning activities are carried out by applying conventional learning models. The data of the students' cognitive learning outcomes were obtained through the pretest and posttest scores then analyzed using ANAKOVA test. The application of POE learning model (Prediction, Observation and Explanation) with probing-prompting techniques had a significant effect with a probability as much as 0,000. The affective learning outcomes influenced significantly with a significance value of 0.001 or p<0.05.


2019 ◽  
Vol 8 (1) ◽  
pp. 35-42
Author(s):  
Ike Nur Aulia ◽  
Krispinus Kedati Pukan ◽  
Priyantini Widiyaningrum

               Problem based learning (PBL) with video can be the concept of student knowledge on immune system material. The PBL 2013 model is widely used in learning or curriculum, but implementation is rarely used in learning. Based on preliminary observation at SMA N 1, it is known that the absorption capacity of immune system is 21.91% at national exam is the lowest. This research on the effectiveness of problem-based learning models with videos on student learning results in cognitive, affective and psychomotor aspects. The research sample consists of three experimental classes. Data sources include students' cognitive learning outcomes (pretest-posttest), affective learning outcomes, psychomotor learning outcomes, teacher qualitative descriptive analysis (interview) and student responses with descriptive percentage analysis. Data were analyzed by using the cognitive learning outcomes (pretest-posttest) in experimental classes. The questionnaire of learning implementation shows that the PBL with video on the immune learning system has been done well. The calculation of the N-gain value, the experimental classes has been increased by 0.77 with the high category. Based on the results of the research, it can be concluded that the PBL model for students is effective in applying material to cognitive, affective and psychomotor learning outcomes of students in SMA N 1 Semarang.


2020 ◽  
Vol 6 (1) ◽  
pp. 1-6
Author(s):  
Aulia Afza

This research aims to produce learning materials oriented problem-based learning model contain character that effective from student learning outcomes aspect, affective, cognitive, and psychomotor. This is research with the Plom model.Research conductedfor student of XI MIAgradeof senior high school. The instrumentusedan observation sheet with 6 indicators, multiple choicewritten testas many as 25 items with high cognitive levelsandthe performance assessment. Data analysis uses the percentage formula. The research results obtained that the average value of affective learning outcomes is 83,44% (effective), the average value of cognitive learning outcomes is 81,13%(effective)and 87,5% of students have exceeded the minimum criteria. The average value of psychomotor learning outcomes is 89,6% (effective). Conclude that product development has been effective from the student learning outcomes aspect.


Author(s):  
Enggar Fiolentin ◽  
Kusnan Kusnan ◽  
Suparji Suparji ◽  
Tri Rijanto

This study aims to develop a Work-Based Modules project in Construction and Building Utilities subjects to increase student learning outcomes of State Vocational High School 1 Sidoarjo. And to analyze the feasibility of the module in terms of (1) validity; (2) practicality; (3) has a project work-based Modules; (4) student learning outcomes after being taught by project-based Modules. This development research was carried out based on the six stages of the development method. The instruments used in this study were: (1) Questionnaire. Syllabus, lesson plans, Student Worksheets (SW) & Assessment instruments to measure the validity of values; (2) Learning management observation sheet, observation sheet to measure practicality; (3) learning outcomes test to measure the effectiveness of learning devices. The research was conducted on class XI students with competency skills in Modeling Design and Building Information. The results showed that the project-based Modules that works on the subjects of Construction and Building Utilities developed is valid in terms of validity, Practical interms of practicality, and proven effective in terms of effectiveness. Mean while, the learning outcomes indicated that (1) the Cognitive learning outcomes of students whose learning using project-based Modules and SW were significantly higher than students using only SW; (2) the learning outcomes in the Affective domain for students whose learning uses project-based modules, is significantly higher than students who learn only using SW; and (3) the learning outcomes inthe Psychomotor domain of students whose learning uses project-based Modules are significantly higher than those of students who only using SW.


