scholarly journals Use of The Problem Based Instruction Model on Activities and Results of Integrated Thematic Learning Students in Class V

2019 ◽  
Vol 1 (1) ◽  
pp. 264-269
Author(s):  
Sonia Septi Gamandari

This research is motivated by the lack of teachers' ability to design the use of problem based instruction models on students' thematic learning outcomes, planning the use of problem based instruction models for students' thematic learning outcomes. The purpose of this study is to increase the use of problem based instruction models for student thematic learning outcomes problem based instruction model of the results of students' thematic learning and improving student learning outcomes using the Problem Based Instruction Model. This type of research is a field research with a descriptive qualitative method. The results showed that the use of the Problem Based Instruction model in the teaching and learning process can improve student learning outcomes. Conclusion of the form of planning using the Model Problem Based Instruction The teacher has prepared the RPP so that learning is more directed. Use of Problem Based Instruction Models can improve student learning outcomes the teacher in using the model based instruction problem the time used is very limited

Author(s):  
Andi Pranoto

<p><em>The purpose of this study was to improve student learning outcomes in thematic learning in grade II SD. This research is a classroom action research (PTK) which is conducted in three cycles, each cycle consisting of planning, implementation, observation, and reflection stages. The subjects of this study were 10 class II students of SDN Kebandungan for the 2020/2021 academic year. Data collection techniques using observation and tests. Data analysis includes data reduction, data presentation, and drawing conclusions. Research shows that the use of interactive instructional video media can improve student learning outcomes in the subject matter of Theme 4 Sub Theme 1 Learning 1 about determining the flat segment in class II semester I SDN Kebandungan academic year 2020/2021 as evidenced by the percentage of completeness of learning outcomes in cycle I 60% to 80% in cycle II and to 100% in cycle III</em><em>.</em></p>


2019 ◽  
Vol 2 (2) ◽  
pp. 163-174
Author(s):  
Irfan Taufik

This research discusses the application of the Contextual Teaching and Learning (CTL) learning model in improving student learning outcomes, the purpose of the research in this paper is how to use the Contextual Learning learning model and Learning (CTL) can improve student learning outcomes. The type of research used in this study is classroom action research (CAR). The research subjects were students of class XI Administration 3 Vocational High School (SMK) Negeri 1 Palopo 2018/2019 academic year consisting of 7 male students and 18 female students. The data in this study were obtained from the results of observations of student activities (observation sheets) and final cycle test instruments. Furthermore, the data of this study were analyzed with qualitative descriptive. The learning model of Contextual Teaching and Learning (CTL) in the subjects can improve student learning outcomes. This can be seen from students who enthusiastically receive learning material and students are not ashamed to practice the material directly received, the results showed that during the final test Cycle I student learning outcomes amounted to 73.52%, then in cycle II Discover the results of learning student learning material at 81.48% or around 7.91% in the realm of cognitive, affective, and psychomotor aspects.


Author(s):  
Asmuni Asmuni

<p><em>This research was carried out with the aim of improving student learning outcomes in online learning with interactive media for grade 4 SD Negeri 1 Sendang students. This type of research is classroom action research (PTK). The subjects were grade 4 students of SD Negeri 1 Sendang, Todanan District, Blora Regency, totaling 15 students. The design of CAR uses interactive media to improve student learning outcomes in Thematic Subject 5 for grade 4 students of SD Negeri 1 Sendang. Data collection techniques using observation and tests. The data analysis used descriptive quantitative and qualitative statistics. </em><em>The results showed an increase in student learning outcomes, this can be seen from the results of the evaluation of the pre-action activities and each cycle, namely the pre-action by 33.3%., In the first cycle it was 53.3%, in the second cycle it was 66%., while the third cycle was 87%. Thus it can be concluded that the use of interactive media can improve student learning outcomes in thematic learning.</em></p>


