scholarly journals PEMBELAJARAN BAHASA INDONESIA MENGGUNAKAN MODEL PEMBELAJARAN PERMAINAN DENGAN MEDIA BAGAN TABEL DARI BARANG [Learning Indoneisan Using the Game Learning Model With Table Chart Media Of Used Goods]

TOTOBUANG ◽  
2021 ◽  
Vol 9 (1) ◽  
pp. 141-153
Author(s):  
Wahyu Bagja Sulfemi ◽  
Tri Saptarini ◽  
Toni Heryadi

This classroom action research is descriptive quantitative research conducted in class III Public Elementary School Kedunghalang 3, totaling 28 people consisting of 14 male students and 14 female students. This study aims to increase motivation, interest, and learning outcomes of participants in Indonesian subjects about antonyms by using the game method through table charts of used goods. In this study, two cycles of learning were carried out. Each cycle consists of planning, implementing, observing, and reflecting. The data collected in this study is quantitative in the form of student learning outcomes. In pre-cycle learning, the average grade was 59. Students who had completed 6 (21%) and 22 students (79%) had not. In the learning cycle 1, there were 11 students (39%) and 17 people who had not completed it (61%). Complete cycle 2 27 people (96%) and not yet 1 person (4%). The results of the analysis of this study indicate an increase in student learning outcomes starting from cycle 1 39% to 96% in cycle 2. The results of the study can be concluded that the use of the game method using table chart media from used goods can increase motivation, interest, and learning outcomes of studentsPenelitian tindakan kelas (PTK) ini merupakan penelitian kuantitatif deskriptif yang dilakukan di kelas III SDN Kedunghalang 3 yang berjumlah 31 orang peserta didik dan terdiri atas 15 orang laki-laki  dan 16 orang perempuan. Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar peserta didik pada saat prasiklus yang hanya mencapai rata-rata 64,6. 77,42% peserta didik tidak mencapai criteria ketuntasan minimal yang ditetapkan yaitu 75. Penelitian ini bertujuan untuk meningkatkan hasil belajar, motivasi dan minat belajar pada mata pelajaran Bahasa Indonesia tentang antonim. Penggunaan metode permainan melalui media bagan tabel dari barang bekas dapat menaikan hasil belajar peserta didik pada siklus dua yang mencapai rerata 81,9 dan peserta didik yang tuntas mencapai 29 orang atau 94% serta meningkatkan motivasi dan minat belajar peserta didik.Hal ini terlihat pada hasil pengamatan guru. 30 orang peserta atau  97%  dapat menjawab pertanyaan yang diberikan oleh guru. Penggunaan model pembelajaran permainan dengan media bagan tabel dari barang bekas memberikan pengalaman nyata, berpikir kritis, kreatif dengan pemahaman tingkat tinggi peserta didik, pembelajaran terpusat pada peserta didik, menambah pengetahuan yang lebih bermakna dalam kehidupan yang nyata, terjadi perubahan prilaku peserta didik,  serta dalam pembelajaran guru hanya berperan sebagai fasilitator dan motivator 

