PENINGKATAN PRESTASIBELAJAR MATEMATIKATENTANGPENJUMLAHAN DAN PENGURANGAN BILANGAN BULATMELALUI PERMAINAN MISTAR BILANGAN DI SEKOLAH DASAR

2018 ◽  
Vol 2 (2) ◽  
pp. 225
Author(s):  
Titik Umiyati

Abstrak:Tujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika danmenganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metodepenelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blorapada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptifkomparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasilpenelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematikadengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehinggaaktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkatditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus IInilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaranmatematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistarbilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semuasiswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkandalam permainan mistar bilangan. Abstract:The purpose of this research is to study the learningprocess ofmath and analyseincreasing of learning achievement through rulernumbers game. The method usedin thisresearch is class action which is done in2 cycles. The subject of the research are fourth gradestudents of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semesterof the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle,first cycle and second cycle. The results of the research that is done two cycles indicate thatmath learning process by using ruler numbers game can make the students feel pleased sothatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease,it can be showed from the average score of the first cycle is 60.48 and the completeness scorereaches57.1%. The average score of thesecond cycle is 75.24 and the completeness scorereaches 85.7%. The conclusion of the research ismath learning about addition and deductionof integer through ruler numbers game can improve learning activity and the results of studentlearning show that all students are interested to obtain the task and get moreenjoyableexperience in using rulernumbers game.

2018 ◽  
Vol 2 (2) ◽  
pp. 225-246
Author(s):  
Titik Umiyati

Abstrak:Tujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika danmenganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metodepenelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blorapada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptifkomparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasilpenelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematikadengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehinggaaktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkatditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus IInilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaranmatematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistarbilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semuasiswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkandalam permainan mistar bilangan. Abstract:The purpose of this research is to study the learningprocess ofmath and analyseincreasing of learning achievement through rulernumbers game. The method usedin thisresearch is class action which is done in2 cycles. The subject of the research are fourth gradestudents of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semesterof the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle,first cycle and second cycle. The results of the research that is done two cycles indicate thatmath learning process by using ruler numbers game can make the students feel pleased sothatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease,it can be showed from the average score of the first cycle is 60.48 and the completeness scorereaches57.1%. The average score of thesecond cycle is 75.24 and the completeness scorereaches 85.7%. The conclusion of the research ismath learning about addition and deductionof integer through ruler numbers game can improve learning activity and the results of studentlearning show that all students are interested to obtain the task and get moreenjoyableexperience in using rulernumbers game.


2018 ◽  
Vol 2 (2) ◽  
pp. 225-246
Author(s):  
Titik Umiyati

AbstrakTujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika dan menganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metode penelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2 siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blora pada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptif komparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasil penelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematika dengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehingga aktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkat ditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus II nilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaran matematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistar bilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semua siswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkan dalam permainan mistar bilangan. AbstractAbstract: The purpose of this research is to study the learningprocess ofmath and analyse increasing of learning achievement through rulernumbers game. The method usedin this research is class action which is done in2 cycles. The subject of the research are fourth grade students of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semester of the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle, first cycle and second cycle. The results of the research that is done two cycles indicate that math learning process by using ruler numbers game can make the students feel pleased so thatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease, it can be showed from the average score of the first cycle is 60.48 and the completeness score reaches57.1%. The average score of thesecond cycle is 75.24 and the completeness score reaches 85.7%. The conclusion of the research ismath learning about addition and deduction of integer through ruler numbers game can improve learning activity and the results of student learning show that all students are interested to obtain the task and get moreenjoyable experience in using rulernumbers game.  


2021 ◽  
Vol 2 (1) ◽  
pp. 36-45
Author(s):  
Rahayu Winingsih

The purpose of this study is to find out the improvement of elementary school students' learning achievement through the medium of picture word cards. The problem in this study is still the low learning achievement of students seen from the initial test of learning achievement. This research took place in class I SDN Babatan IV/459 Surabaya. The school is located at Jalan Raya Menganti Babatan Wiyung District of Surabaya City. The research time was carried out in semester 1 (odd) in October of the 2020/2021 School Year. The subject of this study was a student of class I SDN Babatan IV /459 Surabaya which amounted to 28 students. This research design is class action research (PTK) through stage flow (planning, research action, data collection and data analysis) carried out with two cycles. The result of this study is an increase in student learning achievement in each lesson cycle with a minimum completion criteria (KKM) of 70, cycle I completed learning of 15 students or 60% of students who have achieved the minimum completion criteria with an average score of 72.95. While cycle II has increased, 28 students completed their studies or 100% of students have achieved the minimum completion criteria with an average score of 85.4.


