scholarly journals PENERAPAN MODEL PICTURE AND PICTURE UNTUK MENINGKATKAN KEAKTIFAN KETERAMPILAN BERBICARA DALAM MATA PELAJARAN BAHASA INDONESIA PADA SISWA KELAS IIIMI AL-MAWASIR PADANG KALUA

2018 ◽  
Vol 1 (2) ◽  
pp. 151-160
Author(s):  
Islawati Islawati

This research reveals the application of picture and picture learning model by determining the subject matter which become the focus of the study, namely the activity on students' speaking skill. Thus, the purpose of this study to determine the ability of students 'speaking skills in the learning process using the media images in class III MI Al-Mawasir Padang Kalua'. The implementation of research using quantitative and qualitative approach. The type of research used is classroom action research (PTK) designed through three cycles. Each cycle lasts for two meetings. Subjects in this study were third grade students MI Al-Mawasir Padang Kalua, which amounted to 18 students consisting of 10 men and 8 women. Data collection techniques conducted in this study, namely interviews, tests, and observations. This research uses qualitative and quantitative data analysis techniques. Qualitative data was analyzed by qualitative descriptive analysis technique, ie categorization, data presentation, and data reduction, while quantitative data was analyzed by using percentage formula. The results of this study indicate that the average value of activity in students' speaking skills increases in each cycle. In the first cycle with a mean score of 68.05, it increases in cycle II with the average value of 71.52, and increasing again in cycle III with the average value of 84.72. Thus, it can be seen that the use of modelpicture and picture can effectively improve the students' speaking skills in the class IIIMI Al-Mawasir Padang Kalua.

2018 ◽  
Vol 1 (2) ◽  
pp. 183-192
Author(s):  
Fitria Suciana

This research uses classroom action research. The purpose of this study is to improve students' speaking ability in the learning process by using the speaking media card. Implementation of this research is conducted three cycles, each sisklus lasted for two meetings. Subjects in this study were students class V Madrasah Ibtidaiyah 27 Lamasi, which amounted to 28 people. In this research used qualitative and quantitative data analysis techniques. Qualitative data were analyzed by qualitative descriptive analysis. While quantitative data is analyzed by using statistic in the form of mean calculation (mean). The results of this study indicate that the average score of students' speaking skills increases in each cycle. In the first cycle with an average score of 2.03, it increases in cycle II with an average value of 3.18, and increasing again in cycle III, whose average value is 3.75. The conclusion of this research is by using the time token arends model hence speaking skill of class V student Madrasah Ibtidaiyah 27 Lamasi can increase.


Author(s):  
Erna Yayuk

<p>Learning through the media of information and communication technology is expected for children to be intelligent, critical, and creative, and able to solve problems relating to everyday life. Awareness of teachers to improve the quality of education through the medium of ICT is the integration in the achievement of life skills as the main orientation of educational purposes. This study uses a qualitative descriptive analysis technique, with 28 research subjects of certified educators in elementary school Singosari. The result showed that teachers already know about the media ICT learning through workshops conducted by the Ministry of Education, Books, Training and seminars as well as through training when taking part the teacher certification.</p><p> </p><p><strong>Keywords</strong>: Teachers with Certified Educators, Media ICT, Learning SD</p>


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Arinta Mega Fap ◽  
Agustina Tyas Asri Hardini

Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar serta motivasi belajar siswa. Penelitian ini merupakan penelitian tindakan kelas dengan dua siklus di SD Negeri Banyuurip, Boyolali. Subjek penelitian ini adalah siswa kelas dua serta materi yang digunakan adalah tema enam, yaitu merawat hewan dan tumbuhan. Instrumen yang digunakan adalah tes hasil belajar secara kognitif pada tiap siklus serta wawancara motivasi belajar siswa. Teknik analisis data yang digunakan adalah analisis deskriptif, uji ketuntasan rata-rata, uji ketuntasan proporsi, serta uji n-Gain. Hasil peneltian menunjukan bahawa penggunaan blended learning pada prasiklus sampai siklus kedua mengalami peningkatan. Nilai rata-rata hasil belajar siswa yang diajar menggunakan blended learning secara statistik signifikan karena t-hitung melebihi t-tabel (5,41 > 1,82). Poporsi ketuntasan siswa yang diajar menggunakan blended learning melebihi 75% dengan Z tabel (1,64) < Z hitung (182). Terdapat peningkatan hasil belajar siswa setelah diuji menggunakan n-gain berada pada kategori tinggi. Pada hasil wawancara motivasi belajar, siswa lebih menyukai pembelajaran blended learning, sehingga motivasi belajar siswa menjadi lebih tinggi dari pada sebelumnya karena kesesuaian media yang diberikan.Blended learning to improve learning outcomes and study motivation in the pandemic Covid-19AbstractThis research aims to determine the increase in learning outcomes and student learning motivation. This research is a classroom action research with two cycles at SD Negeri Banyuurip, Boyolali. The subjects of this study were students in grade two, and the material used was theme six, namely caring for animals and plants. The instrument used was a test of learning outcomes in each cycle and an interview of student learning motivation. The data analysis technique used is descriptive analysis, average completeness test, proportion completeness test, and n-Gain test. This study indicates that the use of blended learning in the pre-cycle until the second cycle has increased. The average value of student learning outcomes taught using blended learning is statistically significant because the t-count exceeds the t-table (5.41> 1.82). The proportion of completeness of students taught using blended learning exceeds 75% with Z table (1.64) <Z count (182). And there is an increase in student learning outcomes after being tested using n-gain is in the high category. In the learning motivation interview results, students prefer blended learning so that the student's learning motivation is higher than before because of the suitability of the media given.


Author(s):  
Amirhud Dalimunthe ◽  
Marwan Affandi ◽  
Eka Dodi Suryanto

Abstrak: Masalah yang dihadapi saat melaksanakan praktikum Teknik Digital adalah modul praktikum yang tersedia belum belum sesuai dengan kompetensi lulusan. Masalah lainnya adalah beberapa modul yang membutuhkan perbaikan. Selain itu, panduan praktikum Teknik Digital juga belum lengkap. Solusi untuk permasalahan diatas salah satunya adalah mengembangkan modul praktikum Teknik Digital. Pengembangan modul praktikum Teknik Digital dilakukan dengan menggunakan pendekatan Project Based Learning. Model ADDIE diadaptasi dalam prosedur pengembangan modul praktikum dalam penelitian ini, yang terdiri dari Analysis, Design, Development, Implementation, dan Evaluation. Prosedur penelitian meliputi beberapa tahap yaitu analisis Potensi dan masalah, Pengumpulan data, Desain produk, Validasi desain, Revisi desain, Uji coba, Revisi produk, Uji coba pemakaian, Revisi produk dan Produksi. Hasil penelitian ini diharapkan dapat meningkatkan kompetensi, keterampilan, kreatifitas dan inovasi mahasiswa.  Kata Kunci: Pengembangan, Modul Praktikum, Teknik Digital, Model ADDIE. Abstract:  When attending digital engineering lectures and digital engineering internship courses, students often encounter difficulties because they need to have high logic skills when producing a series of works. Imperfect learning tools is one of the reasons for the above problems. However, some facilities and infrastructure do not support the practical and theoretical learning process. One of them is learning tools, especially practical modules that are not yet available. The purpose of this research is to develop a module and a Digital Engineering practicum jobsheet in accordance with the materials and competencies that students must achieve by utilizing the tools and materials available in the laboratory. The design of this research is R&D. The product of this research will be validated by experts and tested on students after the product is revised. The development procedure adapted from the ADDIE model developed by Dick and Carry. The data analysis technique used a simple qualitative descriptive analysis technique. This research produces a practicum module that contains work procedures and job sheets. The results of the assessment obtained from 2 media experts were 89,4% in the category of easy to understand, useful, interesting and worthy of being used as a practicum guide. The results of the assessment obtained from 2 media experts show that this module is valid and very good with an average value of 90,3%. Students using this module gave an average rating of 89% for ease of learning, attractiveness, design and benefits. Keywords: Development, Practicum Modul, Digital Engineering, ADDIE Model.


2018 ◽  
Vol 4 (2) ◽  
pp. 103
Author(s):  
Octovany Sinaga

This study aims to investigate students’ perceptions of English Day Program in speaking skill development. To achieve the objective, a questionnaire and interview were administered to collect the perception of 35 eight graders of SMPK Penabur Kota Wisata, Bogor. The quantitative data collected by the questionnaire and the qualitative data obtained from the interview were analyzed employing the descriptive analysis technique. The results showed that students' motivation to master English speaking was very high, and they expected the English Day Program would help them develop English speaking. However, only slightly more a half of them were enthusiastic to join English Day Program due to its previous poor implementation.


