scholarly journals PENERAPAN MEDIA AUDIO VISUALUNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR GAMBAR KONSTRUKSI BANGUNAN SMK NEGERI 1 PERCUT SEI TUAN TAHUN AJARAN 2016/2017

2017 ◽  
Vol 3 (1) ◽  
Author(s):  
Aldini Aldini ◽  
Nono Sebayang

ABSTRAKPenelitian ini bertujuan untuk mengetahui peningkatan aktivitas dan hasil belajar siswa pada mata pelajaran gambar konstruksi bangunan melalui penerapan media audio visualpada siswa kelas XI Program keahlian Teknik Gambar Bangunan SMK Negeri 1 Percut Sei Tuan semester genap Tahun Ajaran 2016/2017. Rancangan penelitian yang digunakan adalah penelitian tindakan kelas (PTK). Hasil penelitian menunjukkan aktivitas belajar siswa meningkat, pada siklus I nilai rata-rata komulatif aktivitas siswa siklus I yaitu 75 dengan capaian 26,92% siswa tidak aktif dengan nilai <75 dan 73,08% siswa aktif  dengan nilai ≥75. Pada hasil nilai rata-rata aktivitas siswa siklus II yaitu mencapai 85 dengan capaian 100% siswa aktif  dengan nilai ≥75. Nilai hasil belajar siswa mengalami peningkatan, yaitu pada siklus I rata-rata hasil belajar siswa 76,91 dengan presentase ketuntasan siswa mencapai 73,08%, dengan capaian target 26,92% nilai <75 dan 73,08% nilai ≥75. Pada siklus II mengalami peningkatan nilai rata-rata hasil belajar siswa mencapai 85,08 dengan presentase ketuntasan siswa mencapai 100 % atau 26 siswa dengan keterangan “Tuntas” yang mendapat nilai ≥75. Dengan demikian, dapat disimpulkan bahwa penerapan media audio visual untuk meningkatkan Aktivitas dan Hasil Belajar Gambar Konstruksi Bangunan Pada Siswa Kelas XI Program Keahlian Teknik Gambar Bangunan SMK Negeri 1 Percut Sei Tuan Tahun Ajaran 2016/2017 membuktikan peningkatan hasil belajar dan aktivitas belajar siswa.Kata Kunci : Aktivitas, Hasil Belajar, Media Audio Visual ABSTRACT This research aims to know the increase in activity and results of student learning in the subjects building construction drawing through the application of audio visual media on the grade XI Engineering Program  Image of the building at SMK Negeri 1 Percut Sei Tuan even semester academic year 2016/2017. The research design used was class action research (PTK). Research results drawn from the test results of student learning and the observation sheet. The study is said to be successfully measured by average komulatif activity and the results of learning students acquire a minimum 75 and finished in classical if the whole class ≥ 75% of its students has been completed. The results showed increased student learning activities, in cycle I, the average value of komulatif student activity cycle I i.e. 75 with close 26.92% of students not actively 73.08 and 75% < students active ≥ 75. On the results of the average value of the student's activity cycle II IE achieve 85 with close to 100% active ≥ 75 students. Student learning outcomes and value increase in cycle I, the average student learning 76.91 results with the percentage of the ketuntasan students reached 73,08%, close to the target of 75 per cent < 26.92 and 73.08% value of ≥ 75. And in cycle II experienced an increase in the average value of student learning outcomes achieved with 85.08 ketuntasan percentage of students achieving 100% or 26 students with the description "Complete" that gets a value ≥ 75. Thus, it can be concluded that the application of audio visual media to enhance the activity and results of the Study On building construction Drawing Students of Class XI Engineering Program Image of the building a SMK Negeri 1 Percut Sei Tuan school year 2016/2017 proves an increased yield learning and learning activities of students.Keywords: Activities, Audio Visual Media, Learning Outcomes

2019 ◽  
Vol 4 (2) ◽  
pp. 27-32
Author(s):  
Yeni Yeni ◽  
Santi Endriani

This study aims to: (1) To improve learning activities by using concrete media on economic subjects, (2) To improve the learning outcomes of Economics by using concrete media on students of class XI YPSEI Vocational School in Palangka Raya. The method used by researchers is to use a class action research design (CAR) that seeks to solve or answer the problems faced in the current situation. For data collection techniques used are tests and observations. While in this study using the percentage of classical and individual completeness formula. The results of the study show that: (1) Learning activities of students using concrete media money in learning is more active and applied. In the first cycle the score of learning activities was 3.4 with good categories, then in the second cycle 3.73 with good criteria, (2) There was an increase in student learning outcomes in economic lessons using concrete money media. The pre-action average value of 35.25 and completeness in classical 5%. The average value in cycle I 51.25 and completeness in classical 45%. The average value in cycle II 88 is 100% classical.