2021 ◽  
Vol 1 (2) ◽  
pp. 108-118
Author(s):  
Shalahudin Shalahudin ◽  
Widiya Wati

AbstrakTujuan penelitian ini adalah untuk penggunaan metode teams games tournament untuk meningkatkan keaktifan belajar siswa di dalam proses pembelajaran materi keragaman suku bangsa dan agama di negeriku. Subjek penelitian tindakan kelas ini adalah kelas IV SD Negeri 59/IX Penyengat Olak. Teknik pengumpulan data penelitian ini adalah  observasi, wawancara, dan dokumentasi. Analisis data dilakukan dengan menggunakan analisis kuantitatif yang terdiri dari reduksi data, penyajian data, penarikan kesimpulan. Hasil penelitian ini menunjukkan bahwa penggunaan metode teams games tournament dapat meningkatkan keaktifan belajar siswa dalam proses pembelajaran. Keaktifan belajar siswa pada siklus I adalah sebesar 61% dan pada siklus II adalah sebesar 93%. Hasil penelitian ini menunjukkan bahwa penggunaan metode team games tournamen dapat meningkatkan keaktifan siswa di dalam proses pembelajaran dan mencapai kualitas pembelajaran yang tuntas. AbstractThe purpose of this study is to use the teams games tournament method to increase student learning activity in the learning process of ethnic and religious diversity in my country. The subject of this class action research is grade IV SD Negeri 59/IX Penyengat Olak. The data collection techniques of this study were observation, interviews, and documentation. Data analysis was carried out using quantitative analysis consisting of data reduction, data presentation, and conclusion drawing. The results of this study indicate that the use of the teams games tournament method can increase students' active learning in the learning process. Student learning activity in the first cycle is 61% and in the second cycle is 93%. The results of this study indicate that the use of the team games tournament method can increase student activity in the learning process and achieve complete learning quality.


2019 ◽  
Vol 10 (2) ◽  
pp. 106
Author(s):  
Suwi Atmi

<p>Learning using the STAD model is motivated by the low activity and student learning outcomes in mathematics with the subject of the addition of the fraction of the denominator of Bebeda in class VB MIN 3 Bantul. This is the cause because teachers do not use methods that activate students so students can participate in the learning process. Therefore learning is carried out using the STAD model. The class action using the STAD type cooperative learning model is carried out in 2 cycles.</p><p>               Learning using the STAD model aims to obtain data to determine the effectiveness of the type of STAD cooperative learning model in improving learning achievement and student learning activeness in learning mathematics. Learning using the STAD model is carried out in 2 cycles. Each cycle consists of 2 meetings. The subject of learning using the STAD model is students in class VB MIN 3 Bantul consisting of 10 male students and 7 female students. Learning using the STAD model was carried out in the first semester of the 2018/2019 school year between August and September 2018. The data collection technique used observation sheets and test sheets during action and implementation.</p><p>               The learning outcomes using the STAD model in the first cycle show that the activity and learning achievement increase is still small in scale. Out of 17 students, 11 students completed their studies and 6 students did not complete their studies. In the second cycle learning achievement increased significantly, from 17 students 17 students completed study. Based on the findings, data analysis and data processing obtained from the evaluation evaluation of each cycle in learning using this STAD model, it can be used as a reference regarding the use of STAD type cooperative learning models in the learning process can improve student learning outcomes in learning Addition of Denominators to Verbal Classes in class VB MIN 3 Bantul.</p><p> </p><p>Keywords: activeness, learning achievement, STAD type cooperative learning</p>


2018 ◽  
Vol 1 (1) ◽  
pp. 75-94
Author(s):  
Parlan -

Abstrakujuan penelitian ini adalah mendeskripsikan proses pembelajaran, mengetahui peningkatan prestasi siswa, dan mendeskripsikan perubahan perilaku siswa dalam pembelajaran PKn melalui tugas proyek berbantuan website. Penelitian ini dilaksanakan dalam 2 Siklus dengan subjek siswa kelas IV SD Negeri Gegunung Kulon, Kabupaten Rembang, semester 2 tahun pelajaran 2014/2015. Data penelitian dianalisis dengan metode deskriptif komparatif, membandingkan proses dan hasil belajar antara praSiklus, Siklus I dan Siklus II. Hasil penelitian yang dilaksanakan 2 Siklus menunjukkan peningkatan aktivitas siswa sampai 86 persen baik. Hasil belajar siswa juga meningkat ditandai Siklus I nilai rata-rata kelas 67,86 dan ketuntasan mencapai 57 persen. Siklus II nilai rata-rata kelas 78,57 dan ketuntasan 86 persen. Kesimpulan penelitian ini adalah aktivitas dan hasil belajar siswa meningkat dalam mengikuti pembelajaran serta ada perubahan perilaku siswa untuk mengikuti pembelajaran PKn melalui tugas proyek berbantuan website yang semula pasif menjadi lebih aktif. Semua siswa berminat dalam melaksakanan tugas dan memperoleh pengalaman yang menyenangkan dalam menjelajah website atau internet. AbstractThe objective of this research was to describe learning process, to know how students’ learning achievement improve, and to describe the change of student behavior on civics learning through website-assisted project task. The research was done through two cycles, with grade IV students in SD Negeri Gegunung Kulon throughout the second semester of school year 2014/2015 as the subject. Research data analysis was done using descriptive comparative method, comparing the learning process and result between pra-cycle, first cycle and second cycle. The result showed positive increase of students’ activities as much as 86 percent. The improvement of students’ learning achievement in cycle I could be seen by the class average grade of 67,86 and mastery learning of 57 percent, while in cycle II the class average grade was 78,57 and mastery learning of 86 percent. The conclusion was that students’ learning activities and achievement improved and there was also a changing in students’ behavior in learning civics through website-assisted project task, from passive learning to active learning. Every student showed interest in doing the project and gaining enjoyable experience browsing the internet.


