scholarly journals PENERAPAN MEDIA KEPING BERWARNA TERHADAP HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN MATEMATIKA DI SEKOLAH DASAR (Studi Eksperimen Pada Bilangan Bulat Di Kelas IV SDN Sukasari Kec. Cipatat)

2017 ◽  
Vol 3 (2) ◽  
pp. 138
Author(s):  
Sri Rohartati

<p><em>The low learning outcomes in mathematics at the State Elementary School in the material </em><em>Sukasari </em><em>summation of integers and the results of their study have not yet reached KKM (minimum completeness criteria) to overcome these problems, the researchers used instructional media as a tool to improve the learning outcomes of students. The research design used in this study are nonequivalent control group design. This research was conducted in two classes, experimental and control classes. Both of these classes are treated differently, grade control using conventional learning while the experimental class using the Media Chips Color. Data collection techniques used in this research is the observation and tests. To collect data in this study, the use of research instrument shaped observation sheets and test questions. Based on the analysis of data there are significant differences between the results of the pretest and posttest experimental class and there are differences in learning outcomes between the control group and the experimental group after treatment so that there are significant media use colored tile to the study of students in mathematics in elementary school then the hypothesis can be accepted</em><em>.</em><em></em></p>

2018 ◽  
Vol 6 (1) ◽  
pp. 45-56
Author(s):  
Bubin Florayu ◽  
Muhammad Isnaini ◽  
Gusmelia Testiana

Tujuan dari penelitian ini adalah untuk mengetahui pengaruh media pembelajaran komik untuk meningkatkan matematika siswa hasil belajar pada siswa kelas VII SMP Negeri 10 Palembang. Penelitian ini menggunakan desain exprimental benar dengan desain kelompok kontrol pretest-posttest. Populasi penelitian ini adalah semua siswa kelas VII SMP Negeri 10 Palembang di 2014/2015 tahun akademik yang terdiri dari dua belas layani dengan 480 siswa. Dari dua belas kelas populasi diambil dua kelas, itu VII.5 yang yang terdiri dari 40 siswa sebagai kelompok kontrol dan VII.4 yang yang terdiri dari 40 siswa sebagai kelompok eksperimen. Penelitian ini dilakukan dalam pertemuan ketujuh. Pada pertemuan pertama, pretest penelitian ini dilakukan di kelompok eksperimen dan kontrol whith tujuannya adalah untuk mengetahui dasar kemampuan siswa sebelum diberikan pengobatan. kedua sampai pertemuan keenam, kedua kelas diberi perlakuan pada kelompok eksperimen dengan media pembelajaran komik dan kelompok kontrol dengan model konvensional dengan kesetaraan materi dan pertidaksamaan linear satu variabel. Sebagai bahan subjek dalam pertemuan ketujuh, kedua kelas diberi posttest untuk mengetahui peningkatan hasil belajar siswa setelah pengobatan yang diberikan. Data penelitian ini diambil oleh tes. Berdasarkan hasil penelitian ini, dapat disimpulkan bahwa siswa hasil belajar matematika setelah belajar t_test Media appliec komik showec belajar = 1.14> tabel = 1,667 sehingga hipotesis nol (H0) diterima, berarti ada perbaikan siswa belajar hasil komik setelah media pembelajaran tidak Kenaikan untuk siswa kelas VII SMP N 10 Palembang.The aim of this study was to know the effect of comic learning media to increase students’ mathematics learning outcomes at the seventh grade students of SMP Negeri 10 Palembang. This study used true exprimental design with pretest-posttest control group design. The population of this study were all of seventh grade students of SMP Negeri 10 Palembang in 2014/2015 academic years which consisted of twelve clases with 480 students. From twelve classes population were taken two classes, it was VII.5 which consisted of 40 students as a control group and VII.4 which consisted of 40 students as an experimental group. The study was done in seventh meetings. In first meeting, this study done pretest in experimental and control group whith the aim was to know the basic of students’ ability before given a treatment. The second until sixth meetings, both of classes was given treatment in experimental group with comic learning media and control group with conventional model with material equality and inequality linear one variabel. As the subject material in seventh meeting, both of classes were given posttest to know the improvement of students learning outcomes after was given treatment. The data of this study was taken by a test. Based on the result of this study, it can be concluded that the students learning outcome in mathematics learning after comic learning media appliec showec t_test= 1,14 > ttabel = 1,667 so the null hypotheses (H0) was accepted, it means that there is an improvement students learning outcomes after comic learning media no increase at seventh grade students of SMP N 10 Palembang.


