scholarly journals PENGEMBANGAN E-MODUL BERBASIS DISCOVERY LEARNING PADA PEMBELAJARAN TEMATIK TEMA 6 SUBTEMA 1 HEWAN DI SEKITAR KU SD KELAS II

2021 ◽  
Vol 11 (4) ◽  
pp. 303-312
Author(s):  
Nini Sonia ◽  
◽  
Nila Kesumawati ◽  
Nora Sulmilasari ◽  
◽  
...  

This study aims to produce an E-Module based on discovery learning in thematic learning of theme 6 sub-theme 1 for class II SD which is valid and practical and to determine the potential effects of development. This research is included in research and development, referring to the development of ADDIE. The research took place at SDN 199 Palembang. The research subjects were 24 second grade elementary school students. Data collection was carried out by means of a media and language expert validation questionnaire, material expert, mathematics teacher questionnaire, student response questionnaire, and student test result data. The data were analyzed quantitatively and qualitatively. The results showed that the validation of the validators got an average validation score of 88.66% with a valid category. The results of student responses based on trials got an average score of 91.58% in the practical category. The results of the test questions distributed to 24 students contained 21 students who completed and 3 students did not complete, the average student score was 84.50% in the very good category or had a potential effect on student learning outcomes. Keywords: E-Module, ADDIE, Discovery Learning, Thematic Theme 6 Sub-theme 1

2021 ◽  
Vol 11 (4) ◽  
pp. 339-348
Author(s):  
Rebica Afsari ◽  
◽  
Nila Kesumawati ◽  
Nora Surmilasari ◽  
◽  
...  

This study aims to develop TPACK-based learning videos in fraction material for fourth grade elementary school students that are valid, practical and have a potential effect on student learning outcomes. This research is research and development using the ADDIE model with five stages, namely analysis, design, development, implementation, and evaluation. The research took place at SDN 79 Prabumulih. The research subjects were 20 fourth grade elementary school students. Data collection was carried out by means of a media expert validation questionnaire, material expert, student response questionnaire, and student test questions. The data are analyzed quantitatively and qualitatively. The validation results of the validators got an average validation score of 95.43% with a very valid category. The results of student responses based on small group trials got an average score of 94.87% with a very practical category. The results of the large group trial get an average of 88.25% in the very good category or have a potential effect on student learning outcomes. It can be concluded based on the results of data analysis of TPACK-based learning videos in fraction material for fourth grade elementary school students including learning videos that are valid, practical, and have a potential effect on learning outcomes. Overall, TPACK-based learning videos in fraction material for fourth grade elementary school students have been suitable for use in learning Keywords : Development Of Learning Videos, TPACK, Fractions


2020 ◽  
Vol 4 (2) ◽  
pp. 86-90
Author(s):  
Yayuk Arnawati

IMPROVING THE LEARNING OUTCOMES OF JUNIOR HIGH SCHOOL STUDENTS TO MASTERING DYNAMIC ELECTRIC CONCEPTS THROUGH INCREDIBLE LEARNING MODELS This study aims to improve student learning outcomes, know the process of improving student learning outcomes, and know the magnitude of the increase in student learning outcomes in the Dynamic Electricity material in class IX D SMP Negeri 5 Bogor City in the 2019/2020 academic year, through the inkuri learning model. This research is a Classroom Action Research by providing action on research subjects in two learning cycles. The results of this study indicate that the application of the Inquiry Model to Dynamic Electricity in class IX D SMP Negeri 5 Bogor City shows an increase in the average score of 59.57. increased to 70.48 in cycle I and 81.67 in cycle II. From the description above, it can be concluded that the application of the Inquiry model can be used by educators to increase the activities and learning outcomes of students, therefore researchers suggest that the application of learning methods needs to be socialized and used in science learning in schools in the Bogor City Education Office.