2021 ◽  
Vol 1 (2) ◽  
pp. 134-140
Author(s):  
RETNO LUKITASARI

This study aims to improve student learning outcomes in class XI MIPA-3 SMAN 2 Jember in the 2017/2018 academic year through the application of discovery learning to the material properties of salt solutions. This research is a Classroom Action Research (CAR) which was conducted in two research cycles, namely cycle I and cycle II. The research subjects were students of class XI MIPA-3 SMAN 2 Jember, totaling 36 students, consisting of 17 male students and 19 female students. Data collection techniques in this study used observation for the implementation of the learning process and tests to determine student learning outcomes. Based on the results of the research, it can be concluded that the application of discovery learning can improve student learning outcomes regarding the properties of salt solutions. In the first cycle the percentage of student learning completeness was 58.33% (21 students) and increased in the second cycle, the percentage of student learning mastery was 88.88% (32 students). There was a significant increase from cycle I to cycle II, namely 30.50%. ABSTRAKPenelitian ini bertujuan untuk meningkatkan hasil belajar siswa kelas XI MIPA- 3 SMAN 2 Jember tahun pelajaran 2017/2018 melalui penerapan discovery learning pada materi sifat larutan garam. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilakukan dalam dua siklus penelitian yaitu siklus I dan siklus II. Subjek penelitian adalah siswa kelas XI MIPA-3 SMAN 2 Jember yang berjumlah 36 siswa, terdiri 17 siswa laki-laki dan 19 siswa perempuan. Teknik pengumpulan data pada penelitian ini menggunakan observasi untuk pelaksanaan proses pembelajaran dan tes untuk mengetahui hasil belajar siswa. Berdasarkan hasil penelitan dapat disimpulkan bahwa penerapan discovery learning dapat meningkatkan hasil belajar siswa materi sifat larutan garam. Pada siklus I persentase ketuntasan belajar siswa sebesar 58,33% (21 siswa) dan meningkat pada siklus II, persentase ketuntasan belajar siswa sebesar 88,88% (32 siswa). Terjadi peningkatan yang signifikan dari siklus I ke siklus II yaitu 30,50%.


2020 ◽  
Vol 7 (2) ◽  
Author(s):  
Gian Handini

The purpose of this study was to improve the social studies learning outcomes of fifth grade students of SD Negeri 2 Palembang by applying the Scramble learning model. This research is a Classroom Action Research. The subjects in this study were class V.B SD Negeri 2 Palembang, with a total of 29 students, 16 male students and 13 female students. This research was conducted in several stages, namely planning, implementing, observing, and reflecting. Data collection techniques using tests, observation and documentation. This research was conducted in three cycles, each cycle consisting of two meetings. The results of this study indicate that there is an increase in student learning outcomes and student activeness by applying the Scramble learning model. The improvement of student learning outcomes in cycle I 21 students (72.41%), cycle II 23 students (79.31%), cycle III (96.55%). While the results of observations of student learning activities increased from the first cycle of meeting 1 by 65.08%, meeting 2 65.51%, cycle II meeting 1 66.38% and meeting 2 increasing to 70.69%, and meeting III meeting 1 of 77.59% and meeting 2 increased to 84.05%. Thus it can be concluded that the application of the Scramble learning model can improve social studies learning outcomes for fifth grade students of SD Negeri 2 Palembang.Keywords: learning outcomes, Scramble learning model, social science.


2020 ◽  
Vol 4 (6) ◽  
Author(s):  
Lusia Sinaga ◽  
Dewi Anzelina ◽  
Anton Sitepu

This research aims to improve learning outcomes by using the Macromedia flash application on the theme of my country kayanta in Sd Swasta Rk Bintang Timur Rantau Prapat in the academic year 2019/2020. This type of research is Classroom Action Research. The subjects of this research were grade IV students, totaly 30 students consisting of 17 male students and 13 female students. This research was conducted in two cycles, each cycle having two meetings. Data on the results of this study were obtained from student learning outcomes tests and observations.                    Based on the research results obtained indicate an increase in student learning outcomes on the theme of the richness of my country by using the Macromedia flash application. This can be seen from the improvement in student learning outcomes each cycle. In the initial test (pre-test) student learning outcomes conducted before the application of learning there are 7 students (23%) completed learning while 23 students (77%) have not been completed with an average grade of 57.33 In cycle 1 completeness student learning outcomes are 13 students (43%) completed in 17 students (57%) not yet finished with an average grade of 73.00. In the second cycle of student learning outcomes completeness there are 24 students (80%) complete while 6 students (20%) have not finished with an average grade of 83.00. The results of the observation of the first cycle teachers amounted to 64% with enough categories while student observations by 62% with enough categories. The observation results of the second cycle teachers experienced an increase of 82% with a very good category while student observation by 84% with a good category. By looking at the percentage of learning outcomes and observations it can be concluded that using the macromedia flash application can improve student learning outcomes.Keywords: Learning Outcomes, macromedia flash application, observation.


