scholarly journals PENINGKATAN PRESTASIBELAJAR MATEMATIKATENTANG PENJUMLAHAN DAN PENGURANGAN BILANGAN BULAT MELALUI PERMAINAN MISTAR BILANGAN DI SEKOLAH DASAR

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.  

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.


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.


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.


Perspektif ◽  
2019 ◽  
Vol 10 (1) ◽  
pp. 38-43
Author(s):  
Mira Santika ◽  
Gusmaweti Gusmaweti ◽  
Zulfa Amrina

The purpose of this study was to describe the increase in the effectiveness of communication and learning outcomes of fourth grade students in learning science through the Open Ended in SDN 26 Kampung Aur, this type of research is a class act, with the subject of the fourth grade students of SDN 26 Kampung Aur, which has 21 students. Research was conducted in the second semester of the school year of 2015/2016, the research instrument used is the effectiveness of communicating student sheets, sheets of assessment of learning outcomes in the cognitive aspects of students at level C1 (knowledge) and C2 (understanding). Based on the research results, the effectiveness of communicating students on the aspects asked in the first cycle obtain an average value of 49.99% increase in cycle II to 67.45%, the effectiveness of communicating students on aspects of the answer in the first cycle obtain an average value of 53.96% increased in the second cycle to 71.42%. While the results of student learning at the cognitive level C1 (knowledge) in the first cycle increase in cycle II 68.33 into 80.47, cognitive learning outcomes in level C2 (understanding) in the first cycle increase in cycle II 58.09 to 71.42 , It can be concluded that the Open Ended learning model can increase the effectiveness of communication and student learning outcomes in science teaching fourth grade SDN26 Kampung Aur.Keywords: Communicating Effectiveness, Results Learning, Model Open Ended, IPA


2019 ◽  
Vol 7 (1) ◽  
pp. 51
Author(s):  
Jusmawati Jusmawati ◽  
Eka Fitriana HS

Teachers and students activity are important things in learning process. This research aimed to know the improving of mathematics learning to the fourth grade students of SD Inpres Bangkala III Makassar by using  SFAE learning model. Method of research was classroom action research in which this research applied mix method. This research was an assesment of some learning activity through four stages, namely planning, implementing, observing and reflecting. These stages were combine into each cycle. The subject of research was the fourth grade students of SD Inpres Bangkala III Makassar as 31 students including 12 male students and 19 female students. The observation of teachers and students was analyzed  by using descriptive quantitatve statistically. The result of research showed that teachers and students activity did not fulfill criteria in cycle I. Whereas cycle II showed that there was a good criteria classically.


2021 ◽  
Vol 4 (1) ◽  
pp. 83-90
Author(s):  
La Ili ◽  
Gusti Handayani ◽  
Nanda Saputra

This study aims to: (1) increase student activity during the learning activities of sub-theme 1energy sources; (2) Improve learning outcomes in sub-theme 1 energy sources; and (3) Producinglearning media for sub-theme 1 sources of innovative energy that can increase motivation and learning outcomes in sub-theme 1 energy sources. This type of research is a classroom action research using the Kemmis and Mc. Taggart. This media is motivated by the students' mastery of the subject matter is low, the activity of students during the learning process is very lacking, students are less interested in the methods and media used by researchers. This innovative work consists of two types of media, namely the Spinning Wheel and the Smart Puzzle. This rotating wheel uses iron and used parabolic plates. Meanwhile, this Smart Puzzle is made from Styrofoam and Asturo paper. The wheel will stop pointing to a source of energy for the students to arrange their smart puzzles. The results obtained in the practical application of this media are that it can increase motivation and learning achievement in sub-theme 1 energy sources for fourth grade students of SDN 2 Sigli. It is proven in the first cycle of 33 students who achieved complete learning, 16 students or 48.5% obtained an average score of 68.2. Then the complete students increased again in the second cycle to 28 students or 84.9% with an average score of 77.6 which exceeded the indicator achievement target of 70. Based on the results of observations, this learning process was in a good category. .


2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Rizka Diah Amalia ◽  
Istiqomah Istiqomah

The objective of this research is to describe the process of Learning Cycle to improve the students’ effort and math learning outcomes in IV grade SD Negeri Siyono III. The action hypothesis used in this research was the Learning Cycle model could improve the students’ effort and math learning outcomes in IV grade of SD Negeri Siyono III. The method used in this research is Classroom Action Research (CAR). The subject of this research was 19 students of IV grade SD Negeri Siyono III. The object of this research was the effort and students’ math learning outcomes from the whole learning process. The data were collected by using the observation sheet, documentation, and test. The resulting finding of the study implies that after the implementation of the Learning Cycle model, the student's effort and math learning outcomes were improved. The result of the study showed that there is a significant improvement in effort aspect mean score from pre-cycle to the cycle I, that is  49,34% to 66,45%. From cycle I to cycle II that is 66,45% to 74,34%. The mean of student's math learning outcomes improved from the pre-cycle that is 51.10 to cycle I that is 62,42 and cycle II that is 73,74. Classical completeness percentage was improved from 10,53% in in the pre-cycle to 47,37% in the cycle I, and 78,95% in the cycle II. By using the Learning Cycle model can improve the students’ effort and math learning outcomes, hopefully, the school can using the Learning Cycle model in their teaching-learning activity.


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.


Sign in / Sign up

Export Citation Format

Share Document