2021 ◽  
Vol 2 (2) ◽  
pp. 55-60
Author(s):  
Pindawati Pindawati

The low student learning outcomes in Thematic Learning Theme 1, Sub Theme 2 are caused by several factors, including student activities that are lacking in media that does not exist and the lack of source books for students so that it affects the student's involvement in the learning carried out. In this case the researcher as a class conducted a research entitled "Improving Student Learning Outcomes by Using Visual Media in Thematic Learning (Theme 1 Sub Theme 2) in class I SD Negeri 04 Kaja Pariaman" with the formulation of the problem, namely "Can Visual Media Improve the results? Student Learning in Thematic Learning (Theme 1 Sub Theme 2) in Class I SD Negeri 04 Kaja "The purpose of this study is to improve student learning outcomes in learning theme 1 sub theme 2 in class I SD Negeri 04 Kaja." This research was conducted at SD Negeri 04 Kaja in grade I, and was implemented in two cycles. The first cycle consists of two meetings, the second cycle is also held twice. The problems that will be discussed when using this visual media are determined by the teacher as a researcher. After the first cycle using visual media, the results obtained were only at the beginning, namely active students only reached 60%. At the end of the second cycle, there was a significant increase, student learning activities on thematic (Theme 1 Sub Theme 2) and learning outcomes. This can be seen in the ongoing learning and the results of the initial and final tests whose average score is 63 to 88, increases. Thus the use of visual media is very supportive and good in improving student learning outcomes in Thematic learning (Theme 1 Sub Theme 2).


2015 ◽  
Vol 7 (2) ◽  
Author(s):  
Muhammad Rizal

This study aims to address learning problems in SMA 1 Lubuk Basung, in particular to improve the learning outcomes of students in Pendidikan Agama Islam (PAI) in the class XII.IPA.2 SMA Negeri 1 Lubuk Basung through the use of Problem Solving Approach. The results showed the use of Problem Solving Approach successfully improve student learning outcomes, which in the first cycle in which the average value obtained new students reached 7.1 with classical completeness 71% and in the second cycle increased reach an average value of 8.31 with classical completeness of 93%. It can be concluded that the use of Problem Solving Approach to learning Pendidikan Agama Islam (PAI) succeeded in improving student learning outcomes in the class XII.IPA.2 SMA Negeri 1 Lubuk Basung


JURNAL RANDAI ◽  
2021 ◽  
Vol 1 (2) ◽  
pp. 79-96
Author(s):  
Wardiah

Low activity, student creativity in the learning process can result in the teaching and learning process being less than optimal so that the material presented is incomplete according to the expected completeness criteria. From the results of observations and discussions with the history subject teacher, information is obtained that the learning system has not fully involved students as the subject of learning consequently the final result to be achieved, namely individual and classical learning completeness with KKM (minimum completeness criteria) has not been achieved. One of the efforts made to improve the process and student learning outcomes, a learning method is used that makes it easier for students to compile and understand information or the content of the lesson text in increasing understanding of social studies subject matter so that learning outcomes are expected to increase, through the use of the SQ3R method. Based on the background of the problem, the formulation of the problem in this study is: "How are the students' learning outcomes increased through the SQ3R method in history learning for students of XII SMA Negeri 1 Tembilahan Hulu Indragiri Hilir? "The purpose of this study is to determine the activities of teachers and students as well as the improvement of student learning outcomes in history subjects through the SQ3R method for class XI SMAN 1 Kateman Indragiri Hilir. The conclusion of this study is that the student learning outcomes, before CAR the average daily test was 64.3, after the CAR based on the daily test cycle I increased to 81.8 and was included in the good category. In the second cycle of daily tests, it increased again to 92.8 and was included in the very good category. Thus, the use of the SQ3R method can improve student learning outcomes in history learning for class XII at SMAN 1 Tembilahan Hulu, Indragiri Hilir Regency


2021 ◽  
Vol 3 (2) ◽  
pp. 102-114
Author(s):  
A. Jauhar Fuad ◽  
Pranita Andhinasari

