scholarly journals PENGARUH MEDIA POWERPOINT DAN PENGETAHUAN AWAL TERHADAP HASIL BELAJAR PELAKSANAAN PEKERJAAN PEMBESIAN PADA SISWA KELAS XI TEKNIK KONSTRUKSI BANGUNAN SMK NEGERI 2 PEKANBARU.

2011 ◽  
Vol 5 (1) ◽  
pp. 90
Author(s):  
Sukianto Sukianto

This research started from the low level of students’ outcome on the implementation of Iron Work at SMK Negeri 2 Pekanbaru.  It can be seen through the low level of studens’ score last three years that have an average score under Minimum Standard Score (KKM) it means that learning outcomes is not achieved as expected.  It was caused by learning outcomes is not appropriate.  Therefore, it done an effort to increase students’ learning outcome by using Powerpoint media.  This research has purpose to know whether Powerpoint media is higher than using wallchart media, result of early students’ knowledge is higher by using Powerpoint media than wallchart media and to see the interaction between early students' knowledge and Powerpoint media.    The population of this research is all of the students of XI grade that learn the Implementation of Iron Work.  Which consist of five classes.  The researcher took two classes as sample, they are XI grade of Building Construction Engineer 1 (TKB1) as experimental class and XI grade of Building Construction Engineer 2 (TKB2) as control class.  This research is queasy experiment.  The data collection technique uses multiple-choice test.  It tested with t-test as data analysis and Analysis of Variance (ANAVA).The results of this research shows: (1) students’ learning outcome by using Powerpoint media is higher than students’ learning outcome by using  wallchart media, (2) students' learning outcome early knowledge by using Powerpoint media is higher than using media wallchart media, (3) the students who has low early knowledge would get higher learning outcome by using Powerpoint media than using wallchart media, and (4) there is no interaction that is taught with Powerpoint media to early knowledge on students’ learning outcome.  The conclusion in this research is the effect of Powerpoint media and early knowledge can increase students’ learning outcome.

2021 ◽  
Vol 3 (5) ◽  
pp. 10-22
Author(s):  
Sayama Malabar ◽  
Meilina Widya Dali

This study aims to describe the learning outcomes of constructing explanatory texts among eleventh-grade students taught by investigating the multiliteracy and conventional methods, the difference in learning outcomes of students taught by investigating the multiliteracy and conventional methods for those with a high and low prior ability, and the effect of investigation multiliteracy method and prior ability on learning outcomes in SMA Posigadan state senior high school. Furthermore, an experimental method was employed with a 2x2 factorial design. It was shown that (1) students taught by the investigation multiliteracy method got higher learning outcomes (an average score of 79) than those who studied using a conventional method with an average score of 62.81. (2) the average learning outcome of students with the high prior ability and taught by the investigation multiliteracy arrived at 78; no major difference from those with the high prior ability and relying on a conventional method (an average learning outcome of 75). Likewise, the average learning outcome of students with the low prior ability and taught by the investigation multiliteracy reached 52.81; no major difference from those with the low prior ability and studying with a conventional method (an average learning outcome of 46.94). (3) the p-value in the interaction between the investigation multiliteracy method and prior ability got 0.007 or less than α = 5%. Thus, H0 was rejected and accepted H1, meaning that the investigation multiliteracy method and prior ability influence students’ learning outcomes.


2020 ◽  
Vol 1 (3) ◽  
pp. 333-340
Author(s):  
Syarifah Roswan

The purpose of this study was to increase the learning outcomes of IPA in the Ecosystem Balance mate-rial through the application of the Contextual Teaching And Learning (CTL) learning model for class VI students of SD Negeri 1 Manggeng for the 2017/2018 academic year. The research methodology is Classroom Action Research (CAR) consisting of two cycles and each cycle consisting of two findings. Each cycle consists of planning, implementing, observing and reflecting. The data collection technique is to collect test scores that are carried out at the end of each lesson in each cycle using a question in-strument (written test). The learning outcome data were analyzed by means of percentage statistics. The results showed that the completeness of student learning outcomes increased from 66,67% in the first cycle and increased to 83,33% in the second cycle. The application of the Contextual Teaching And Learning (CTL) learning model can increase the learning outcomes of IPA in the Ecosystem Balance material of class VI SD Negeri 1 Manggeng for the 2017/2018 academic year


Author(s):  
Nurmi Nurmi ◽  
Hadi Putra ◽  
Penti Nursida ◽  
Khoiro Mahbubah ◽  
Neni Hermita

This study aims to improve 3rd grade students’ science learning outcomes bylearning to use visual multimedia. This research method uses classroom actionresearch. The subject of this research was the third grade students of secondsemester of elementary school which conducted 30 students. Based on theresults of research by using visual media, it have been found that theimprovement learning outcome, seen from the initial average score before theaction of 3rd grade class students from 65.5 to 83.83. The results of this studyindicate that with the use of visual media can improve student learningoutcomes.


