scholarly journals How to Improve Students’ Cognitive Ability?: The Influence of Two Stay Two Stray Type Cooperative Model Assisted by Innovative Module

2021 ◽  
Vol 4 (2) ◽  
pp. 214-222
Author(s):  
Farralia Ramadhani ◽  
Yetri Yetri ◽  
Irwandani Irwandani

This study aims to see the effect of using the two stay two stray learning model assisted by an innovative module on the cognitive learning outcomes of students on the topic of simple machines. This quantitative study used a quasi-experimental design with a pretest-posttest control group design. This study consisted of 2 classes, class VIII A as the experimental class and class VIII B as the control class. The results showed that the average of the cognitive test of the experimental class was 80.00 and the control class was 72.67. The results of data processing using the Mann Whitney test with a sig level of 0.05 revealed that the results of sig.2 tailed were 0.000, less than 0.05, which means that there is a difference in the posttest average value of students’ cognitive learning outcomes in the control and experimental classes.

Author(s):  
Dayu Janua Lestari ◽  
Taufik Samsuri ◽  
Siti Rabiatul Adawiyah

This study aims to determine the effect of the integration of think pair share learning models with make a match toward the students’ activities and cognitive learning outcomes of class X MA Raudlatusshibyan NW Belencong. This study was a quasi-experimental research with posttest-only control group design. The population in this study were 55 students of class X which were divided into 2 classes. The sample in this study is class X.1 and class X.2 using saturated sampling techniques. Data collection is done by using instruments in the form of observation sheets and student learning outcomes tests. Based on the data analysis, the results of the observation of the learning activities of the experimental class students with an average value of 10.70 are in the active category, while the average value of the control class is 4.96 in the moderately active category. Based on the results of the data analysis it can be seen that the student learning activities of the experimental class are categorized as active while in the control class they are quite active. The cognitive learning outcomes of the experimental and control class students after being analyzed using the t-test were obtained for the tcount of (1.73) the value was smaller than the value of ttable (2,000). Based on these results it can be seen that there is no effect of the integration of the think pair share learning model with make a match toward the cognitive learning outcomes of class X MA Raudlatusshibyan NW Belencong.


2021 ◽  
Vol 5 (1) ◽  
pp. 148
Author(s):  
Megiridha Loppies ◽  
Aip Badrujaman ◽  
Sarkadi Sarkadi

This study aims to examine the effect of problem-based learning models on the achievement of student learning outcomes in History subjects. This research was conducted at Pusaka 1 Jakarta Senior High School. The method used in this research is quantitative quasi-experimental with a nonequivalent control group design model. The population in this study were all students of class XI IPS as many as four classes at SMAS Pusaka 1 Jakarta. The research sample was determined by purposive sampling technique to determine one class as an experimental class using a problem-based learning model and another class as a control class using conventional learning models. The results of hypothesis testing using the t test, obtained tcount = 9.25,> from ttable = 1.99. Thus, Ho is rejected and Ha is accepted, so it can be concluded that there is a significant influence between problem-based learning models in online learning settings on cognitive learning outcomes of class XI IPS at SMAS Pusaka 1 Jakarta on History Subjects.


2019 ◽  
Vol 7 (2) ◽  
pp. 164
Author(s):  
Zusette Ruslinda Wamiau

This study aims to determine the effect of the application of Macromedia Flash CS 6 learning media on students' cognitive learning outcomes in human circulatory system material and to know the implementation of Macromedia Flash CS 6 learning media on students' cognitive learning outcomes in class VIII human circulatory system in Christian Middle School 2 Salatiga. The method used in this study is quasi-experimental research. Based on the results of the study, the posttest results showed an average value of 78.4 which means reaching the KKM value standard of 75. While the ANOVA test shows that the Sig.value.> α which is 0.00> 0.05, which means that there are differences in the macromedia flash CS 6 learning media on students' cognitive learning outcomes in class VIII human circulatory system material in Christian Middle School 2 Salatiga.


2021 ◽  
Vol 9 (1) ◽  
pp. 34-43
Author(s):  
Rika Wulandari ◽  
◽  
Darlen Sikumbang ◽  
Dina Maulina ◽  
◽  
...  