2017 ◽  
Vol 2 (2) ◽  
Author(s):  
Raudatus Solihah ◽  
Agus Abhi Purwoko ◽  
Erin Ryantin Gunawan

This research aims to know the effect of group investigation learning on student’s science process skill based on their IQ in SMAN 1 Mataram for eleventh grade students. This is a quasi experimental study using pretest postest control group design design. Pretest was taken to get data of student’s IQ. Posttest was also conducted to measure student’s science process skill. Sample was taken using nonprobability sampling from the population of eleventh grade student in SMAN 1 Mataram.The sample was two group of student each from two class, class XI sains 6 and as experimental group and class XI sains 5 as control group. The average os Student’s IQ on experimental group and control group were equal, both at 112. Learning processes were 12 x 45 minutes long in total. The experimental group showed better average score on posttest where they scored 82.40 on average, while control group only scored 74.83 on average. This value is statistically significant, at p = 0.007, less that 0.005. This result shows that implementation of group investigation can increase student’s science process skill.Keywords: Group investigation, science process skill, intelligence Quotient (IQ)ABSTRACT


Vidya Karya ◽  
2020 ◽  
Vol 34 (2) ◽  
pp. 148
Author(s):  
Agung Ma'rufin ◽  
Syahmani Syahmani ◽  
Mella Mutika Sari

Abstract.  This study aims to determine the differences in learning outcomes and students' science process skills between classes using PBL models based on virtual simulations, PBL models based on practicum, and conventional learning. This quasi-experimental research uses nonequivalent control group design. The population of this research is VIII grade students of MTsN 2 Banjarmasin. The research sample is class VIII E as the control class, class VIII F as the experimental class I, and class VIII G as the experimental class II. Data collection uses test and observation techniques. Data analysis techniques use the Kruskall-Wallis test and descriptive analysis. The results showed that (1) There were differences in knowledge learning outcomes between experimental class I, experimental class II, and control class (2) There were differences in students' science process skills between experimental class I, experimental class II, and control class. Keywords: Problem Based Learning, Virtual Simulation, Practicum, Knowledge Learning Results, Science Process Skills Abstrak. Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar dan keterampilan proses sains siswa antara kelas dengan menggunakan model PBL berbasis simulasi virtual, model PBL berbasis praktikum, dan pembelajaran konvensional. Penelitian eksperimen semu ini menggunakan nonequivalent control group design. Populasi penelitian ini adalah siswa kelas VIII MTsN 2 Banjarmasin. Sampel penelitian adalah kelas VIII E sebagai kelas kontrol, kelas VIII F sebagai kelas eksperimen I, dan kelas VIII G sebagai kelas eksperimen II. Pengumpulan data dengan menggunankan teknik tes dan observasi. Teknik analisis data menggunakan uji Kruskall-Wallis dan analisis deskriptif. Hasil penelitian menunjukkan bahwa (1) Terdapat perbedaan  hasil belajar pengetahuan antara kelas eksperimen I, kelas eksperimen II, dan kelas kontrol (2) Terdapat  perbedaan keterampilan proses sains siswa antara kelas eksperimen I, kelas eksperimen II, dan kelas kontrol. Kata kunci: Problem Based Learning,  Simulasi Virtual, Praktikum, Hasil Belajar Pengetahuan, Keterampilan Proses Sains


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Arpina Saleha ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Okviyoandra Akhyar

