PENGARUH BERCERITA DENGAN MEDIA REPLIKA TELEVISI BERGAMBAR TIGA DIMENSI TERHADAP KEMAMPUAN BERBICARA ANAK DI TAMAN KANAK-KANAK ISLAM DAUD KHALIFATULLOH PADANG

Generasi Emas ◽  
2019 ◽  
Vol 2 (1) ◽  
pp. 35
Author(s):  
Syartika Sri Wahyuni ◽  
Rismareni Pransiska

The purpose of this study is to know the influence of story telling by using the media of 3 dimension pictured replica television to children’s speaking ability at Padang Islam Daud Khalifatulloh Kindergarten. The method used  in this research is quantitative  in from of quasi experiment. The research shows that the children on experiment class of story telling using the media of 3 dimension pictured replica television to know their speaking ability have higher average score compared to control class which use pictured book as media in story telling to know children’s speaking ability. The average score of experiment class is 86,97 and average score of control class is 77,08. Based on data analysis tcount > ttable which is 4,28138 > 2,07387. It can be concluded that story telling activity using the media of 3 dimension pictured replica television has effect of children’s speaking ability at Padang Islam Daud Khalifatulloh Kindergarten years 2018/2019.

2018 ◽  
Vol 3 (1) ◽  
Author(s):  
Utin Desy Susiaty ◽  
Dwi Oktaviana

<em>The purpose of this research is to find out the design of an Adobe Flash CS5-based computer media on the quadrilateral concept material and how far this medium can facilitate understanding of the quadrilateral concept. It is a development research with stages consisting of needs analysis, computer media compilation, limited product trial and product evaluation. Data analysis performed for questionnaire of medium component evaluation is quantitative data analysis, while for questionnaire of medium material evaluation and student’s learning results, which are pre-test and post-test, is qualitative data analysis. The use of the medium can help students to improve their concept understanding of 42.969% and to keep answering with the right answer of 26.563%. The result of medium evaluation questionnaire on media being developed is good with average score of 33.75 from maximum score of 38. This shows that the media is useful to facilitate the quadrilateral concept learning in a classroom</em>


Author(s):  
Lena Aprilliana ◽  
Neneng Sutjiati ◽  
Sugihartono Sugihartono

Pembelajaran bahasa asing dalam sebuah materi ajar sangat mengutamakan pengenalan pembendaharaan kosakata. Dalam pembelajaran bahasa Jepang di tingkat Sekolah Menengah Atas, budaya Jepang turut  dipelajari dengan tujuan sebagai pengenalan dan peningkatan wawasan budaya. Beberapa kosakata benda perlu dipahami agar mempermudah dalam mempelajari budaya khas Jepang. Media pembelajaran memiliki peranan penting dalam menyampaikan materi ajar, media realia menjadi pilahan yang dianggap dapat meningkatkan penguasaan kosakata bahasa Jepang. Penelitian ini menggunakan metode kuantitatif eksperimen, dengan populasi siswa SMA Negeri 1 Lembang tahun ajaran 2015/2016. Sampel dipilih secara acak dengan jumlah 84 orang yaitu X MIA 2 sebagai kelas eksperimen dan X MIA 3 sebagai kelas kontrol. Analisis data menggunakan instrumen tes awal (pretest), tes akhir (posttest) dan angket. Hasil analisis data menunjukkan, nilai rata-rata siswa sebelum menggunakan media realia pada kelas eksperimen 30,48, pada kelas kontrol 27,69. Setelah menggunakan media realia nilai rata-rata kelas eksperimen menjadi 78,02, pada kelas kontrol 59,90. Perhitungan statistik komparasional, sebelum menggunakan media realia t hitung lebih kecil dari t tabel yaitu 1,22<2,64. Setelah menggunakan realia nilai t hitung lebih besar dari t tabel yaitu 7,52>2,64. Hal tersebut menyatakan ada perbedaan yang signifikan pada kelas eksperimen dan kelas kontrol setelah menggunakan media realia. Hasil angket menunjukkan persentase sebesar 76%-95% (sebagian besar) responden memberikan tanggapan positif mengenai pembelajaran dengan media realia. Penggunaan media realia sangat efektif dalam meningkatkan penguasaan kosakata benda yang berkaiatan dengan budaya khas Jepang.   The learning of foreign language in a learning material is prioritizing the introduction of vocabularies. In the Japanese language learning at the high school level, Japanese cultures are taught with the purpose of introducing and enhancing students’ cultural insight. Some objects vocabularies are needed to be understood in order to make ease students to learn Japanese typical cultures. The first observation conducted in this research shows that the Japanese vocabularies learning is difficult to be learnt by using book as the media of learning. Learning media has an important role in delivering learning material. Realia becomes the alternative media to enhance students in mastering Japanese vocabularies. This research employed the true experimental quantitative methods with the population of students in SMA NEGERI 1 LEMBANG in the academic year 2015/2016. The sample of this research were selected randomly with 84 students employed both as the experimental class in X MIA 2 and X MIA 3 as the control class. The instruments used in the data analysis were prettest, posttest and questionaires.The data analysis shows that the average score of students before using Realia as the learning media in the experimental class was 30.48 and 27.69 in the control class. After realia was used as the learning media, the average score of the experimental class increases until 78.20 and 59.90 in the control class. Meanwhile, the t calculation of comparational statistic calculation before using realia was smaller than the t table which is 1.22<2.64. After using realia as the learning media the t score became greater than t table which is 7.52> 2.64. It shows that there is a significant difference between experimental class and control class after using realia as the learning media. The questionnaire results shows that 76% -95% (most) of the respondents give positive feedback towards the learning with using realia as the media of learning. The use of realia as the media of learning is very effective in improving the mastery of objects vocabularies relating to the typical culture of Japan.