This study aims to determine the effect of the Discovery Learning model on scientific attitudes and cognitive learning outcomes of students. The design used was an experiment with a Pretest Posttest Non Equivalent Control Group Design. Scientific attitude data were analyzed descriptively in the form of a percentage, while learning outcomes were analyzed using the Independent Sample t-Test at the 5% confidence level. The results showed that the scientific attitude obtained the highest results in the critical aspects with a percentage of 85.4% with very good criteria, while the lowest gain was in the active aspects of asking with a percentage of 70.4% with a fairly good criterion. The pretest-posttest N-gain average value in the experimental class was 0.49 higher than the control class, namely 0.39 with sig. (2-tailed) 0.043 < 0.05 so that H1 was accepted and H0 was rejected. Thus, the discovery learning model has an effect on scientific attitudes and is significant on the cognitive learning outcomes of students.


Mimbar Ilmu ◽  
2019 ◽  
Vol 24 (2) ◽  
pp. 247
Author(s):  
Hendi Antika ◽  
Wawan Priyanto ◽  
Iin Purnamasari

AbstrakLatar belakang penelitian ini adalah rendahnya hasil belajar kognitif pembelajaran  tematik peserta didik kelas 2 SD Negeri Tambakrejo 01 Semarang. Sebesar 38,46% peserta didik yang telah mencapai Kriteria Ketuntasan Minimal (KKM). Hal tersebut disebabkan kurangnya variasi dalam penggunaan media dan model pembelajaran saat proses belajar mengajar. Penelitian ini bertujuan untuk mengetahui pengaruh media animasi SANDISKO dengan model Somatic Auditory Visualization Intellectually terhadap hasil belajar tema kebersamaan kelas 2 SD Negeri Tambakrejo 01. Jenis penelitian ini adalah penelitian adalah penelitian kuantitatif dalam bentuk desain quasi experimental design yang digunakan adalah bentuk nonequivalent control group design. Populasi dalam penelitian ini adalah seluruh peserta didik kelas 2 SD Negeri Tambakrejo 01 Semarang yang berjumlah 27 peserta didik yang terdiri dari kelas 2A dan 26 peserta didik dari kelas 2B dengan menggunakan teknik sampling jenuh. Hasil analisis data diperoleh nilai rata-rata pretest kelas eksperimen sebesar 68,65. Setelah diberi perlakuan nilai rata-rata posttest mengalami peningkatan menjadi 80,96. Data tersebut didukung oleh analisis menggunakan analisis regresi linier sederhana dengan r2= 0,541 jadi variabel x (media animasi SANDISKO dengan model SAVI) mempengaruhi variabel y (hasil belajar tema kebersamaan) sebesar 54,1%. Sehingga dapat disimpulkan bahwa media animasi SANDISKO dengan model Somatic Auditory Visualization Intellectually berpengaruh signifikan untuk meningkatkan hasil belajar tema kebersamaan kelas 2 SD Negeri Tambakrejo 01 Semarang. Kata-kata kunci : Animation media, SAVI, learning outcomes AbstractThe background of this study is the low cognitive learning outcomes of thematic learning in grade 2 students of SD Negeri Tambakrejo 01 Semarang. 38.46% of students have reached the Minimum Mastery Criteria (KKM). This is due to the lack of variation in the use of media and learning models during the teaching and learning to process. This study aims to determine the effect of SANDISKO animation media with Somatic Auditory Visualization Intellectually models on learning outcomes of the theme of togetherness class 2 Tambakrejo State Elementary School 01. This type of research is quantitative research in the form of quasi experimental design, design used is the form of nonequivalent control group design. The population in this study were all grade 2 students of SD Negeri Tambakrejo 01 Semarang, amounting to 27 students consisting of class 2A and 26 students from class 2B using saturated sampling techniques. The results of data analysis obtained the average value of the experimental class pretest of 68.65. After being given treatment the post test average value increased to 80.96. The data is supported by analysis using simple linear regression analysis with r2 = 0.541 so variable x (SANDISKO animation media with SAVI model) affects the variable y (learning outcomes of togetherness themes) by 54.1%. So it can be concluded that the animation media SANDISKO with the Somatic Auditory Visualization Intellectually model has a significant effect on improving the learning outcomes of the second grade togetherness theme at SD Negeri Tambakrejo 01 Semarang.Keywords: Animation media, SAVI, learning outcomes