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh media permainan ular tangga senyawa terhadap hasil belajar siswa.Penelitian ini menggunakan nonequivalentcontrolgroupdesign. Populasi dalam penelitian ini adalah seluruh siswa kelas X MIA, sedangkan sampel penelitian yang digunakan yaitu X MIA 2 dan X MIA 3.Pada penelitian ini kedua kelas diberikan perlakuan yang berbeda,kelas X MIA 2 dibelajarkan tanpa menggunakan permainan media ular tangga senyawa, sedangkan kelas X MIA 3 dibelajarkan menggunakan media permainan ular tangga senyawa.Teknik pengumpulan data yang digunakan adalah soal tes pilihan  ganda.  Data  yang diperoleh dianalisis  menggunakan  uji mann whitney u.Data hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas kontrol lebih rendah daripadanilai rata-rata kelas eksperimen.Sehingga dapat disimpulkan bahwa terdapat pengaruh media permainan ular tangga senyawa pada materi tata nama senyawa terhadap hasil belajar siswa di SMA Negeri 1 AlalakThis study aimed to determine whether or not the influence of snake and compound compound media play on student learning outcomes. This study used nonequivalent control group design. The population in this study were all students of class X MIA, while the research samples used were X MIA 2 and X MIA 3. In this study both classes were given different treatments, class X MIA 2 was taught without using snake ladder compound media games, while classes X MIA 3 was taught using the media game snake ladder compound. Data collection techniques usedwere multiple choice test questions. The data obtained were analyzed using the Mann Whitney test. The data of the research showed that the average value of the control class post-test is lower than the average value of the experimental class.  So  it  can  be  concluded  that  there  were  the influence  of  snake  ladder compound  media  on  compound  nomenclature material  on  student  learning outcomes in SMA Negeri 1 Alalak.


Author(s):  
Riana Mashar ◽  
Juntika Nurihsan

The research aimed to figure out the effect of metaphor counseling in STAR KIDS (Story Teach Responsibility for Kids) module toward the responsibility of 6-7-year-old students of the first grade of elementary school. The research used untreated control group design by providing pretest and posttest sample design. The research subject consisted of 21 students in the experimental group and 26 students as the control group. The responsibility data collection performed by using observation guideline checklist, which quantified in the interval scale. SPM Raven scale measured the children's bits of intelligence. The STAR KIDS treatment is given in 15 meetings. The results of the pretest and posttest were analyzed by using Anacova analysis technique through SPSS 17 for Windows. The research result showed that (1) students of experiment group who received STAR KIDS metaphor counseling showed higher responsibility increase rather than students of a control group who did not receive the treatment, (2) The intelligence of the students did not show the effect on the effectiveness of counseling metaphor.


2015 ◽  
Vol 5 ◽  
pp. 46-54
Author(s):  
PARUL AGRAWAL ◽  
PRANAV PANDYA

Aim of the present study was to examine the effect of yogic practices in managing libidinal impulses among adolescents and improving their quality of life. Experimental and control group design was used. Eighty samples were collected through accidental sampling (40 in experimental group and 40 in control group) from Mother Teresa Public School, Delhi. The students those who had high levels of libidinal impulses were selected. The age of the subjects ranged from 14-19 years. The students in the experimental group were made to do yogic practices regularly for 40 days. Libidinal Impulses Scale and PGI General Wellbeing Scale were used. The obtained values of t-test for Libidinal Impulses and General Wellbeing are significant at 0.01 level of confidence. The  result  of  the  study  shows  that  yogic practices  are  significantly  effective  in  reducing  the  levels  of  libidinal impulses  and  improve the level of quality of life of adolescents.


2016 ◽  
Vol 3 (2) ◽  
pp. 121
Author(s):  
Afif Ghurub Bestari ◽  
Ishartiwi Ishartiwi

