scholarly journals Penerapan Model Number Head Together (NHT) untuk Meningkatkan Keterampilan Menulis Narasi Ekspositoris di Kelas Tinggi

Author(s):  
Muhammad Pujo

The objectives of this research are to describe NHT model implementation and also to describe the result which shows improvements in expository narrative writing skills. This research is based on Classroom Action Research. Data are collected through tests, documentations, and observation sheets for teachers and students. It uses quantitative descriptive analysis technique. NHT model implementation affected well showing improvements in every conducted action. The result shows average pre-cycles score of 51,81 with 26% classical completeness. After actions conducted using NHT model, cycle 1 shows average score of 63,1 with 61% classical completeness and cycle 2 shows average score of 75 with 84% classical completeness. The result of expository narrative writing skill are calculated using gain score, which showing a score of 0,48 with medium category.

2019 ◽  
Vol 16 (2) ◽  
pp. 195-206
Author(s):  
Mustika Sari ◽  
Mohd. Harun ◽  
Siti Sarah Fitriani

This study aims at determining the ability of the fifth-grade students of state primary schools (SDNs) located in cluster 3 of Sabang City, Aceh; to rewrite folktales that are read, including the aspects of character, background, plot, language, and punctuation. The approach employed by this study is a descriptive quantitative approach. The population as well as samples in this study were 20 fifth-grade students of SDN 26 and 20 students of SDN 28 Sabang. The research data was collected by test techniques, in the form of assignments. Data is analyzed by quantitative descriptive analysis techniques, namely making a list of raw scores, calculating the average score of students, and classifying the results of the samples studied. The results of the study showed that the ability of the fifth grade students of SDNs in cluster 3 of Sabang City to rewrite the read folklore had not reached the specified value criteria. There are only 35% of students who have sufficient ability or score above 75, and many 65% of students do not have adequate ability who score below 75. This study also shows that of 40 students, only 3 students get a very good predicate with a score of 90, 30 students obtained a good predicate with a score of 65-85, and 7 students obtained a sufficient predicate with a score of 60.  


Author(s):  
Rojiati Rojiati

This study aims to improve the writing skills of negotiation texts through the application of problem-based learning strategies. This research is a classroom action research with the research subjects of class X MIPA 2 SMA Negeri 2 Labuapi consisting of 25 students. The research instrument used tests, observations, document analysis, interviews, and questionnaires. The data analysis technique used in this research was qualitative and quantitative descriptive analysis. The results of this study indicate that in the process there is an increase in student enthusiasm in participating in learning, student interaction in groups, and student attention. This can be shown from the results of observations during the learning process. The product improvement can be seen with the increase in the students' writing value of negotiating text. In the pre-cycle there were 16 students who had not yet completed it and in the first cycle there were still 6 students who had not finished, and in the second cycle it increased again, that all 25 students had all completed. These results indicate that the application of problem-based learning strategies can increase student activeness in teaching and learning activities and can improve writing negotiation text skills for class X MIPA 2 SMA Negeri 2 Labuapi.


Imaji ◽  
2015 ◽  
Vol 10 (2) ◽  
Author(s):  
Herwin Yogo Wicaksono

This study aims to find out about (a) the use of portofolios in Percussion Music Instrument practical course, (b) to find out what can be done to improve students’ ability in learning to play this instrument. This research is an action research conducted in Music education Department, Yogyakarta State University. The subjects of this research are the students of semester I and semester III who take PIM Percussion course. The data were collected through a competence test, interviews, and observation. The data analysis technique was conducted by applying the quantitative descriptive analysis method which enables the researcher to present quantitative data, and qualitative descriptive method used to describe the data from observations and interviews. The research results show that through the use of portofolios, the students’ abilities to practice to play this instrument are significantly improved in terms of psychomotor, cognitive, and affective skills. This is proven with the average score gained by students of semester I, which is about 64.25 in Cycle I and 73.25 in Cycle II, and the average score gained by the students of Semester III, which is about 68 in Cycle I and 74.5 in Cycle II.