2019 ◽  
Vol 1 (1) ◽  
Author(s):  
Fauzan Akbar ◽  
Arsad Bahri

This research is a quasi-experimental study that aims to determine the effectiveness of the implementation of Project-based Learning (PjBL) in improving students' cognitive learning outcomes with different learning styles namely visual, audio and kinesthetic learning styles. The population of this study was all groups at X grade in Public High School 1 Bulukumba. Sample of the study was choosed by random sampling. Each learning model was represented by two groups as PjBL and Direct Instruction. The research sample used was group XI IPA 1, XI IPA 2, XI IPA 3, and XI IPA 4. The design of this study was pretest-posttest nonequivalent control group design factorial pattern 2 x 3. The research instrument consisted of essay tests to measure cognitive learning outcomes and students learning style questionnaire. The research data were analyzed using descriptive and inferential statistics with two-way analysis of covariate (ANCOVA). The results showed that PjBL and learning styles had an effect on students 'cognitive learning outcomes, while the interaction between learning models and learning styles did not affect students' cognitive learning outcomes. This shows that PjBL is effective in improving students' cognitive learning outcomes.Keywords: Project-based Learning, learning styles, cognitive learning outcomes, biology learning


Author(s):  
Riya Wulandari ◽  
Angelia Timara ◽  
Emi Sulistri ◽  
Sumarli Sumarli

ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Role Playing berbantuan media video terhadap hasil belajar kognitif siswa pada materi bunyi. Penelitian dilaksanakan di SD Swasta Torsina III Singkawang. Jenis penelitian yaitu penelitian kuantitatif dengan metode quasi experimental, dalam bentuk Nonequivalent Pre-test and Post-test Control Group Design. Populasi dalam penelitian ini adalah seluruh siswa kelas IV SD Torsina III Singkawang. Sampel diambil menggunakan teknik non probability dengan jenis sampling jenuh. Teknik pengumpulan data menggunakan teknik tes berupa tes objektif materi bunyi dan teknik non tes berupa angket respon. Hasil penelitian menunjukkan bahwa: (1) terdapat perbedaan hasil belajar ranah kognitif antara siswa yang diterapkan model pembelajaran role playing berbantuan media video dengan siswa yang mendapatkan pembelajaran langsung; (2) Penggunaan model pembelelajaran role playing berbantuan media video berpengaruh tinggi terhadap hasil belajar kognitif siswa; (3) Respon siswa positif terhadap model pembelajaran role playing berbantuan media video pada kategori baik. Kata kunci: model pembelajaran role playing; media video; hasil belajar kognitif. ABSTRACTThis study aims to determine the effect of the video media-assisted Role Playing learning model on students' cognitive learning outcomes on sound material. The research was conducted at Torsina III Private Elementary School, Singkawang. The type of research is quantitative research with quasi-experimental method, in the form of Nonequivalent Pre-test and Post-test Control Group Design. The population in this study were all fourth grade students of SD Torsina III Singkawang. Samples were taken using a non-probability technique with saturated sampling type. The data collection technique used a test technique in the form of an objective test of sound material and a non-test technique in the form of a response questionnaire. The results showed that: (1) there were differences in cognitive domain learning outcomes between students who applied the role playing learning model assisted by video media and students who received direct learning; (2) The use of role playing learning models assisted by video media has a high effect on students' cognitive learning outcomes; (3) Positive student responses to the video-assisted role playing learning model in the good category. Keywords: role playing learning model; video media; cognitive learning outcomes.