Author(s):  
Gias Rima Dhewi Laksmita Dianasari ◽  
Retno Winarni ◽  
Karsono Karsono

<p><em>T</em></p><p><em>This study aimed to improve the students' listening of tales ability using story telling and puppet. The form of this research is classroom action research (CAR) conducted in two cycles. The research subject was 35 students of 2nd grade in SD Negeri Suren Purworejo 2017/2018 academic year. The technique of collecting data in this research was used interview, test, observation and documentation. For data validity used triangulation technique and triangulation source. The data analysis in this research used interactive analysis model consisted of collecting data, data reduction, data interpretation, and conclusion. The result of this research shows that the use of Storytelling and Puppet improved the students' listening of tales ability. The average score of listening of tales ability in pre-research was 58,14 with the amount of classical mastery 20%. The average score of listening of tales improved in cycle I to 70 with the amount of classical mastery to 51,43%. The average scrore of listening of tales improved in cycle II to 82 with the amount of classical mastery to 91,43%. Based on the result of the research above, the conclusion is the use of storytelling and puppet can improve the students' listening of tales ability in 2nd grade students of SD Negeri Suren Purworejo 2017/2018 academic year.</em></p>


Author(s):  
LATHIFAH NUR MA'RIFAH ◽  
IMAM SUHAIMI

This research is generally to find out the differences in the English vocabulary ability between students are taught by using Flashcards and those are not taught by using Flashcards for seventh grade students of SMP Wahidiyah Kediri. The research applied in Experiment Class and Control Class. The instruments for collecting the data were interview, field note, Pre-test and Post-test. The researcher uses Quasi-experiment and uses quantitative method with analyzed the data by using T-test. The result shows that there is significance different between students are taught by using Flashcards and those are taught by using TPS (Think Pair Share). The data analysis shows that Tcount >Ttable (4,330 > 1,664), Ha is accepted. In Pre-test, the average score of Experiment Class is 62, 44 and Control Class is 72, 79. In Post-test, the average score of Experiment Class is 83, 49 and Control Class is 69. The result shows that the average score of Experiment Class is higher than Control Class in Post-test.