Author(s):  
Any Inti Wahyu Setyaningrum

<p><em>The purpose of this study was to increase student activeness in online learning with discovery learning models and interactive media for grade 4 students at SD Negeri 2 Karanganyar. The subjects were grade 4 SD Negeri 2 Karanganyar, totaling 9 students. The CAR design uses interactive media to increase student activeness in thematic subjects for grade 4 SD Negeri 2 Karanganyar students. Data collection techniques using observation and tests. The data analysis used descriptive quantitative and qualitative statistics. The results showed an increase in student activeness, this can be seen from the observation sheet of the pre-action activities and each cycle, namely in the pre-action it was 22.2%, in cycle I it was 55.6%, while in cycle II it was 88.9 %. This was accompanied by an increase in the average student learning outcomes from pre-action by 54.4, cycle I was 63.9, while in cycle II was 81.1. Thus it can be concluded that the use of interactive media can increase student activity in the Thematic learning of grade 4 elementary school students.</em></p>


Author(s):  
Yuni Maya ◽  
Lukman Ibrahim ◽  
Khusnul Safrina

The results of student mathematics learning in Indonesia are still relatively low, both at national and international levels. This is because in the learning process the teacher still uses theapproach teacher-centered. So that students are not optimal in developing their knowledge. Therefore, one learning model that can observe this needs to be pursued in a form of learning that is able to increase student activity and learning outcomes is one of thelearning models Guided Discovery Learning. The objectives of this study are (1) To compare the learning outcomes of students taught withmodels Guided Discovery Learning with student learning outcomes taught with conventional learning, (2) To find out the improvement in student learning outcomes taught withlearning models Guided Discovery Learning and ( 3) To find out the response of students after taking part in learning with thelearning model Guided Discovery Learning for students at Bandar Baru Middle School. The research method used was a type of Quasi Experiment with the type of control group pre-test post-test design. The population in this study were all eighth grade students of Bandar Baru Junior High School andsamples were taken, Random namely class VIII3 as the experimental class and VIII6 as the control class. Data collection uses learning outcomes tests, and student response questionnaires. Analysis of student learning outcomes data used t-test and N-gain while analysis of student response data was carried out through analysis of average score criteria. From the results of data processing it can be concluded that the learning outcomes learned usinglearning models Guided Discovery Learning are better than student learning outcomes taught with conventional learning,learning models Guided Discovery Learning can improve student learning outcomes and student responses to learning models Guided Discovery Learning very positive.


2020 ◽  
Vol 6 (1) ◽  
pp. 17-24
Author(s):  
Sisi Saptria Dewi ◽  
Suherman Suherman ◽  
Firmanul Catur Wibowo ◽  
Dina Rahmi Darman ◽  
Aji Pancer Agung Rino ◽  
...  

The aims of this research to design Massive Online Open Courses (MOOCs) from now on referred to as Virtual Microscopic Simulation (VMS) to measure the Level Understanding (LU) of the construction of microscopic phenomena electric-field conceptions. The research method used is a mixed-method using embedded design. The research subjects are high school students, and one of the universities in Banten Province. The results of this study are software with features in the form of MOOCs-VMS that are categorized very well based on expert judgment on aspects of usability and learning content. The average score of media expert validation score is 96% with a very feasible category, the average score for material expert validation is 98% with a very decent category, and the average user response rate is 86% with a very good category. It can be concluded that the design of MOOCs-VMS can be used as an alternative media for conducting distance learning and is significant in building the level of understanding students.


Author(s):  
Eko Nuryanto

<p><em>This study aims to increase understanding of vocabulary and their meanings by applying modeling techniques to grade II elementary school students. This study was designed in two cycles, with the research subjects of grade II students of SD N 2 Karangwuni in Pringsurat District, Temangggung Regency with a total number of students. 9 students. The research design used was the Classroom Action Research (PTK) spiral model from Kemmis and Taggart which included four stages of research, namely planning, implementing, observing, and reflecting. Students' understanding of the meaning of vocabulary has increased each cycle. Increased understanding of the meaning of students' vocabulary can be seen from the average cycle I only 66.6%. While in cycle II the average score increased by 88.8%. It was concluded that using the Paikem Approach which was carried out in accordance with the learning steps included the application of Active, Innovative, Creative, Effective, and Fun Learning, making learning conclusions, providing evaluation and closing the learning process in Indonesian subjects can improve student learning outcomes in grade 2 SD N 2 Karangwuni, Pringsurat District, Temanggung Regency Based on this research, teachers should be able to choose a learning model that is in accordance with the character of students, so that students are motivated to learn, so that students are able to understand subject matter and interesting. </em></p>