2022 ◽  
Vol 9 (1) ◽  
pp. 78
Author(s):  
Hadiwaratama R Jusran

This study aims to improve learning outcomes in English aspects of reading skill ability through the word by word pronunciation learning method. This classroom action research was conducted in two cycles. The subjects of this study were fourth grade students of SD Muhammadiyah 2 Parepare with a total of 10 people. The data collection technique of this research used observation, tests, and field notes. While the data analysis technique used descriptive analysis. The results of this study indicate that the increase in learning for fourth grade students of SD Muhammadiyah 2 Parepare through pronunciation word by word is in the first cycle in the low category with an average score of 53.00, while in the second cycle there is an increase in the high category with an average value. average 85.00. In connection with these results, it can be concluded that the learning method of pronounciation word by word can improve learning outcomes of English aspects of reading skill ability for fourth grade students of SD Muhammadiyah 2 Parepare.


2019 ◽  
Vol 20 (1) ◽  
pp. 12
Author(s):  
Susianingsih Susianingsih

Junior high school SATAP Sungai Bertam set KKM indonesian language subject class IX of 78 with the provisions of 100% complete, still very many students who have not reached completeness, the purpose of this research is to increase learning outcome in indonesian language subject in class IX. This research is a classroom action research conducted in two cycles with two learning meetings, which includes: planning, implementation, and reflection, 26 study subjects consisted of 12 males and 14 females, Data collection techniques used a written assessment, observations in the form of indicators of teacher and student success, the results showed that on the pre cycle of percentage of student learning outcomes that is 35%, with the highest 79, the lowerst 50, and the average 66,58, in the first cycle increased by a percentage 73%, with the highest 80, the lowerst 65, and the average 76,27, then in the second cycle is 100% complete with the highest 85, the lowest 80, and the average score 82,81. Based on these results, it can be concluded that inquiry learning model can improve the learning outcomes of grade IX students in indonesian languange subjects at Junior high school SATAP Sungai Bertam.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Maziah Maziah ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Mohan Taufiq Mashuri

Penelitian ini bertujuan untuk membandingkan hasil belajar antara siswa yang dibelajarkan dengan talking stick dan snowball throwing. Desain penelitian yang digunakan adalah nonequivalent control group design. Populasi penelitian adalah seluruh siswa kelas X SMA Negeri 1 Alalak, dan sample penelitian adalah siswa kelas X IPA 1 yang berjumlah 25 orang dan siswa kelas X IPA 2 yang berjumlah 24 orang. Teknik pengumpulan data yang digunakan adalah tes berupa pilihan ganda. Data yang diperoleh dianalisis menggunakan uji t. Hasil penelitian menunjukkan   terdapat perbedaan hasil  belajar antara siswa  yang dibelajarkan dengan talking stick dansnowball throwing.This study aimed to compare learning outcomes between students who are taught with the talking stick and snowball throwing. The research design used was nonequivalent control group design. The study population was all students of class X SMA Negeri 1 Alalak, and the study sample was students of class X IPA 1, amounting to 25 people and students of class X IPA 2, amounting to 24 people. The data collection technique used is a multiple choice test. The data obtained were analyzed using the t test. The results of the study showed that there were differences  in  learning  outcomes  between  students  who  were taught  with  the talking stick and snowball throwing.


2020 ◽  
Vol 2 (1) ◽  
pp. 45-51
Author(s):  
Esa Panji Satria ◽  
Irfai Fathurohman ◽  
Sekar Dwi Ardianti

Learning outcomes indicate the students' success in learning. When the learning result was good, the the learning means successful. In vice versa, when the learning means unsuccessful when the outcomes were poor. The problem of poor learning outcomes was found in fourth grade of State Elementary School 2 of Tenggeles. The poor learning outcomes were caused by unsuitable learning models and media applied. This study aimed to improve students’ learning outcomes by applying the Teams Games Tournament model and Scrapbook media. This research was a classroom action research with the subject of 19 students. The instrument of data collecting methods used tests and non tests in form of observation, documentation and interviews. The data was analysed quantitatively and qualitatively. Cognitif learning outcomes in Science subject improved from the first cycle I with an average of 69 with a classical completeness percentage by 47%, to be an average of 79 with classical completeness precentage of 84% at the cycle II. While the Indonesian language content improved from an average of 72 with a classical completeness percentage of 67% to be an average of 81 with classical completeness of 84%.  The improvement of skill aspects obtained an average score of 71 in the first cycle I to be 83 in the cycle II. The result indicated that the use of TGT with Scropbook media can improve the students’ learning outcome in cognitive and skill aspects in elementary school level.