Author(s):  
Shafira Yanwa Salsabila ◽  
Lutfi Fauzan ◽  
IM. Hambali

Abstrak: The aim of this research is to produce a sociodrama guidebook to improve interpersonal intelligence of SMP Negeri 1 Ngoro students. The method used is research and development which adapts Borg and Gall's development model. This development model consists of five steps to the product revision stage after an assessment is carried out by 1 material expert test, 1 media expert test, and 1 prospective user test (counselor). The data collection technique was carried out by interviewing with 1 counselor and distributing an inventory of interpersonal intelligence to 32 students. The data analysis used was quantitative and qualitative data analysis. The results of the evaluation of the material expert test got an average total of 3.7, the media expert test got an average total of 3.9 and the prospective user test (counselor) got an average score of 3.9. Based on the expert's judgment that the manual is suitable for use. Abstrak: Penelitian ini bertujuan untuk menghasilkan panduan sosiodrama untuk meningkatkan kecerdasan interpersonal siswa SMP Negeri 1 Ngoro. Metode yang digunakan adalah penelitian dan pengembangan yang mengadaptasi model pengembangan Borg dan Gall. Model pengembangan ini terdiri dari lima langkah sampai tahap revisi produk setelah dilakukan penilaian oleh 1 uji ahli materi, 1 uji ahli media, dan 1 uji calon pengguna (konselor). Teknik pengumpulan data dilakukan dengan wawancara bersama 1 konselor dan menyebar inventori kecerdasan interpersonal kepada 32 siswa. Analisis data yang digunakan adalah analisis data kuantitatif dan kualitatif. Hasil penilaian uji ahli materi mendapat total rata-rata sebesar 3,7 uji ahli media mendapat total rata-rata sebesar 3,9 dan uji calon pengguna (konselor) mendapat skor rata-rata sebesar 3,9. Berdasarkan penilaian dari ahli bahwa buku panduan tersebut layak digunakan.


2018 ◽  
Vol 16 (3) ◽  
pp. 193
Author(s):  
Romdonah

AbstrakPembelajaran menulis puisi berbahasa Jawa (geguritan) merupakan hal yang penting agar siswa mampu mengekspresikan perasaan dan melatih kreativitas serta kepekaan terhadap seni sastra Jawa. Penelitian ini bertujuan mendeskripsikan media Kartu Foto Groupfie berbasis teknik Akrostik Sandi Asma dalam pembelajaran menulis geguritan serta mendeskripsikan dampak positif penerapan Kartu Foto Groupfie berbasis teknik Akrostik Sandi Asma. Metode analisis data yang digunakan adalah analisis kuantitatif dan kualitatif dengan menggunakan instrumen tes untuk memperoleh data kuantitatif serta instrumen nontes untuk memperoleh data kualitatif. Adapun hasil yang dicapai berdasarkan analisis kuantitatif pasca-aplikasi media menunjukkan adanya peningkatan keterampilan menulis geguritan. Pada tahap pra-aplikasi media siswa hanya mencapai nilai rata-rata sebesar 69,38. Hal tersebut meningkat sebesar  13,14% pada pasca-aplikasi media tahap I dengan nilai rata-rata sebesar 78,50. Masih ada 6  siswa atau 18,75% yang belum mencapai KKM. Hasil tes pada pasca-aplikasi media tahap II meningkat sebesar 7,81%  dari pasca-aplikasi media tahap I dengan nilai rata-rata klasikal sebesar 84,63. Dari analisis data secara kualitatif diperoleh hasil bahwa sebagian besar siswa tertarik dengan media yang digunakan. Berdasarkan hasil tes dan nontes dapat disimpulkan bahwa media Kartu Foto Groupfie berbasis teknik Akrostik Sandi Asma dapat meningkatkan keterampilan siswa dalam menulis geguritan dan menimbulkan dampak positif terhadap perilaku belajar siswa. AsbtractLearning to write Javanese poetry (geguritan) is important for students, so that they are able to express feelings, to enhance their creativity, and to sharpen their sensitivity toward Javanese literature. This study aims to describe the Groupfie Photo Card media based on the Asthma Sandi Acrostic Technique in geguritanwriting process and to describe the positive impact of Groupfie Photo Cards application based on Asthma Password Acrostic techniques. The data analysis methodsare quantitative and qualitative analysis methods which use test instruments as the quantitative data as well as non-test instruments as the qualitative data. The results based on quantitative analysis post-media applications indicate an increasing resultsforgeguritan writing skills. At the pre-application stage, students only reach an average score 69.38. It increased by 13.14% in the post-media application stage I with an average score 78.50. There are still 6 students or 18.75% who have not yet reached the minimum standard criteria. The test results on post-media applications stage II increased by 7.81% from post-media application stage I with a classical average score of 84.63. From the qualitative data analysis, the results showed that most students were interested in the media used. Based on the test and non-test results, it can be concluded that the Groupfie Photo Card media based on the Astrostatic Password Asthma technique can improve students' skills in writing geguritan and give a positive impact toward student learning behavior.