2021 ◽  
Vol 13 (2) ◽  
pp. 81-88
Author(s):  
Hidayati Armi ◽  
Ika Parma Dewi

This study aims to determine the analysis of the feasibility level of interactive learning media in Workshop Work and Engineering Drawing Subjects for Class X Audio Video Engineering at SMK Negeri 1 West Sumatra. The method used in this research is the descriptive method using quantitative and qualitative approaches. The types of data used in research are quantitative data and qualitative data. The research instrument in the form of a questionnaire was used to obtain data about the level of validity of learning media. This questionnaire was filled in by two material experts and two media experts. The aspects that are validated in this study are the aspects of content (material) and aspects of display (media). The data analysis technique used is quantitative descriptive analysis and qualitative descriptive analysis. The results showed that interactive learning media obtained an average score of 87% from both material experts and 84% from both media experts. Based on the results of these studies interactive learning media in Workshop Work and Technical Drawing Subjects are in the "Very Valid" category.   Keywords: Feasibility Level Analysis, Interactive Learning Media, Workshop Work, and Technical Drawing


Author(s):  
Rahmatullah Rahmatullah ◽  
Inanna Inanna ◽  
Muhammad Rakib ◽  
Mustari Mustari ◽  
Rabania Rabania

This study aims to develop a character economy comic for early childhood. This research is a type of research development (Research and Development) includes 5 stages, namely needs analysis; Identify the material to be developed; Development; Production; as well as the Trial stage. After the product has been designed, a material expert will assess the feasibility of the material content developed in a comic character design, as well as a design expert to assess the feasibility of the design side, both in the structure and appearance of the images as outlined in designing thematic economic comics. The data analysis technique used qualitative descriptive analysis and quantitative descriptive analysis. The results showed that thematic economic comics were feasible to be developed and tested on users based on the results of due diligence by experts. The average value of the results of the material expert trial was 4.7, while the results of the design expert's assessment obtained an average score of 4.5. The two results of the assessment are in the very feasible category for use in the field trial phase. After conducting field trials on elementary school level students, an average score of 4.7 was obtained and was in the very feasible category. Thus, it can be understood that the character economy comics that are developed can be a supplement in learning, especially in fostering children's economic character from an early age


Author(s):  
I Dewa Gede Lawa

This study aims to improve the activities and learning outcomes of Class V students at SD Negeri 37 Cakranegara through the application of the example non example cooperative learning technique approach. This research method uses classroom action research which is carried out in two cycles. The research instrument used observation and tests. The data analysis technique used in this research was qualitative and quantitative descriptive analysis. The final results of the action in cycle II showed that the results of teacher observations obtained an average score (4.45) and the results of student observations reached an average score (4.48). While the learning outcomes of students reached an average value (79.14), meaning that the indicators of success (> 75.00) had been exceeded. Because the indicators of success have been proven, this study was declared successful and was stopped in cycle II.


Author(s):  
Rahmatullah Rahmatullah ◽  
Inanna Inanna ◽  
Rabania Rabania

This study aims to develop a character economy comic for early childhood. This research is a type of research development (Research and Development) includes 5 stages, namely needs analysis; Identify the material to be developed; Development; Production; as well as the Trial stage. After the product has been designed, a material expert will assess the feasibility of the material content developed in a comic character design, as well as a design expert to assess the feasibility of the design side, both in the structure and appearance of the images as outlined in designing thematic economic comics. The data analysis technique used qualitative descriptive analysis and quantitative descriptive analysis. The results showed that thematic economic comics were feasible to be developed and tested on users based on the results of due diligence by experts. The average value of the results of the material expert trial was 4.7, while the results of the design expert's assessment obtained an average score of 4.5. The two results of the assessment are in the very feasible category for use in the field trial phase. After conducting field trials on elementary school level students, an average score of 4.7 was obtained and was in the very feasible category. Thus, it can be understood that the character economy comics that are developed can be a supplement in learning, especially in fostering children's economic character from an early age


2021 ◽  
Vol 3 (11) ◽  
pp. 863-871
Author(s):  
Josephine Adelia Putri Agape ◽  
Imam Hariadi ◽  
Prisca Widiawati