GERAM ◽  
2018 ◽  
Vol 6 (2) ◽  
pp. 35-43
Author(s):  
Lumbarina Lumbarina

Indonesian learning outcomes in the material describing the place in accordance with the plan / picture in grade IV SDN 011 Pulau Kedundung, Kuantan Tengah District, Kuansing Regency, is still low, so the learning outcomes have not fulfilled the KKM set by the school, namely 70, Class Action Research is carried out to improve student learning skills by using group work method in odd semester 2016/2017 school year. This study was conducted in two cycles, each cycle consisting of two meetings through four stages, namely planning, implementing, observing and reflecting. Student learning activity data is analyzed by determining the number and percentage of students involved at each meeting. The results showed that learning activities and student learning outcomes experienced improvement where in the initial data of the number of students who took the pre cycle post test (repeat test) as many as 28 people, it turned out that 13 people could be declared complete (46.4%) because the values ​​obtained were the same or exceed the KKM (Minimum Completion Criteria) and the remaining approximately 13 people are declared as having not passed (53.6%). after the actions taken in the first cycle student learning outcomes have increased, it turns out that 18 people can be declared complete (64.3%) because the value obtained has the same or exceeded the KKM (Minimum Completion Criteria) and the remaining about 10 people declared incomplete (35.7 %), and cycle II students turned out to be 25 people declared complete (89.3%) because the value obtained was the same or exceeded the KKM (Minimum Completion Criteria) and the remaining only 3 people were declared incomplete (10.7%). From this data it can be concluded that the use of group work methods can improve the learning outcomes of Indonesian students.


2018 ◽  
Vol 2 (1) ◽  
pp. 42-50
Author(s):  
Achmad Afandi ◽  
Ira Andriani

This research is a study that aims to improve student learning outcomes in anatomy courses at IkIIP in favor of Utomo Malang. class action research (PTK) which involves repeated reflection consisting of four stages (4 D), namely: planning, action, observation and reflection. Each cycle was conducted two meetings. The results of the study showed that there was an increase in learning outcomes with the use of media Lactora in the subject of motion systems in humans in senior high school VI-A 2017/2018 school year. This can be seen from the average value of the test class I cycle (74.48) with learning completeness (83.87%), indicating an increase compared to before the action with the class average value (60.8) and the learning completeness (38, 71%). Then in the second cycle, the average score of the class increased (83.29) with learning completeness (100%) compared to the results of the first cycle test (74.48%). In the results of this second cycle test all students have completed their study by achieving the specified SKM. The learning process has been proven to improve student learning outcomes.


2017 ◽  
Vol 6 (2) ◽  
pp. 610
Author(s):  
Elpis Elpis

This study aims to improve learning outcomes through the use of image media. This research is a class action research, the subject of research is the students of class VI SDN 010 Jaya Mukti. This study was conducted in two cycles, each cycle is implemented based on four stages: planning, implementation, observation, and reflection. The result of the study showed that the IPS learning achievement increased in the first cycle of student learning outcomes was 80.77% and in cycle II increased up to 85.08. Student learning completeness in classical equal to 88,46% in cycle I and 100% in cycle II. Based on the results of the above research, it can be concluded that the use of image media can improve the learning outcomes of IPS students class VI SDN 010 Jaya Mukti.


2018 ◽  
Vol 2 (3) ◽  
pp. 319
Author(s):  
Made Sukiasih

This research was carried out in Class IX-A of Singaraja State Middle School 2 in the even semester of the 2017/2018 school year, with the condition that the average learning achievement was only 63.37, this condition was very low and did not meet the minimal expected score. The percentage of achievement has only reached 50.00%. The purpose of writing this class action research was to improve the learning achievement of Indonesian Language through the implementation of the TGT cooperative learning model. The data was collected assessment of poetry written by students, then analyzed using quantitative descriptive methods. Data was presented in the form of average learning achievement and completeness learning process. The results obtained from this study were the development of very positive learning achievements. At first the average student achievement was only; 63,37 with learning completeness only; 50.00%, then after the implementation of Cycle I it increased to an average; 76.42 with learning completeness reaching 72.97%. From cycle I to cycle II there was also an increase which reached an average of 83.26 and learning completeness was 91.89%. The conclusion obtained from this study is that the implementation of the TGT cooperative learning model can improve Indonesian learning achievement in writing poetry for students of class IX-A in the even semester of the academic year 2017/2018. Keywords: TGT cooperative learning model, learning achievement in writing poetry


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