scholarly journals Implementasi Model Pembelajaran Advance Organizer Berbasis Peta Konsep Terhadap Aktivitas Belajar Dan Hasil Belajar Siswa

Author(s):  
Yogi Sudrajat ◽  
Sulistyono Sulistyono ◽  
Anna Fitri Hindriana

This research is motivated by students' science process skills that are still low. Factors that cause low science process skills are low mastery of students' concepts of subject matter. The purpose of this study is 1) to describe the implementation of learning with the implementation of an advance organizer model based on concept maps on learning activities and student learning outcomes, 2) to determine the implementation of the advance organizer model based on concept maps can improve student learning activities, 3) to determine the implementation of the model advance organizer based on concept maps can improve student learning outcomes on the concept of the reproductive system, 4) to find out the response of the students to the implementation of the advance organizer model based on concept maps of learning activities and student learning outcomes. The method used in this study is mixed methods research. The sampling technique is cluster random sampling in two classes, namely the experimental class and 40 students for the control class. The research instrument used is the student activity task and rubric, concept mastery essay test, student response questionnaire on learning and teacher and student activity observation sheets. Data analysis techniques used are normality test, homogeneity test and hypothesis test. Based on the results of hypothesis testing statistics shows the value of Sig. amounting to 0.415> 0.05, with a value of t = 4.855 with Sig. 0,000 <0,05 means that the implementation of the advance organizer model based on concept maps can improve student learning activities on the concept of the reproductive system in class XI of SMA Negeri 1 Lumbung, Ciamis Regency. Based on the results of hypothesis testing statistics shows the value of Sig. amounting to 0.422> 0.05, with a value of t = 8.336 with Sig. 0,000 <0,05 means that the implementation of the advance organizer model based on concept maps can improve student learning outcomes in the concept of the reproductive system in class XI of SMA 1 Lumbung, Ciamis Regency. The conclusion in this study is the implementation of an advance organizer model based on concept maps can improve student activity and learning outcomes on the concept of reproductive systems in class XI of SMA Negeri 1 Lumbung, Ciamis RegencyKeywords: Advance organizer model; Concept map; Activity and student learning outcomes

2019 ◽  
Vol 4 (1) ◽  
Author(s):  
Sarilila Utama

<p>This research is a classroom action research (CAR) aimed at improving student activity and learning outcomes through the application of contextual approaches to Listening Children Story  Learning. The subjects of this study were students of class VIII. B SMP 10 Depok in the academic year 2017/2018, amounting to 35 people. The object of this research is the preparation of student learning, student activities in learning, and student learning outcomes in the learning model applied. The results of this study indicate that the application of contextual learning in listening to children's story learning can improve student learning activities and outcome.<strong> </strong></p>


2018 ◽  
Vol 7 (1) ◽  
pp. 149
Author(s):  
Mukmin Mukmin

The problem in this research is the result of a IPS class V SDN 58 Balai Makam, still low with an average valueof 67.61. The purpose of this research is to improve student learning outcomes in IPS the application of learningstrategies concept maps in the class V SDN 58 Balai Makam. This study is a class act with 2 cycles. It can beseen in student learning outcomes the average value of 67.61 increased to 70.28 in cycle I. From the first cycleto the second cycle increased by 77.52. Overall increased 14.66%. The average percentage of classicalcompleteness of student learning outcomes also increased. At the score of the first cycle of 66.66%, and thesecond cycle increased to 85.71%. So overall completeness of the classic rose 28.56%. In the teachers' activitieshas increased in each cycle. While in the first cycle the average percentage of the activity of the teacher with66.66% in both categories increased to 81.25% with the category very well in the second cycle. So overall thereis an increase in activity of the teacher of 21.89%. At the student activity also increased in each cycle. In the firstcycle of an average percentage of 64.58% with the good category increased to 77.08% in the second cycle. Sooverall there is an increase in the activity of students 19.36%. Application of Learning strategies concept mapscan improve learning outcomes of students in class V SDN 58 Balai Makam.


2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Desti Widiani ◽  
Jiyanto Jiyanto