2020 ◽  
Vol 4 (4) ◽  
pp. 671
Author(s):  
Ayu Nurzayyana ◽  
Indah Putri Danyati ◽  
Zeti Akmalia

This research was conducted at SDN 148 Pekanbaru. The subjects of this study were 29 grade 3 students consisting of 17 male students and 12 female students. This research aims to improve the learning outcomes of Indonesian students by applying the Cooperative Integrated Reading and Composition (CIRC) learning model. The method used in this research was experiment. This research was conducted for 3 days, where the first day gave a pretest to students, the second day provided learning, and the third day was posttest. The results of the study were seen from the students' pretest and posttest. On the results of the pretest of 29 students, there were 13 students who completed and 16 other students who did not complete with an average of 68.03. Then in the posttest, the number of students who have completed has increased by 26 people while students who have not completed were 3 people so that an average of 80.62 was obtained which was relatively high. The results of t-test with tcount = 10.17 and ttable = 2.048, which can be concluded that tcount > ttable, then Ho is rejected and Ha is accepted, meaning that there were differences and increases in student learning outcomes at SD Negeri 148 Pekanbaru between before and after the implementation of the Cooperative Integrated Reading and Composition (CIRC) learning model.


2019 ◽  
Vol 1 (2) ◽  
pp. 136-146
Author(s):  
Lona Parinussa

This research is a classroom action research that aims to determine whether there is an influence on the application of the examples non examples learning model in an effort to improve the mastery of the concepts of VII-3 grade students of SMPN 9 Ambon in learning biology especially on microscope material. The subjects in this study were students of class VII-3, SMP Negeri 9 Ambon with a total of 28 students consisting of 15 male students and 13 female students. The research procedure is a series of stages of research from beginning to end. The CAR procedure consists of 2 cycles with 3 meetings per cycle, according to the level of the problem to be solved and the conditions to be improved. Each cycle consists of four stages as follows: 1) planning; 2) implementing actions; 3) observation and evaluation of actions; and 4) reflection of actions. The data in this study were collected through tests, observations, interviews applying the Examples Non Examples learning model, and discussions between teachers, peers and collaborators to reflect the results of the PTK cycle. The results of the study show that: (1) The model of learning examples non examples can improve the mastery of microscope material in students of class VII-3, SMP Negeri 9 Ambon; (2) Student learning outcomes for microscope material have increased from cycle I to cycle II; (3) Student learning outcomes have increased along with the increase in students' cooperative skills.


2020 ◽  
Vol 7 (2) ◽  
Author(s):  
Mustikawati Mustikawati

The purpose of this study is to improve student learning outcomes by implementing Survey, Question, Read, Recite, Review (SQ3R) learning methods in an effort to improve science learning outcomes on the subject matter of material classification and changes in grades VII-4 of SMP Negeri 1 Pujut. The research method uses classroom action research methods which consist of 2 action cycles. Each cycle consists of four stages including planning, implementation, observing the results of actions, and reflection. The number of students 31 students consisted of 17 male students and 14 female students. Based on the results of this study it can be concluded that there is a significant increase in student learning outcomes. This increase can be seen from the classical completeness obtained in the first cycle that is equal to 67.74% and the second cycle increased to 90.32% with an increase of 22.58%. This increase can also be seen from the observations of the activities of the first cycle teacher of 13 with a good category at an increase to 17 with a very good category in the second cycle. Whereas student activity in cycle I was 50 with active categories, increasing to 67 with very active categories in cycle II.