Penelitian ini bertujuan untuk menguji (1) perbedaan pengaruh pembelajaran Desain Busana menggunakan media mood board dan media contoh gambar desain busana terhadap kreativitas dan hasil belajar Desain Busana mahasiswa;  (2) pengaruh positif pembelajaran Desain Busana dengan menggunakan media mood board dibandingkan menggunakan media contoh gambar desain busana terhadap kreativitas desain busana mahasiswa; (3) pengaruh positif pembelajaran Desain Busana dengan menggunakan media mood board dibandingkan dengan menggunakan media contoh gambar desain busana terhadap hasil belajar desain busana mahasiswa. Penelitian ini merupakan penelitian kuasi eksperimen dengan desain Pretest-Posttest, Nonequivalent Control Group Design. Penelitian ini menggunakan kelas eksperimen dan kelas kontrol. Populasi penelitian adalah mahasiswa kelas A dan D semester 2 di Pendidikan Teknik Busana FT UNY. Hasil t-test menunjukkan pretest mahasiswa kelas kontrol dan kelas eksperimen hampir sama. Data hasil belajar posttestmenunjukkan selisih skor rata-rata antara kelas eksperimen dan kelas kontrol berkategori sangat tinggi. Berdasarkan hasil nilai rata-rata diperoleh bahwa terjadi peningkatan hasil kreativitas mahasiswa yang signifikan.Kata kunci: media mood board, hasil belajar, desain busana THE IMPACT OF USING MOOD BOARD MEDIA TO  FASHION DESIGN KNOWLEDGE ON FASHION  DESIGN ENGINEERING STUDENTSAbstractThis research aimed to examine (1) the effect of differences in learning to use media Fashion Design mood board and fashion design drawings media examples in creativity and Fashion Design student learning outcomes; (2) the positive influence of learning by using media Fashion Design mood board than using media examples fashion design drawings for the creativity of fashion design students; (3) a positive influence of learning by using media Fashion Design mood board compared to using the media sample images for learning outcomes of Fashion Design student. This research is a quasi-experimental research with pretest-posttest design, Nonequivalent Control Group Design. This research uses experimental class and control class. The research population was a student of class A and D in the 2nd half of Technical Fashion Education Faculty of Engineering, Yogyakarta State of University. t-test results indicate student pretest control class and experimental class is almost the same. Data posttest study results show the difference in average scores between the experimental class and control class category is very high. Based on the results of the average value obtained that an increase in the creativity of the students are significant.Keywords: fashion mood boards, learning outcomes, fashion design


Author(s):  
Bekti Susilowati

AbstrakPenelitian ini bertujuan untuk mengetahui: (1) kelayakan perangkat pembelajaran terpadu Tipe Shared berbasis kegiatan ekonomi kreatif untuk siswa kelas IV Sekolah Dasar, dilihat dari kualitas perangkat pembelajaran yang dikembangkan dan telah divalidasi terdiri dari Silabus, Rencana Pelaksanaan Pembelajaran (RPP), Bahan Ajar Siswa (BAS), Lembar Kerja Siswa (LKS), dan Tes Hasil Belajar (THB); (2) keefektifan perangkat pembelajaran yang diukur dari aktivitas siswa dalam kegiatan pembelajaran terpadu Tipe Shared berbasis kegiatan Ekonomi Kreatif dan hasil belajar siswa setelah mengikuti kegiatan pembelajaran terpadu Tipe Shared berbasis Kegiatan Ekonomi Kreatif. Penelitian pengembangan ini menggunakan Model Kemp yang terdiri dari tiga tahap: yaitu pendefinisian; perancangan; dan pengembangan, sedangkan desain uji coba penelitian menggunakan Pretest-Posttest Control Group Design. Data hasil penelitian diperoleh melalui hasil uji validitas perangkat pembelajaran oleh dua validator dan hasil uji coba perangkat pembelajaran yang terdiri dari hasil pretest dan posttest pada kelas kontrol dan kelas eksperimen. Perangkat pembelajaran diujicobakan pada kelas IV A dan B SDN Sukarasa Kota Bandung. Keefektifan pelaksanaan pembelajaran diuji dengan statistik inferensial menggunakan SPSS 21.0 yaitu melalui uji F dan uji t. Angka F yang mengasumsikan kedua varian sama sebesar 0,362 dengan probabilitas (sig) sebesar 0,550 > 5% berarti tidak ada perbedaan varian antara eksperimen dan kontrol. Angka t-test yang mengasumsikan varian kedua populasi sama adalah -4,750 dengan probabilitas (sig) sebesar 0,000. Angka probalilitas < 0,005 dapat diartikan ada perbedaan nilai posttest yang signifikan antara kelas eksperimen dan nilai posttest kelas kontrol, perolehan nilai posttest pada kelas eksperimen lebih tinggi daripada kelas kontrol. Berdasarkan hasil penelitian, dapat disimpulkan bahwa hasil belajar siswa meningkat dengan menggunakan perangkat pembelajaran terpadu Tipe Shared berbasis kegiatan Ekonomi Kreatif yang telah dikembangkan, sehingga perangkat pembelajaran dapat diterapkan di Sekolah Dasar, namun tetap memerlukan penyesuaian dengan situasi dan kondisi di sekolah. Kata Kunci: Perangkat Pembelajaran, Terpadu, Shared, Ekonomi Kreatif, Hasil Belajar Siswa AbstractThe objective of this research was to recognize: (1) the worthiness of the Shared-Type learning device based on creative economy activity for fourth grade Elementary School students, observed from learning device's quality which developed and validatedby Syllabus, Learning Implementation Plan, Student Learning Material, Student Work Sheet, and Learning Outcome Test; (2) effectivity of learning device which measured from student activity in Shared-Type integrated learning device based on Creative Economy activityand student's learning outcomes after participated in Shared-Type integrated learning activity based on Creative Economy Activity.The research of development was using Kemp Model that consists of three stages, which were defining, designing, and developing, while the research trial design was usingPretest-Posttest Control Group Design. Research data were obtained through learning device's validity test result of two validatorand learning device's trial results which consist of pre-test and post-test results on control’s class and experiment’s class. The learning device was tested on class IV A and B of SDN Sukarasa in Bandung. Learning implementation's effectivity then tested with inferential statistic using SPSS 21.0 through F-test and t-test. An F number which assumes both variant have the same result of 0,362 with probability (sig) of 0,550 > 5% means there is no variant difference between experiment and control. A t-test number which assumes both population have the same variant is -4,750 with probability (sig) of 0,000. Probability number< 0,005 can be interpreted as significant difference of post-test value between experiment’s class and control’s class,post-test value obtained from experiment's class was higher than control's class.Based on data analysis, it can be concluded that student's learning outcomes with the use of developed Shared-Type integrated learning device based on creative economy activity are improved and can be implemented in Elementary School, however it still needs to be conformed with school's sitation and condition. Keyword: Integrated, Based on Creative, Economy Activity, Improvement, Learning Outcomes.