2020 ◽  
Vol 2 (2) ◽  
pp. 64-72
Author(s):  
Yetri Ningsih

This research conducted caused by students' score at class X MIPA 4 very low in the vector material. The avarage of score of the daily test obtained by students was 60,5 and it had not yet reached mastery learning. One of the efforts to improve learning outcomes was to use powerpoint as a learning media. The purpose of this study was to determine the increase in activity and mathematics learning outcomes on vector material in learning using PowerPoint.This research design used the classroom action research. The research subjects were 36 students of class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year. Data collected by using tests and observations.The test used to obtain student learning outcomes in each cycle, while observation used to determine the learning process in each cycle. Data were analyzed using descriptive statistics. The results showed that the average score of student learning outcomes in the first cycle was 62.2 and 77.3 in the second cycle. The percentage of student learning completeness in the first cycle was 52.8%, in the second cycle it was 80.6%. The percentage of improvement in student learning outcomes after being given action was 15.29%. So it can be concluded that learning mathematics by using powerpoint media can improve student learning outcomes in class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year.


2015 ◽  
Vol 6 (1) ◽  
pp. 24
Author(s):  
Lucky Susilo

This research is to improve student learning outcomes of civic education about the hero. This research was conducted in SDN Sesayap Tana Tidung, with 23 students as research subjects. This research is an action using Kemmis and McTaggart models in two cycles. Each cycle consists of planning, action, observation, and reflection. The results showed an increase in student learning outcomes of civic education, the hero mainly about understanding the meaning and involve symbols in understanding Pancasila Pancasila principles completely. This was evidenced by the increase in student learning outcomes Civics of my heroes from the 50% of students complete with the average score was 69 in the first cycle, increased to 80% of students complete with the average score was 77 in the second cycle. Activities of teachers and students through role playing method attained mastery learning (100%) at the end of the cycle. The conclusion of this study indicate that the use of methods Role Playing makes the students more active in learning appropriate to their developmental age.   Keywords: The Students’ Study Result Of Civic Education, Role Playing Method                  Action Research   Penelitian ini untuk meningkatkan hasil belajar siswa dari pendidikan kewarganegaraan tentang pahlawan . Penelitian ini dilaksanakan di SDN  Tana Tidung, dengan 23 siswa sebagai subyek penelitian. Penelitian ini merupakan penelitian tindakan dengan menggunakan Kemmis dan model McTaggart dalam dua siklus. Setiap siklus terdiri dari perencanaan, bertindak, observasi, dan refleksi. Hasilnya menunjukkan peningkatan hasil belajar siswa dari pendidikan kewarganegaraan, tentang pahlawan  terutama tentang pemahaman makna dan melibatkan simbol prinsip pancasila dalam memahami pancasila benar-benar. Hal itu dibuktikan dengan meningkatnya hasil belajar siswa PKn tentang pahlawan saya dari 50% siswa lengkap dengan skor rata-rata adalah 69 pada siklus I, meningkat menjadi 80% siswa lengkap dengan skor rata-rata adalah 77 pada siklus kedua. Kegiatan guru dan siswa melalui metode Role Playing dicapai belajar penguasaan (100%) pada akhir siklus. Kesimpulan dari penelitian ini menunjukkan bahwa penggunaan metode Role Playing membuat siswa lebih aktif dalam belajar yang sesuai dengan perkembangan usia mereka. Kata kunci: Pendidikan Kewarganegaraan, Role Playing Metode, Penelitian Tindakan


2021 ◽  
Vol 4 (2) ◽  
pp. 209
Author(s):  
Ratmiati - - ◽  
Sunarti - -

Thisstudyaims toimprove poetry writing skills with acrostic techniques in elementary school students. This research is descriptive qualitative. This type of research is a class action research (Class Action Research). The research carried out consisted of two cycles, each cycle being carried out three times.TheThe research procedure includes planning, implementing the action, observing and reflecting. The subjects in this study were 34 grade V elementary school students.After carrying out the research in the first cycle 21 of 34 students got a score of 72.35 who got a "low" qualification. After that, the second cycle of research was carried out, 33 students got an average score of 80 in the "High" qualification. Based on the results of the research in the first and second cycles it proves that the application of acrostic techniques in learning to write poetry in fifth grade elementary school students is very appropriate because the application of these techniques can improve student learning outcomes in writing poetry for the better.


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.


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