2018 ◽  
Vol 2 (2) ◽  
pp. 38
Author(s):  
Budi Nur Faisal

Abstract-This research is motivated by the problems that researchers find in the learning process of social studies related to the low student learning outcomes. The issues raised in this study about improving student learning outcomes through the use of mind mapping method in social studies learning. Learning outcomes are characterized by changes in behavior. While Mind Mapping is a way of recording a creative and effective, easy way to enter and release information in the brain that suits the workings of the brain. So mind mapping can be an alternative method to improve student learning outcomes. This study aims to describe how planning, implementation, results, and efforts to overcome obstacles in an effort to improve student learning outcomes through mind mapping method in social studies learning in class VII-F 7 Bandung Junior High School. The research method used is classroom action research with Kemmis & Taggart design. The source of this research data is the improvement of learning outcomes through the use of mind mapping method in social studies learning. Indicator of learning outcomes in this study is to remember, understand, apply, create, and Attitudes. In the indicators of understand and remember there is an increase in each cycle. In addition to the improvement of the post test results in each cycle. The general conclusion is the use of mind mapping method can improve students' learning outcomes in social studies learning at class VII-FKeywords: Learning Outcomes in Social Studies, Mind Mapping.


Alotrop ◽  
2019 ◽  
Vol 3 (2) ◽  
Author(s):  
Aisha Syafitri ◽  
Hermansyah Amir ◽  
Elvinawati Elvinawati

This study aims to determine the comparison of student learning outcomes using cooperative learning type Teams Games Tournament (TGT) with media snake ladder and media puzzle in class XI SMA Negeri 01 Bengkulu Tengah Year 2017/2018 on the subject of colloidal system. This research is a quasi experimental research with the population of all students of class XI SMA Negeri 01 Bengkulu Tengah and the sample is XI MIPA 3 experiment I applying Snake Ladder media and XI MIPA 4 as experiment class II which apply puzzle media. Student learning outcomes in this study is seen from the difference between pretest and posttest values. In the experimental class I which uses snake ladder media, the average value of the increase in students' cognitive learning outcomes is 43.30. Whereas in the experimental class II that uses media puzzle, the average value of the increase in students' cognitive learning outcomes is 35.97. From a series of statistical tests conducted hypothesis testing using t-test with a significant level of 0.01 obtained tHitung> tTable (2.42> 2.39). The results showed that there was a significant difference between the learning outcomes of students who were taught by cooperative learning using Snake Media Appliance and Puzzle media. The result of this research can be concluded that  in general the result of student learning by applying cooperative learning model of Team Games Tournament (TGT) type with snake ladder media is higher than with puzzle media on colloidal system subject.


Author(s):  
Selly Effa Weranti

Based on the results of observation in learning, teachers are still seen to dominate the teaching and learning process. Students only receive information from teachers that can cause a lack of enthusiasm so that makes the learning atmosphere that takes place looks still passive. It resulted in student learning outcomes still have not reached the maximum because of the use of media applied by teachers not in learning. This research is Quantitative research with Quasi Experimental Form Designjenis Nonequivalent control group design. The data collection technique used is the test of cognitive learning outcomes. Based on the results of data analysis obtained: 1) there is the effect of three-dimensional diorama media on the cognitive learning outcomes of the material recognize the use of money in the class III IPS SDN Balong dowo. This is proven by doing the calculation to determine the gain value of the result of unknown gain experimental class III-B with the yield of 9.09% belong to the criteria "high", meaning there is a high influence on the media diorama of three dimensions in 2 students. 90.91% entered into the criterion "medium" means there is influence "moderate" to 20 students. 2) there is a big influence of three-dimensional diorama media on student learning outcomes class III with N-gain analysis Based on the calculation obtained experimental class III-B 0,56. So in this case the influence of three-dimensional diorama media on student learning outcomes class III SDN Balong dowo moderate category because the criteria 0,56 ≤ 0.70 


2020 ◽  
Vol 1 (1) ◽  
pp. 30-40
Author(s):  
Suciati Suciati ◽  
Maridi Maridi ◽  
Nurul Kusuma Dewi ◽  
Dedy Subandowo ◽  
Anggit Sasmito