2018 ◽  
Vol 1 (2) ◽  
pp. 11-19
Author(s):  
Putu Karolina

This study aimed to answer whether using chessboard technique in responding to short story develops student’s speaking skill or not. The method used in this study was one of the quasi-experimental designs: pretest-posttest non-equivalent comparison control group design. The population of the study was the eleventh-grade student at SMA N 12Palembang and the sample were taken from the population by using purposive sampling. The data were collected by using two instruments, test and questionnaire. The test wasgiven twice to the experimental and control group, as the pretest and the posttest. Thequestionnaire was distributed to the experimental group after conducting the treatment to get more information related to the problem of the study. To verify the hypothesis, thedata from pretest and posttest on the experimental and control group were analyzed byusing paired sample t-test and independent sample t-test. The result of the study showed that applying chessboard technique in responding to the short story develops student’s speaking skills. Some students (60%) in the experimental group achieve good category compared to only a few students (20%) in control group. 


Author(s):  
Nora Mawinda ◽  
Zulkifli Naansah ◽  
Hanesman Hanesman

The problem in this study is the low learning outcomes achieved by students on the subjects of Basic Electrical and Electronics which is below the minimum completeness criteria (KKM) set a school that is 75 This is presumably because they are learning is often used during the learning model is applied directly proven yet effective. The purpose of this research is to reveal how much influence the Jigsaw cooperative learning model to study the results of class X students on subjects TAV Basic Electricity and Electronics. This research is an experimental study with a draft Post-test only control group design. The sample were students of class X TAV at SMK 1 Padang Academic Year 2014 / 2015. Class experiment is treated using Jigsaw Cooperative Learning Model and the control group is a class that uses the direct teaching model. The data is taken from the test results in the form of learning about the objective as many as 31 items. Data were analyzed manually to test for normality, homogeneity testing, and hypothesis testing. The result of the calculation hypothesis at significance level α = 0.05 was found that t count> t table is 3.35> 1.670. The results of these tests give an interpretation that H0 is rejected and H1 is accepted, this means that on average significantly experimental class learning outcomes greater than the average control class learning outcomes.  Key words :   Models of Learning, Jigsaw, Learning Direct, Post-test only control group design, Learning outcomes, Experimental, and Control.


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