2020 ◽  
Vol 7 (1) ◽  
pp. 25-31
Author(s):  
Darlen Sikumbang ◽  
Dewi Lengkana ◽  
Rita Foorantika

The existence of laboratory activities in or outside the room can facilitate students in visualizing the imagination to be real. This study aims to determine the effect of using practicum methods on the students' representation ability and cognitive learning outcomes on the subject matter Classification of Living Things. This research was conducted at Junior High School 26 Bandar Lampung. The method uses a quasi-experimental method with Pretest-Posttest Non-Equivalent Control Group Design. A random sampling technique took the sample in this study, and the research subject uses class VII A as experiment class and VII B as a control class. The data in this study are quantitative data that were analyzed using the Independent sample t-test. Based on the results of this study, the effect of practicum methods on the students' representation ability is level 1, and 2 before the treatment then increases to levels 3, 4, and 5 after the practicum with the student answers that have made elements representation such as tables, graphs, icons, and images. Therefore, practicum methods can be used by science educators to facilitate students in conceptual understanding by using elements of representation.


2020 ◽  
Vol 13 (1) ◽  
pp. 20-28
Author(s):  
Ollyvia Ika Prastiwi ◽  
Widodo Widodo ◽  
Ishafit Ishafit

Learning methods are needed so that students are more active in learning, as Reading, Presenting and Questioning (RPQ), and the Experimenting Discussion (ED) method. The purpose of this study is 1) to find out whether there are differences in cognitive learning outcomes with the RPQ and ED methods in terms of students' initial knowledge. 2) To determine whether there is influence of cognitive learning outcomes by the RPQ and ED methods without students' initial knowledge This type of research is a quasi-experimental design with pretest-posttest control group design. The study population was all eighth grade students. This study uses a clusser random sampling technique in sampling. The study sample was students of class X Mia 1 as experimental class I and X Mia 3 as experimental class II. The data collection technique used is a test. Research instruments include RPP, Physics Articles, LKPD, and Pretest and Posttest Questions. Based on the results of the study using a childova test assisted by SPSS 23 software, it was obtained 1) Significant value was obtained at 0.001 and smaller than 0.05 so it was rejected, meaning that there were differences in students 'cognitive learning outcomes using the RPQ method and ED method in terms of students' initial knowledge. Significant value obtained by eliminating the covariate variable (initial knowledge) is 0.088 and greater than 0.05, it is accepted, meaning that there is no effect on students 'cognitive learning outcomes using the RPQ method and ED method without the students' initial knowledge. Based on the analysis it can be concluded that the initial knowledge used as an influential covariate variable on students' cognitive learning outcomes on the use of the RPQ and ED methods.


2018 ◽  
Vol 7 (3) ◽  
pp. 237-243
Author(s):  
Daniar Arof Adiba ◽  
Sri Mulyani Endang Susilowati ◽  
Ari Yuniastuti

One of the main learning problems in school today is the low absorptive capacity of students as evidenced by the average of the student’s learning outcomes is always still under KKM. The reason is that the learning conditions are still conventional and is still teacher centered learning so it does not touch the dimensional realm of the students themselves. The learning method implemented by the teacher is more dominated by teachers, so students tend to be passive and not given access to develop independently. This illustrates that the process of learning that takes place is not optimal. Efforts to achieve a high absorption students is realized by applying an active learning and fun. Appropriate learning method is a method of role playing. Learning to use the method of role playing is learning that requires students to actively participate in the learning and mastery learning materials development of imagination. The purpose of this study to apply the method of role playing in  order to enhance the activity and the cognitive achievement of students on the material excretory system in SMPN 1 Batang. The study population was half of second class VIII SMP N 1 Batang and sample used is class VIII A and VIII E. Design study used is a quasi-experimental design from of pretest-posttest control group design. The results showed that the implementation of the method of role playing on learning excretory system can increase the activity and cognitive learning outcomes. The result of the increase was gotten in using N-Gain. Results obtained from the data that there is signifiant difference between the results before and after treatment (pretest-posttest). Based on the test results of N-gain, increased cognitive achievement experimental class (VIII A) amounted to 0.633 (moderate) and grade control (VIII E) 0.32 (moderate). Based on t test, showed that the value probability (sig.) <0.05 then Ho is rejected and Ha accepted. It means that there are differences in cognitive learning outcomes significantly between the control and the experimental class. The activity of students in class VIII A of 82.27% (very active) and VIII E amounted to 75.50% (Active). This indicates that the use of role playing method can increase the activity and cognitive learning outcomes of students.


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