<p><strong><em>Abstract</em></strong><em>. This article is a field research using the "Classroom Action Research" method. Learning the History of Islamic Civilization at MTs Muhammadiyah 1 Gemolong in class VII, found several problems, namely the teaching and learning process so far still tended to use the lecture method has not been varied with other methods. This results in student learning outcomes still low. Based on existing conditions, it is necessary to improve the learning process of teaching Islamic Civilization History. Therefore classroom action research is conducted to improve student learning outcomes in the subjects of Islamic Civilization History by applying bingo strategies. The purpose of this study is to improve student learning outcomes in the subjects of Islamic Civilization History and increase student activity in Islamic Civilization History subjects. The action hypothesis in this study is to apply the bingo strategy to improve student learning outcomes and student activities in Islamic Civilization History subjects. Based on the indicators of success of the actions determined from the 3 research cycles, the student learning outcomes reach the classical success limit (≥ 85%) of all students who have achieved individual success (score ≥ 60) and most students (75%) actively engage in learning or The teacher has reduced his dominance in learning, showing that student learning outcomes in the subjects of History of Islamic Civilization through the application of bingo strategies can increase. Before the action is carried out the percentage of student success is 21%. In the first cycle student learning outcomes increased to 82%, while in the second cycle the percentage of success was 95% and in the third cycle the success of students reached 100%. Student activities on the subject of Islamic Civilization History through the application of increased bingo strategies, before the actions of passive students are carried out in learning activities and the teacher dominates in learning activities. In the first cycle the percentage of student activity was 68% with the criteria of good / very good, in the second cycle of 95% and in the third cycle student activity reached 100%. This shows that students are doing well / very well in learning the History of Islamic Civilization and the teacher has been reduced to dominate in learning activities. Thus the bingo strategy can be a solution to improve learning outcomes in Islamic Civilization History subjects.</em></p><strong><em>Keywords: </em></strong><em>Learning Achievement, Activity, Bingo Strategy.</em>


2020 ◽  
Vol 4 (2) ◽  
pp. 81-85
Author(s):  
Achmad Alim Asriadi

IMPROVING STUDENT ACTIVITY AND LEARNING OUTCOMES IN INHERITANCE MATERIALS IN LIVING INTERESTS WITH MICA PLASTIC TOOLSThis study aims to determine the increase in student activity and learning outcomes, describe the process of increasing student activity and learning outcomes, and measure the magnitude of the increase in activity and learning outcomes in inheritance material in living things. The use of plastic mica props in class IXC SMP Negeri 8 Bogor City Semester 1 of the 2019/2020 school year. This research is a Classroom Action Research by providing action on research subjects in two learning cycles. The results of this study indicate that using plastic mica props can be a fun variation of learning for students so that it is proven to improve student learning outcomes. Before using the plastic mica props, the learning outcomes of students only reached an average value of 68.18 then an increase occurred after using the mica plastic props to 85.15 in cycle 1 and 90.15 in cycle 2. So it can be concluded that the use of props mica plastic is very popular with students and there is an increase in student learning outcomes. Therefore, researchers suggest that the use of plastic mica props be socialized and used as an alternative in science learning in schools


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.


2015 ◽  
Vol 7 (3) ◽  
Author(s):  
Desi Kamilah

Penelitian ini bertujuan untuk Untuk meningkatkan aktivitas dan hasil belajar fisika siswa dengan menerapkan siklus ACE dalam pembelajaran fisika materi kinematika gerak lurus. Penelitian tindakan dilakukan di SMA Negeri 2 Simpang Hilir Kabupaten Kayong Utara. Subjek penelitian yang akan dilakukan adalas siswa-siswi kelas XB SMA Negeri 2 Simpang Hilir yang berjumlah 34 siswa terdiri atas 13 laki-laki dan 21 perempuan. Instrumen yang digunakan dalam penelitian ini adalah berupa lembar observasi untuk mengukur aktivitas belajar siswa dan soal tes untuk mengukur hasil belajar. Berdasarkan hasil penelitian tindakan kelas yang dilakukan dapat disimpulkan aktivitas siswa dikelas masuk kategori cukup aktif. Hasil belajar siswa dengan siklus ACE mencapai ketuntasan 76,67%. Kata Kunci: pembelajaran fisika, siklus ACE, aktivitas belajar, hasil belajar  Abstract: This study aimed to increase physical activity and learning outcomes of students by implementing ACE cycle in physics learning material straight motion kinematics. Action research conducted at SMAN 2 Simpang Hilir North Kayong. The subject of research will be done adalas students of class XB SMAN 2 Simpang Downstream totaling 34 students consisting of 13 male and 21 female. The instrument used in this study is in the form of sheets of observations to measure student learning activities and test items to measure learning outcomes. Based on the results of classroom action research can be concluded that the activity of students in class is categorized quite active. Student learning outcomes with ACE cycle achieve mastery 76.67%. Keywords: physic lesson, cycle ACE, student activity, learning outcome


2018 ◽  
Vol 4 (2) ◽  
pp. 185
Author(s):  
Siti Nurohmah ◽  
Nanang Kosim ◽  
Dede Rohaniawati

This study aims to determine student learning outcomes in Arabic subjects before the application of Big Book media, the process of applying Big Book media and student learning outcomes after the application of Big Book media in class IV MI Naelushibyan. The research method used is classroom action research through four repetitive stages of planning, implementation, observation or observation, and reflection. The object of research was 15 students. The research instrument consisted of a teacher activity observation sheet, a student activity observation sheet and a written test. Data collection techniques use observation and test techniques. The results obtained from this study are the learning outcomes of students in the pre cycle get an average score of 53. The first cycle obtained the average value of teacher activity 72.2% and cycle II obtained an average value of 94.4%. Student activity in cycle I obtained an average value of 69.21% and cycle II obtained an average value of 91.07%. Student learning outcomes in cycle I obtained an average value of 77, cycle II obtained an average value of 83.6. It can be concluded that Big Book media can improve student learning outcomes.