2021 ◽  
Vol 13 (3) ◽  
pp. 2607-2614
Author(s):  
Eko Wahyudi ◽  
Hanum Hanifa Sukma ◽  
Ali Mustadi

This study aims to find out students' speaking skills during online learning. The research method used is quantitative research with ex-post facto research type. The research population was PGSD students second-semester which amounts to 316 people. The research sample was taken using a purposive sampling technique, with 118 students. Methods of data collection using a questionnaire and observation in an instrument. The data analysis technique used is descriptive analysis and inferential analysis. The results showed no effect of online learning on students' speaking skills. Students remain skilled at speaking even in online learning because it is influenced by the mindset of students so that they have the courage and high initiative to respond to the stimulus provided by the lecturer. The ability of lecturers to package impressive learning can also increase learning motivation so that students are more confident in speaking and expressing opinions.


2019 ◽  
Vol 9 (2) ◽  
Author(s):  
Herwin Widyatmoko

This research aims to development Puzzle Game by using Flash media on theme 4 my obligations and rights for third grade of elementary school dan to describe theeffectiveness of Puzzle Game using Flash media on theme 4 my obligations and rights for third grade of elementary school. The types of this research are Research and Development. This research consists of seven stages; 1) potential and problem; 2) data collection; 3) product design; 4) validation design; 5) revised design; 6) product trial; 7) revised product. The research data is the need for educational Puzzle Game, the prototype of educational Puzzle Game and the effectiveness of educational Puzzle Game. Data collection techniques consist of an observation, interview, questioner and documentation. The data analysis technique uses descriptive analysis. Descriptive data analysis in this study was used to determine the need test for the media and expert validation test, while totest the effectiveness of the media using the t test. Data sources of this research are the students of third grade and teacher of SD N 01 Pulorejo 01, SD N Winong 01, SD N Kebolampang as elementary experimental groups and SD N Sumbermulyo 01, SD N Kropak 02, SD N Godo 03 as elementary school control groups in Winong district, Pati Regency. The results of the puzzle game media prototype are a set of media containing puzzle games using flash applications, manual puzzle games, and puzzle game guidance. The effectiveness test results show that the puzzle media game is effective, which is indicated by the results of the t test. The results of the t test in the experimental and controlgroups were 9.052. Data from t test shows that t count bigger than t table, which is 9.052 bigger than 1.657 then Ho is rejected and Ha is accepted. Based on the t test, it can be concluded that the application of puzzle game media in class III is effective and suitable for use in learning activities


Author(s):  
Nurhenti Dorlina Simatupang ◽  
Wulan Patria Saroinsong ◽  
Resi Rosalianisa ◽  
Kartika Rinakit Adhe ◽  
Sri Widayati ◽  
...  

This research emphasizes on elaborating the feasibility of the media of the bandwagon educational game on the creativity of children aged 5-6 years. To obtain the research objectives, this researcher conducted research and development using the 4D model developed by Thiagarajan, namely define, design, develop and disseminate. The subjects in this research trial were five children aged 5-6 years and 30 ECE teachers. The data collection instrument used a structured interview technique and an online questionnaire through a google form accompanied by a video of the implementation of the bandwagon educational game. The data analysis technique used quantitative and qualitative descriptive analysis. From this research, it shows that the development of the bandwagon educational game tool that has been tested on a small scale is valid and feasible. This shows that this bandwagon game is effective and can be applied and has an appeal for early childhood in learning.


2021 ◽  
Vol 8 (2) ◽  
pp. 226
Author(s):  
Jaurah Jaurah

This study aims to improve students' thematic learning outcomes through the use of group work methods and image media. This study uses a classroom action research method. The subjects of this study were 23 students of class III SD Negeri 2 Tete. Data collection techniques using tests and observation sheets. Meanwhile, the data analysis technique used in this research was quantitative and qualitative descriptive analysis. Based on the results of the research that has been carried out, it can be concluded that students become more enthusiastic and motivated in thematic learning, data from cycle to cycle shows that student learning outcomes have increased. From 21.74% of students who completed to 56.52% in cycle 1, then in cycle 2 increased to 100%. Through the application of group work methods and image media in thematic learning can improve learning outcomes of grade III even semester SD Negeri 2 Tete with a 100% completeness percentage.


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


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