PEDAGOGIKA ◽  
2020 ◽  
Vol 11 (1) ◽  
pp. 49-61
Author(s):  
I Gusti Ngurah Bagus Aryotejo

The purpose of this study was to determine the application of discovery learning methods to improve learning activities and learning outcomes Graphic Design Printing Material Picture Forms and Perspectives One-Point Missing Class XI Students of SMK Negeri I Tampaksiring Academic Year 2019/2020. This research is a class action research (Classroom Action Research). The study was conducted in class XI of Tampaksiring I Public Vocational School which was conducted from June to August 2019. Based on the results of the study showed that the application of discovery learning method can improve learning activities and learning outcomes of graphic design printing data material normally distributed Class XI SMK Negeri 1 Tampaksiring 2019-2020 Academic Year. This is indicated by 1) increasing each cycle in the pre-activity cycle of students obtained a percentage of 41% included in the unfavourable category, in cycle 1 the percentage of student activity increased to 72% included in the sufficient category and in the second cycle the process increased to be better by 89% included in either category. 2) Increased student learning outcomes in the pre-cycle stage, Cycle I, and Cycle II increased learning outcomes. In the pre-cycle stage, from 33 students, data obtained that there were 25 students or 76% who scored less than the cut-off score is 75 and 8 students or 24% whose scores were more than the cut-off score is 75 with an average value of 64.84. Furthermore, the first cycle of 33 students obtained data that there were 13 students or 39% who received grades less than the cut-off score is 75 and 20 students or 61% whose values ​​were more than the cut-off score is 75 with an average value of 70.69, and in the second cycle from 33 students obtained data that there are 4 students or 12% who scored less than the cut-off score is 75 and 29 students or 88% whose value was more than the cut-off score is 75 with an average value of 77.42.


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.


2019 ◽  
Vol 2 (2) ◽  
pp. 166-184
Author(s):  
Nely Hartika ◽  
Ira Ismeylia Saputri

This study aims to find out how the application of inquiry learning models in accounting subjects in class X AK in SMKN 4 Serang City and to find out whether the inquiry learning model can improve student learning outcomes in class X AK in Accounting Basic Subjects in SMK 4 Serang City.This research uses a class action research method which consists of two cycles.  Each cycle consists of four stages, namely planning, implementing, observing reflection.  The subjects of this study were participants in grade X SMK 4 Serang City consisting of 36 students and teachers in Accounting as a team of collaborators.  These results indicate that the Inquiry learning model can improve student learning outcomes based on cycle one, from 36 students who succeeded in getting grades above the KKM of 36.56% with an average value of 66, whereas in the second cycle there was a significant increase to be 100% with  an average value of 82.


2020 ◽  
Vol 16 (2) ◽  
pp. 241
Author(s):  
Afnan Mochammad Najmudin ◽  
N Hani Herlina ◽  
Diki Najib Fuadi

The preliminary study through preliminary observations found the fact that the learning outcomes of students in the mathematics subjects in grade 3 of SD Plus Al-Mu'aawanah were still low. This is because there are still many students who experience difficulties in working on math problems. Thus, it seems that one of them is needed for geoboard media to improve student learning outcomes on the subject of the concept of flat building. The purpose of this class action research implementation is to improve student learning outcomes in mathematics subjects the subject of the concept of flat building using geoboard media. This research method uses Classroom Action Research (CAR) in the subject of Grade 3 SD Plus Al-Mu'aawanah, amounting to 35 students. This study consisted of 3 cycles, data collection techniques with observation, tests and interviews. Data analysis uses analysis techniques of individual completeness and classical completeness. After conducting research in grade 3 of SD Plus Al-Mu'aawanah, the results showed that: 1) The teacher experienced an increase in the ability to develop RPP using geoboard media with an average value in the first cycle 87.75, cycle II 90.05, and cycle III 92.45. 2) The performance of teachers in the process of implementing learning using media geoboard has increased with an average value in the first cycle 89.72, cycle II 91.47, and cycle III 92.26. 3) Student learning outcomes using geoboard media have increased, with an average value in the first cycle 66.42, cycle II 72.28 and cycle III 81.42. Thus, if the preparation of the RPP and the implementation of learning using geoboard media optimally it will improve student learning outcomes.


2020 ◽  
Vol 10 (1) ◽  
pp. 46-53
Author(s):  
Desak Nyoman Puspaeni

SMP Negeri 2 Banjarangkan is a location for classroom action research. The purpose of writing this class action research is to find out whether the Expository learning model aided by Audio Visual media can improve student learning outcomes. This research was conducted at SMP Negeri 2 Banjarangkan in Class VIII.A where the ability of students for Indonesian subjects was low. Data collection method is a test of learning outcomes. The data analysis method is descriptive. The results obtained from this study are expository learning models assisted with audio visual media can improve student learning outcomes. This can be seen from the results obtained initially at 69.74 in the first cycle to 77.83 and in the second cycle to 82.17. The conclusion obtained from this study is that expository learning models assisted by Audio Visual media can improve the learning outcomes of Indonesian students in class VIII. Semester II of the 2018/2019 academic year at SMP Negeri 2 Banjarangkan.