2019 ◽  
Vol 1 (2) ◽  
pp. 80-92
Author(s):  
NOVA FITRI NOVA FITRI JAYANTI

This study aims to (1) improve mathematics learning outcomes by using jigsaw type cooperative learning model in grade 5 students of SD Negeri 050600 Kuala Langkat Learning Year 2017/2018. (2) Describe the constraints encountered by using jigsaw type cooperative learning model to improve mathematics learning outcomes. The results of this study indicate an increase in student learning outcomes on subjects mathematics material KPK and FPB class V Elementary School 050600 Kuala Langkat. This is evident from the results of research conducted on the pretest of students who got the complete value of 5 people or 21.73% while the students who did not complete as many as 18 people or 78.27%. Then continued research research on the first cycle of students who got the complete value of 14 people or 60.86% while the unfinished students as many as 9 people or 39.14%, then there is an increase in increase in cycle I compared to pretest. But this does not meet the specified category of mastery. Then proceeded on the second cycle of students who get a total score of 20 people or 86.95% while students who are not complete as many as 3 people or 13.05%, then an increase in cycle II compared to cycle I and has fulfilled the specified mastery . Furthermore, teacher activity on observation cycle I obtained an average of 60% and in cycle II increased to 78%. While the student activity on the learning process obtained an average of 58% and in the second cycle has increased to 84%. Thus obtained the conclusion that by using cooperative learning model type jigsaw on subjects mathematics material KPK and FPB in class V SD  050600 Kuala Langkat can improve student learning outcomes. Therefore it is suggested for subsequent learning to use cooperative learning model of jigsaw type so that student learning result can increase


2019 ◽  
Vol 4 (2) ◽  
pp. 139-150
Author(s):  
Fitria Agustrianai

The purpose of this study was to describe how the process of using learning using Hot Potatoes Algebra Operations material for class VII students at Karangduren AL HIDAYAH Middle School. Then to find out the increase in the activity of students in algebraic surgery material by using Hot Potatoes media on class VII students at Karangduren AL HIDAYAH Middle School and to find out the increase in learning outcomes of algebraic surgery materials by using Hot Potatoes media in class VII students at AL HIDAYAH Middle School in 2018 / 2019. The type of this research is Classroom Action Research (CAR) using 2 cycles. Based on the results obtained from the percentage of student learning activities in learning cycle I was 82.81% with good categories and the second cycle was 89.06% with good categories. This shows an increase in student activity as much as 6.25%. The completeness of student learning outcomes in the prerequisite material obtained from the pre-cycle pretest was 66.66%. While the completeness of the results of the students in the first cycle reached 70.37% and experienced an increase in learning cycle II as much as 22.13% which obtained a percentage of 92.5% with a good category and has achieved classical completeness. However, in the second cycle, researchers conducted remedial so as to achieve 100% classical completeness. Keywords: Hot Potatoes, learning activities, learning outcomes  


Author(s):  
Moch Sukardjo ◽  
Lipur Sugiyanta

Web usability, if evaluation done correctly, can significantly improve the quality of the website. Website containing multimedia for education shoud apply user interfaces that are both easy to learn and easy to use. Multimedia has big role in changing the mindset of a person in learning. Using multimedia, learners get easy to obtain information, adjust information and empower information. Therefore, multimedia is utilized by teachers in developing learning techniques to improve student learning outcomes. For students with self-directed learning, multimedia provides the ease and completeness of the courses in such a way that students can complete the learning independently both at school and at home without the guidance of teachers. The learning independence takes place in how students choose, absorb information, and follow the evaluation quickly and efficiently. The 2013 Curriculum 2013 for Vocational High School (SMK) requires teachers to create engaging teaching and learning activities that students enjoy in the classroom (also called invitation learning environment). The creation of learning activity environment is still problem for most teachers. Various researches reveal that teaching and learning activities will be more effective and easy when assisted by visual tools. Using multimedia, learning material can be presented more attractively that help students understand the material easily. The opposite is found in the learning activity environment who only rely on ordinary lectures. Usability is a quality level of multimedia with easy to learn, easy to use and encourages users to use it. The website Multimedia Interactive Learning for Mathematics SMK Class X is targeted object. Usability website in Multimedia Interactive Learning for Mathematics SMK Class X is important indicators to measure effectiveness, efficiency, and student satisfaction to access the functionality of website. This usability measurement should be done carefully before the design is implemented thoroughly. The only way to get test with high quality results is to start testing at the beginning of the design process and continuously testing each of the next steps. This research performs usability testing on of website by using WAMMI criterion (Website Analysis and Measurement Inventory) and will be focused on how convenience using the website application. Components of Attractiveness, Controllability, Efficiency, Helpfulness, and Learnability are applied. The website in Multimedia Interactive Learning for Mathematics SMK Class X can be in accordance with the purpose to be accepted by student to improve student learning outcomes. The results show that WAMMI method show the usability value of Multimedia Mathematics SMK Class X is about from 70% to 90%.


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