2018 ◽  
Author(s):  
Ahmad Arifuddin ◽  
Moh Masnun ◽  
Eulis Sofia Lajuba

This study aims to: 1) describe students' responses to the implementation ofconcept map strategy with nusantara board media on Civics learning; 2) describe student learning outcomes in Civics learning; 3) to know the effectiveness of the implementation of concept map strategy with nusantara board media on student learning outcomes on learning Civics. This research is a quantitative research using posttest-only control design. The population in this study is all students of the class III MI Al Washliyah which amounted to 92 students. Meanwhile, the sample in this study is the students of the class III B, which amounted to 28 students and students of the class III C which amounted to 30 students. Determination of this sample using purposive sampling technique. Data collection techniques used questionnaires, tests, and documentation. The data were analyzed using percentage test of questionnaire score and independent sample t test. The results showed that students' responses to the implementation of concept map strategy with nusantara board media were strong, ie 79%. Meanwhile, the average value of the experimental class is 85.67 greater than the control class average, which is 72.67. Based on the results of independent t test test results obtained that the significance value of 0.00 <0.05 then H0 rejected, meaning there is a significant difference between the experimental class with the control class. So it can be concluded that the implementation of concept map strategy with the nusantara board media effective improve student learning outcomes on learning Civics in Class III MI Al Washliyah Perbutulan Cirebon.


2018 ◽  
Vol 6 (1) ◽  
pp. 39
Author(s):  
Khairul Akbar

This study aims to improve student learning outcomes on material eksponensial using mathematical dominoes in the ELPSA framework. This research is a classroom action research (CAR) conducted in two cycles. The subjects of this study were students IX-1 grade of  SMPN 2 Praya Barat Daya, Central Lombok District TP. 2017/2018 there were 28 people consisting of 15 female students and 13 male students. The research data collection instruments were Observation Sheet and Test Sheet. Indicators of research success are determined based on KKM 70 as a determinant of individual completeness with Classical Completion (KK) of 70%. The results showed that the average pre-action learning achievement was 30.71. After the action in the first cycle increased to 60.18. Student learning achievements in the first cycle increased by 29.47. In the second cycle the average student learning achievement was 76.07, which means an increase of 15.89 from the first cycle. Mastery learning / classical completeness in pre-action by 14.29% increased in the first cycle to 42.86%, and also increased in the second cycle by 71.43%. From the results of this study it can be concluded that the use of mathematical dominoes in the ELPSA framework on material eksponensial can improve student learning outcomes.


2020 ◽  
Vol 2 (01) ◽  
pp. 12
Author(s):  
Dwi Setyowati ◽  
Erlin Kartikasari ◽  
Endang Nuryasana

The purpose of this study was to determine the effect of role playing learning models on student learning outcomes in Indonesian 8 Theme areas where I live in fiction stories grade 4 SDN Asemrowo II Surabaya. This research using is quantitative research using quasi experimental research designs. The sample used in this study is nonprability sampling with saturated sampling so that all student used as sample, all classes 4 consisting classes A and B. Class A was chosen as the control class dan class B was chosen as the experimental class, each class containing 25 student. The research instrument used was a test (pretest and posttest). The result of data analysis obtained from the independent t test are sig (2 tailed = 0,000) < ɑ 0, 05) it means that Ho is rejected dan Hɑ is accepted, Role Playing learing model influences student learning outcomes.


2020 ◽  
Vol 1 (1) ◽  
pp. 9-19
Author(s):  
Aksaruddin ◽  
Liliana Puspa Sari ◽  
Rinaldi Aditya

This study aims to find out how to improve learning outcomes Passing on the Volleyball game through the Demonstration Method in Class V Students of Alur Tani Elementary School, Aceh Tamiang District, 2019/2020 Academic Year. The object in this study were students of Class V with a total of 30 students consisting of 12 male students and 18 female students who would be given action in the form of using the Demonstration Method to the learning outcomes of Passing above. Based on the results of student learning in the first cycle, the first learning outcomes test was carried out, it can be seen that the initial ability of students in performing the ball passing technique was still low. Of the 30 students, there were 20 people (66%) who had achieved mastery learning, while 10 people (34%) had not yet achieved mastery learning. The average value of student learning outcomes is 76.3. Whereas in cycle II it can be seen that the students' ability to test classical learning outcomes has increased. Of the 30 students, there were 26 students (86.2%) who had achieved mastery learning, while 4 people (13.8%) had not yet achieved mastery learning. The average value of student learning outcomes is 80.7, so there is an increase of 25% learning outcomes from cycle I to cycle II. It can be concluded that learning the Demonstration Method can improve learning outcomes Passing for volleyball games.


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