2019 ◽  
Vol 4 (1) ◽  
pp. 77-86
Author(s):  
Waridah

The purpose of this study was to determine student learning outcomes before applying Numbered Head Together, testing the application of Numbered Head Together method to improve student learning outcomes knowing student learning outcomes after using Numbered Head Together, and analyzing the comparison of student learning outcomes between before and after applied cooperative learning methods Numbered Head Together type. The research method used is Class Action Research. The findings of this study that by applying cooperative learning the Numbered Head Together type has a positive influence in improving student learning outcomes which are characterized by an increase in student learning outcomes from Pre-Cycle I with an average value of 83.45 and cycle II an average value of 90.00. Between Cycle I and Cycle II, there was an increase of 7.85%. Based on the research that has been done in Cycle I and Cycle II with cooperative learning Numbered Head Together type have increased. The limitations of this study were only carried out in the Lessons on the Science of Energy-Saving Energy Content of Alternative Energy Materials for Students of Class IVA MIN 1 Yogyakarta and not yet comprehensive. Further research is expected to be carried out in all classes.


2019 ◽  
Vol 7 (2) ◽  
pp. 37
Author(s):  
Endah Ekowati

The observations during carrying out the Daily Repetition activities at SMP Negeri 1 Sekongkang showed that learning Social Arithmetic material at the school was not optimal. The purpose of this study is to find out the increase in learning outcomes with the practice of buying and selling through a scientific approach in which there are 4C skills which include Communication, Collaboration, Critical thinking, Creative and innovation in class VII SMP Negeri 1 Sekongkang; Classroom Action Research as a subject for grade VII students and teacher classmates as observers. This class action research uses two cycles. The results of the study there is an increase in student learning outcomes with the practice of buying and selling through the scientific approach which contains 4C in Class VII students of SMP Negeri 1 Sekongkang. This can be seen an increase in the average value in the acquisition of student learning outcomes from the written test which was originally averaged in the Pre Cycle 68.55 to 72.05 in Cycle I and in cycle II experienced a significant increase of 10.22 from the average average cycle I results because in the second cycle the average value becomes 82.27.


2019 ◽  
Vol 11 (1) ◽  
pp. 45
Author(s):  
Reni Reni

This study aims to determine the effect of using the make a match method in visual media to improve student learning outcomes. This study is a classroom action research (CAR), which consists of four phases of activity, namely planning, action, observation and reflection stages for each cycle. The implementation of the activity stages is carried out in 2 cycles. The study is conducted in the even semester of the 2018/2019 school year from January to February 2019. The first cycle was held in the third and fourth weeks of January, and the second cycle was held in the fifth week of January and the first week of February. This study was conducted in class X MIPA 2 in SMA N 1 Pangkalpinang. Preliminary tests were carried out before the first training cycle and completed in order to describe the initial conditions of the students, prior to taking any action after the assignments completed with the assessment tasks by writing tests for each cycle.The results of the study show that the initial abilities of the students before starting the action were at an average value of 65 and the percentage of completeness of 35.48%. At the first cycle, there was an increase in the mean value to 73, with the completeness percentage of 64.52%. There were several evaluations from the first cycle, including time management, addition of intergroup discussions, and rules of the game. This evaluation was used as the basis for improvement in the cycle 2, obtaining the average value to increase to 80 and the completeness percentage reached 100%. The value and completeness, as well as the student activity increased in the second cycle, from those at the first cycle. Based on these results, the study concluded that the use of make a match method combined with the visual media improved the student learning outcomes.


Author(s):  
Tri Mutmainnah ◽  
Munoto Munoto ◽  
Marniati Marniati ◽  
Tri Rijanto

The purpose of this study was to determine the activities of students in the basic learning activities of sewing technology using video media, to determine the learning outcomes of basic students of sewing technology using video media, and to determine students' responses to the basic learning activities of sewing technology using video media. This type of research is Classroom Action Research (CAR). The learning method is implemented using the direct learning method. Data collection techniques use observation to get data about student activities, performance tests to determine student learning outcomes, and questionnaires to determine student responses. Data analysis using quantitative descriptive. The results showed that student activities which include preliminary, core, and closing activities were said to be very good with an average value of 93% in the first cycle and rose to 96% in the second cycle. Student learning outcomes reached 73% grade completeness in the first cycle and rose to 82% in the second cycle. The average percentage of success in cycle I and II was 77% in the good category. The results of students' responses stated that they agreed that video media made them have a high willingness to participate in learning by 56%, with 47% of students strongly agree that learning with video media was very interesting and not boring, 58% agreed that it was easier to understand learning materials with video media, and 39% agree that video media motivate students to excel.


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