Abstract: This study aims to develop a comic-based basketball module for basketball extracurricular students at SD Lesanpuro 4 in Malang City. The research model uses a procedural model adapted from the Lee and Owens procedure using 5 steps, namely: (1) needs analysis, (2) carrying out a design, (3) developing or developing a product, (4) implementation or implementation of activities, (5) evaluation or product evaluation. Product trials include: (1) Trial design, the trial design used is descriptive design. (2) Experimental subjects, the subjects used in this study were extracurricular students of SD Lesanpuro 4 Malang City, and the subject of media experts and learning experts was one of the lecturers from the Faculty of Sports Science. The small group trial subjects consisted of 5 students and the large group test subjects consisted of 15 students. (3) The type of data used is descriptive quantitative and descriptive qualitative. (4) The data collection instrument used in conducting this validation is a non-test in the form of a questionnaire. (5) The analysis technique in this study uses qualitative and quantitative descriptive analysis techniques. The results of learning validation are 73 percent, and the results of media expert validation are 81 percent. While the results of small group trials obtained results of 89 percent and large group trials obtained results of 83.75 percent. Thus, the results of developing a comic-based basketball module for extracurricular students at SD Lesanpuro 4 in Malang City are very valid and can be applied to extracurricular basketball students at SD Lesanpuro 4, Malang City. Abstrak: Penelitian ini bertujuan untuk mengembangkan modul bola basket yang berbasis komik untuk siswa ekstrakurikuler bola basket SD Lesanpuro 4 di Kota Malang. Model penelitian menggunakan model prosedural yang diadaptasi dari prosedur Lee dan Owens dengan menggunakan 5 langkah yaitu: (1) analisis kebutuhan, (2) melakukan sebuah desain, (3) development atau pengembangan sebuah produk, (4) implementation atau pelaksanaan kegiatan, (5) evaluation atau evaluasi produk. Uji coba produk meliputi: (1) Desain uji coba, desain uji coba yang digunakan adalah desain deskriptif. (2) Subjek coba, subjek yang digunakan dalam penelitian ini adalah siswa ekstrakurikuler SD Lesanpuro 4 Kota Malang, dan subjek dari ahli media serta ahli pembelajaran merupakan salah satu dosen dari Fakultas Ilmu Keolahragaan. Subjek uji coba kelompok kecil terdiri 5 siswa dan subjek uji coba kelompok besar terdiri 15 siswa. (3) Jenis data yang digunakan berupa deskriptif kuantitatif dan deskriptif kualitatif. (4) Instrumen pengumpulan data yang digunakan dalam melakukan validasi ini yaitu non-tes yang berbentuk angket. (5) Teknik analisis dalam penelitian ini menggunakan teknik analisis deskriptif kualitatif dan kuantitatif. Hasil validasi pembelajaran sebesar 73 persen, dan hasil validasi ahli media sebesar 81 persen. Sedangkan hasil uji coba kelompok kecil memperoleh hasil sebesar 89 persen dan uji coba kelompok besar memperoleh hasil sebesar 83,75 persen. Sehingga, hasil pengembangan modul bola basket berbasis komik untuk siswa ekstrakurikuler SD Lesanpuro 4 di Kota Malang sangat valid dan dapat diterapkan pada siswa ekstrakurikuler bola basket SD Lesanpuro 4 Kota Malang.


2017 ◽  
Vol 1 (1) ◽  
pp. 59-67
Author(s):  
Saparuddin Saparuddin ◽  
Markas Iskandar