2021 ◽  
Vol 2 (2) ◽  
pp. 78-87
Author(s):  
Suci Surahmi ◽  
Fitryane Lihawa ◽  
Daud Yusuf

The Use of Animated Video Media in Improving Students’Learning Outcomes on Geography Subject of Lithosphere Topic: A Study Conducted in Senior High School, SMAN Kabila, Bone Bolango Regency. The objective of this classroomaction research is to improve students’ learning outcomes by the application of animated video media on the subject of geography of the lithosphere topic; it was conducted in senior high school SMAN Kabila, Bone Bolango Regency. This study relied on the data of students’ learning outcomes, which were from multiple-choice test. Further, as many as 33  this study comprised two cycles i.e., cycle I and II. According to the result of cycle 1, out of 33 students, 17 students met the standard score, while the remaining 16 ( 53,33% ) was the opposite. The percentage increased in cycle II, where 26 students ( 86,67% ) were able to meet the minimum standard, and only 23,33% were yet to satisfy the standard completion. All in all, the use of animated video media improves students’ learning outcomes in the site area.


2021 ◽  
Vol 6 (2) ◽  
pp. 154
Author(s):  
Puja Murdianto ◽  
Aunurrahman Aunurrahman ◽  
Indri Astuti

The main objective of this research is to develop learning e-modules in teaching English in the classroom as well as to produce and disseminate learning media. This e-module can be used on smartphones and this e-module uses a constructivist approach. The steps of the research model are defined, designed, developed, and disseminated/implemented. Participants in this study were teachers and students of MAN 3 Pontianak. The data collection technique in this study refers to the interview list guidelines, namely the questionnaire. Data collection tools are learning outcomes and questionnaire sheets. This study uses a qualitative descriptive approach for data analysis. The results showed that the design of the electronic module learning development in this study consisted of an analysis of curriculum and learning materials, an analysis of the characteristics of students and an analysis of student learning outcomes. The steps for developing an electronic module are by submitting a lot of learning materials and then being reviewed by experts according to their backgrounds as media experts and learning materials experts. The results of the expert review showed that the average score of the electronic module was 3.77 (range 1 - 4) and also the test given to students before applying it. The response of students after using the e-module showed 83.2% which means a positive response. This e-module can be applied to students because it has criteria such as self-instruction, stand alone, adaptive and user friendly. The learning outcomes of this research are that students are more active and construct themselves in learning descriptive texts in English class. The Minimum Completeness Criteria (KKM) in this study is 75 and the average is 79.04, which means that the use of e-modules in teaching descriptive texts is effective and can increase their scores.


Author(s):  
Greta Hoffmann ◽  
Jella Pfeiffer

AbstractMunicipal waste sorting is an important but neglected topic within sustainability-oriented Information Systems research. Most waste management systems depend on the quality of their citizens pre-sorting but lack teaching resources. Thus, it is important to raise awareness and knowledge on correct waste sorting to strengthen current efforts. Having shown promising results in raising learning outcomes and motivation in domains like health and economics, gamification is an auspicious approach to address this problem. The paper explores the effectiveness of gameful design on learning outcomes of waste sorting knowledge with a mobile game app that implements two different learning strategies: repetition and elaboration. In a laboratory experiment, the overall learning outcome of participants who trained with the game was compared to that of participants who trained with standard analogue non-game materials. Furthermore, the effects of two additional, learning-enhancing design elements – repetition and look-up – were analyzed. Learning outcome in terms of long-term retention and knowledge transfer were evaluated through three different testing measures two weeks after the training: in-game, through a multiple-choice test and real-life sorting. The results show that the game significantly enhanced the learning outcome of waste sorting knowledge for all measures, which is particularly remarkable for the real-life measure, as similar studies were not successful with regard to knowledge transfer to real life. Furthermore, look-up is found to be a promising game design element that is not yet established in IS literature and therefore should be considered more thoroughly in future research and practical implementations alike.


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