The problem that arises in learning in the Covid-19 era is unilateral learning centered on teacher activities, by giving assignments. Students only work on assignments and then the work is photographed and sent via whatsapp, causing students to lack understanding of the material and reluctant to do assignments. The solution to the problems above is the use of video for learning and e-learning. This research phase begins with action planning, action implementation, observation and reflection. This stage is repeated until the expected increase in learning outcomes is achieved, and does not require further improvement. The final result analysis showed that in the pre-learning cycle the percentage of classical completeness was 27.28%. In the first cycle there was an increase in classical completeness reaching 54.5%. In the second cycle there was an increase in classical completeness reaching 91%. Thus, it can be concluded that the use of video for learning and e-learning during the covid-19 pandemic is able to improve student learning outcomes. [Permasalahan yang muncul dalam pembelajaran di era Covid-19 adalah pembelajaran sepihak yang dipusatkan pada kegiatan guru. Dengan pemberian tugas siswa hanya mengerjakan tugas kemudian karya tersebut difoto dan dikirim melalui whatsapp sehingga menyebabkan siswa kurang memahami materi dan enggan mengerjakan tugas. Solusi dari permasalahan di atas adalah pemanfaatan video untuk pembelajaran dan e-learning. Tahap penelitian ini dimulai dengan perencanaan tindakan, pelaksanaan tindakan, observasi dan refleksi. Tahap ini diulangi sampai tercapai peningkatan hasil belajar yang diharapkan, dan tidak memerlukan perbaikan lebih lanjut. Analisis hasil akhir menunjukkan bahwa pada siklus pra pembelajaran persentase ketuntasan klasikal sebesar 27,28%. Pada siklus I terjadi peningkatan ketuntasan klasikal mencapai 54,5%. Pada siklus II terjadi peningkatan ketuntasan klasikal mencapai 91%. Dengan demikian, dapat disimpulkan bahwa pemanfaatan video untuk pembelajaran dan e-learning di masa pandemi covid-19 mampu meningkatkan hasil belajar siswa]


2020 ◽  
Vol 3 (2) ◽  
pp. 61
Author(s):  
Lidia Muri

The study aimed to describe the implementation of scaffolding game media to improve learning outcomes of thematic learning in VI-grade at SDN 27 Pontianak (Pontianak 27 State Elementary School). The research method used by researchers was descriptive. The form of research was Classroom Action Research. Data collection techniques in this study were observed and questionnaire responses of students. Research collection tools in the form of observation sheets. This research was conducted for two cycles. The results of this study included the ability of teachers to plan learning using scaffolding game media, namely cycle I (85.81%), increased 9.94% in cycle II (95.75%) with an average value of 87.41% (category very good). The ability of teachers to implement learning in the first cycle (76.19%) increased by 16.27%, and the second cycle to 92.46% with an average value of both cycles of 92.46% (very good category), an increase of 16, 27%. The first cycle learning activities with an average of 76.45% increased by 14.84% in the second cycle with an average value of 89.07%, the average score of the second cycle learning activities 81.65% (once category) and the questionnaire response positive students as much as 85.93% (very good category). The first cycle learning outcomes test with an average value was 76.45, and the second cycle was 79.48%, the average value of the learning outcomes test was 77.97% (good category), and an increase of 30.3%. Based on data analysis of student learning outcomes, shows that the use of Scaffolding Game media can improve student learning outcomes.


2021 ◽  
Vol 9 (2) ◽  
pp. 10-20
Author(s):  
Anita Ernawati ◽  
◽  
Sulifah Aprilya Hariani ◽  
Siti Murdiyah

The purpose of this study is to produce high school biology modules based on the ethnobotany of the people in Kediri and its surroundings to improve student learning outcomes. The development research used the Borg and Gall model which was tested on students of SMAN 1 Plemahan. Based on the results of the material expert validator's assessment, the percentage is 98.82%; according to development experts by 80%; according to media experts by 88%; and according to user experts the percentage is 95.25%. The results of the four expert validators are each at a very valid level. The results of the practicality test are 97.5% and interpreted in the very practical category. The results of the effectiveness test have an average N-gain of 0.58 with moderate criteria in the category of quite effective for improving student learning outcomes.


Author(s):  
Kirno Kirno

<p><em>The purpose of this study is to improve student learning outcomes in Indonesian lessons in elementary school grade VI by using story cards to find the main idea of a paragraph. The research conducted was Classroom Action Research (CAR) in two cycles, with each cycle having one meeting. The stages of each cycle are the stages of planning, implementation, observation and reflection. Data collection techniques are observation and tests. Based on data analysis, it was found that the use of story card media to find the main idea of paragraphs in Indonesian language lessons to determine the main idea can improve student learning outcomes as indicated by the level of mastery learning in the initial conditions of 40% to 65% in the first cycle, and increased to 80% in cycle II. The final conclusion from the implementation of this classroom action research is that the use of story card media to find the main idea of a paragraph is able to improve student learning outcomes in Indonesian language lessons to determine the main idea at SD Negeri Luwunggede 04, Larangan, Brebes.</em></p>


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