2018 ◽  
Vol 2 (3) ◽  
pp. 468
Author(s):  
Zulhamdi Zulhamdi

This research is based on the result of science learning of grade VI students of SD Negeri 018 Kubang JayaKecamatan Siak Hulu Kabupaten Kampar which is still very low. This study aims to improve science learningoutcomes. From the data analysis, there was an increase of both teacher activity, student activity, and studentlearning result. The teacher activity at the 1st cycle meeting percentage was 70% (good) and at the 2nd meetingincreased 5% to 75% (good). In the second cycle of the meeting 3 teacher activities increased 10% from 75%(good) to 85% (very good) and at meeting 4 increased 10% from 85% (very good) to 95% (very good). Judgingfrom the student activity also increased from the 1st meeting of cycle I was 65% (enough) and at meeting 2increased 15% to 80% (good). In the second cycle of meeting 3 it increases 5% from 80% (good) to 85% (verygood) and at meeting 4 increases 10% from 85% (very good) to 95% (very good). Judging from the results of thestudents also experienced preningkat, from the average score of students on a basic score of 62.78. after the firstcycle the student's average score increased to 79.44 with an increase of 16.66 points from the baseline score. Inthe second cycle student learning outcomes also increased as much as 11.67 points from cycle I with averagestudent's grade 91.11. From the data analysis there is an increase both from teacher activity, student activity,and student learning outcomes. It can be concluded that the advancement of contextual learning can improve thelearning outcomes of science students of grade 6 of SD Negeri 018 Kubang Jaya Kecamatan Siak HuluKabupaten Kampar.


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


2018 ◽  
Vol 3 (2) ◽  
pp. 181
Author(s):  
Rahmat Rahmat

This study aims to determine the Tourist Perception of Bokori Island Tourism Object in Bokori Village, Soropia District of Konawe Regency. This study used descriptive qualitative method. Subjects in this study were tourists visiting attractions Bokori Island. Traveler sampling in this study set out in the quota sampling 50 respondents, in this study the sample collection technique by accidental sampling.Methods of  data collection using questionnaires, observation and documentation. Questionnaire data analysis in this research is the analysis presented in the table percentage and distribution. Based on the results obtained show that, according to the perception of tourists attractions of the Bokori Island (1) appeal to the average score - average rating of 3.31 with the perception of being in either category, (2) accessibility with a mean score - average of 3.40 with the perception of tourists are in good category, (3) visitor facilities with a mean score - average rating of 3.12 with the perception of being in either category, (4) infrastructure with a mean score - average 3.53 with the perception of tourists were in the excellent category, (5) security with a mean score - average of 3.24 with the perceptions of visitors are in good category, (6) the promotion with a mean score - average of 3.32 with the perceptions of visitors are in either category. Thus the perception of the overall rating showed a mean score - average rating of 3.32 with the perception of being in either category.


At- Tarbawi ◽  
2021 ◽  
Vol 13 (1) ◽  
pp. 16-27
Author(s):  
Suratiningsih Suratiningsih

The research aims to describe the puzzling media as a solution to increase the learning motivation of elementary /MI student. This research is library research. It is a method that the data which is needed in completing research comes from library sources i.e. include books, encyclopedias, dictionaries, journals, documents, magazines, etc as well as various sources on the internet. The data collection technique used in this research is documentation. Documentation means looking for data about things in the form of notes, books, papers, articles, journal, and so on. Then, the data analysis technique used in this study is content analysis. In this analysis, the process of selecting, comparing, and combining various meanings will be found to be relevant. The media is an intermediary or introduction. Puzzle media can improve the students’ motivation to keep trying to solve problems. It is fun for students because it can be repeated. The challenges in the puzzle game will give you an addictive effect to always try and try until they are successful.


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