Penelitian ini dianalisis dengan analisis deskriptif kualitatif yang bertujuan memberikan gambaran tentang bagaimana impelementasi kompetensi sosial guru terhadap motivasi belajar siswa Smp Negeri 3 Bungin Kec. Bungin Kab. Enrekang. Teknik pengumpulan data dalam penelitian ini adalah Observasi, wawancara dan Angket. Tekhnik Analisis data menggunakan analisis deskriptif kuantitatif Dalam penelitian ini terdapat dua variabel yang akan diteliti yaitu: Variabel bebas yaitu kompetensi sosial guru dan Variabel terikat yaitu motivasi belajar siswa. Jumlah sampel ialah 22 orang dari 220 populasi. Teknik pengumpulan data dalam penelitian ini adalah Observasi, wawancara dan Angket. kompetensi sosial guru merupakan seperangkat penguasaan, pengetahuan dan kemampuan yang harus dimiliki guru agar dapat melaksanakan tugas-tugas pokok sebagai seorang guru dan  bertanggungjawab dalam mendidik. Cara meningkatkan motivasi belajar siswa antara lain Pemberian Nilai pemberian ulangan dan kerja kelompok. Melihat implementasi kompetensi sosial guru untuk meningkatkan  motivasi belajar siswa sudah berhasilan dalam bidang pendidikan, guru diharapkan mampu  menjadi pigur dalam memajukan  lembaga pendidikan agar siswa termotivasi untuk melakukan perubaha-perubahan dalam memajukan lembaganya pendidikan kedepannya.Kata Kunci: Kompetensi Sosial, Guru,  Motivasi Belajar SiswaABSTRACTThis study was analyzed with descriptive qualitative is purpose which to give an overview of how the implementation the social competence of teachers to students' motivation Smp Negeri 3 Bungin Kec. Bungin Kab. Enrekang. The collection techniques in this study is observation, interview and questionnaire. Inquiry analysis technique used quantitative descriptive analysis In this research there are two variables that will be studied are: The independent variable is the social competence of teachers and the dependent variable is the students' motivation. The number of samples was 22 people from to 220 population. The Inquiry collection techniques in this study is observation, interview and questionnaire. social competence of teachers is a set of mastery, knowledge and abilities that should be owned by teachers in order to carry out basic tasks as a teacher and in charge of educating. How to improve students' motivation, among others Grading Award replicates and group work. See the implementation of the social competence of teachers to improve students' motivation has been success in the field of education, teachers are expected to be pigur in advancing educational institutions so that students are motivated to do perubaha-change in advancing the educational institutions in the future.Keywords: Social Competence, Teacher, Student Motivation


2017 ◽  
Vol 2 (1) ◽  
pp. 58
Author(s):  
Rika Dewi Indriyani ◽  
Tiwan Tiwan ◽  
Dwi Rahdiyanta

This research aimed to design and assess the feasibility of Adobe Flash aided learning media for CNC Turning subject, specifically for the coordinate system topic. The research was a research and development study using the Four-D models of development. Four-D model consists of 4 steps, namely define, design, develop, and disseminate. The instrument being used on this research was closed questionnaires with 4 choices Likert scale. The questionnaires were validated by expert evaluation. Data were collected from the 32 respondents. Data, which were quantitative and qualitative, were analyzed using descriptive analysis technique. The result shows that the learning media meets the teachers’ and students’ needs and expectation. For the feasibility level, the contents expert gave an average score of 3.37 which can be categorized as “very good”. The expert in media gave an average score of 3.45 which is in the “very good” category. The Teacher of the respective subject gave an average score of 3.38 and is categorized as “very good”. Students respond well with a score of 3.47 were given, which can be categorized as “very good”. Tujuan penelitian ini adalah merancang media pembelajaran berbantuan adobe flash untuk mata pelajaran CNC Turning dengan sistem koordinat. Penelitian ini merupakan penelitian pengembangan dengan model pengembangan Four-D Models yang terdiri dari 4 tahap yaitu define, design, develop, dan disseminate. Instrumen yang digunakan berupa angket dengan skala Likert 4 pilihan jawaban. Angket divalidasi oleh ahli evaluasi. Pengambilan data dilakukan kepada 32 responden. Data kualitatif dan kuantitatif yang diperoleh dianalisis menggunakan teknik analisis deskriptif. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan telah disesuaikan dengan kebutuhan dan tuntutan dari guru dan siswa. Tingkat kelayakan media pembelajaran menurut ahli materi mendapatkan rerata nilai sebesar 3,37 dengan kategori “sangat baik”. Hasil validasi ahli media memperoleh rerata nilai sebesar 3,45 dengan kategori “sangat baik”. Hasil validasi guru pengampu memperoleh rerata nilai sebesar 3,38 dengan kategori “sangat baik”. Berdasarkan penilaian respon siswa diperoleh rerata sebesar 3,47 dengan kategori “sangat baik”.


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