Learning outcomes are an evaluation mechanism in the curriculum to achieve graduates competency standards. Student learning outcomes include cognitive, affective, and psychomotor aspects. The purpose of this research is to know the effect of DJP Model based module to student learning result of class XI. The research used experimental method with pretest-posttest control group design. The research population is all of the XI MIA class of SMA Negeri 1 Geger with a total number of 192 students scattered into six classes. The sample which is taken by using simple random sampling technique resulted in two classes, namely XI MIA 3 class (experimental class using DJP Model module) which consist of 34 students and XI MIA 6 (control class using teaching material in school) which consist of 34 students. Data collection techniques are done through test (measuring cognitive learning outcomes) and non-tests (measuring affective and psychomotor learning outcomes). The research instruments used in this research were multiple choice questions, observation sheets, and documentation. The data were analyzed using SPSS 18 t-test with significance level of 0.05. The result of the analysis showed the experimental cognitive learning result of experimental class is higher (75,29 with 76,47% completeness) than control class (59,12 with 8,82% completeness) with significance level 0,000. The affective learning outcomes of experimental class were higher (89.78) than the control class (23.43) with significance level of 0.000. The experimental psychomotor learning outcomes of experimental class were higher (90.72) than control class (9,84) with a significance level of 0.000. Based on the results of the research can be concluded that the DJP Model-based Module gives positive effect on student learning outcomes of XI graders.


Author(s):  
Nurridha Rahmania Yusuf ◽  
Singgih Bektiarso ◽  
Sudarti Sudarti

ABSTRAKPenelitian ini bertujuan untuk mengkaji pengaruh model problem based learning dengan media google classroom terhadap aktivitas dan hasil belajar siswa pada materi gelombang bunyi di SMAN Pakusari. Jenis penelitian ini adalah penelitian eksperimen dengan pretest-posttest control design. Pengumpulan data hasil belajar siswa dari nilai pretest dan posttest, serta aktivitas belajar siswa dari hasil observasi selama kegiatan pembelajaran. Penelitian ini menghasilkan data rata-rata aktivitas belajar di kelas eksperimen lebih besar daripada kelas kontrol, yaitu 66,35% dan 55,31%, dan juga rata-rata hasil belajar siswa dari posttest pada kelas eksperimen lebih besar daripada kelas kontrol, yaitu 60 dan 50. Analisis data menggunakan uji T-Test yang menghasilkan nilai signifikansi aktivitas belajar dan hasil belajar kurang dari 0,05, yaitu 0,017 dan 0,002. Berdasarkan analisis tersebut, dapat disimpulkan bahwa pembelajaran menggunakan model PBL dengan media google classroom berpengaruh signifikan terhadap aktivitas dan hasil belajar siswa pada materi gelombang bunyi di SMAN Pakusari. Kata kunci: model PBL dengan media google classroom; aktivitas belajar siswa; hasil belajar siswa. ABSTRACTThis research aims to assess the effect of problem based learning model with google classroom media on activity and student learning outcomes of sound wave material at Pakusari senior high school. This type of research is experimental research with pretest-posttest control design. Data collection of student learning outcomes are pretest and posttest scores, and student learning activities is from observation results during learning. The result of this research are the average of learning activities in experimental class greater than control class, i.e 66,35% and 55,31%, and also the average of student learning outcomes from posttest in experimental class greater than control class, i.e 60 and 50. Data analysis using T-test which results in significance value of learning activity and learning outcomes of less than 0,05, i.e 0,017 and 0,002. Based on analysis, it can be concluded that learning by problem based learning model with google classroom media has significant effect on student’s activity and learning outcomes on sound wave material at Pakusari senior high school. Keywords: PBL model with google classroom media; learning activities; learning outcomes.


2021 ◽  
Vol 4 (2) ◽  
pp. 70-81
Author(s):  
Hendri Noperi ◽  
Sarwanto Sarwanto ◽  
Nonoh Siti Aminah

This study aimed to develop and determine the quality of the illustrative module of guided inquiry-based physics learning with character education. This research was a development research (R&D) which refers to the Borg & Gall model. The limited trial was carried out on 10 grade VII students and the expanded trial was carried out on 31 grade VIIA students at SMP Negeri 24 Surakarta. The data were taken using test techniques for cognitive learning outcomes, and observation techniques for character and psychomotor learning outcomes. Furthermore, it was analyzed by using two-sample paired t-test, while the psychomotor and affective learning outcomes were analyzed using the Friedman test. The results showed that the illustrative module of guided inquiry-based Physics learning containing character education was developed to have a total average score of 265.5 with the "very good" category. In conclusion, there was an increase in student learning outcomes after following the learning process using this developed illustrative module. Key words: Learning Outcomes, Product Quality, Illustration Modules, Research and Development


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