scholarly journals PENGEMBANGAN PERANGKAT PEMBELAJARAN BIOLOGI BERORIENTASI PENDEKATAN TASC (THINKING ACTIVELY IN SOCIAL CONTEKS) UNTUK MELATIHKAN KETERAMPILAN BERPIKIR KREATIF SISWA

2017 ◽  
Vol 5 (1) ◽  
pp. 855
Author(s):  
Rani Asmara ◽  
Endang Susantini ◽  
Yuni Sri Rahayu

Teaching and learning in school only emphasizes on the aspects of knowing and understanding. An aspect of the analysis, application, synthesis and evaluation is implemented very rarely so the teaching learning process lead to remembering aspect. This study aims to fasilitate students' creative thinking skills using a TASC oriented learning at 29 senior high school students at  X-MIA3 class using one-group pretest-posttest design.  The development of the teaching learning materials used  4D models. Based on the validator’s result the average rating 4,24, while validity og lesson plan the validator’s give an average 4,15 (feasible). The  validator’s also give the average value of materials students 4,25 (feasible). Data were analyzed qualitative descriptively in the implementation of lesson plan was in and test of student learning outcomes good results (with range 3,7-4). Tests of student learning outcomes with median 89,7. Creativel thinking skills of students showed an increase of the number of relevant answers. From the response of students, generally positive response the learning with TASC approach to facility students' creativel thinking skills.  Based on the result can be concluded that the TASC oriented learning  is feasible and can facilitate students' creativel thinking skills. Proses belajar mengajar di sekolah lebih banyak menekankan pada aspek mengetahui dan memahami. Aspek analisis, aplikasi, sintesis dan evaluasi jarang sekali dilakukan sehingga mengajarkan siswa dalam belajar hafalan. Penelitian ini bertujuan untuk melatih keterampilan berpikir kreatif siswa menggunakan perangkat pembelajaran berorientasi pendekatan TASC dengan ujicoba pada 29 siswa SMA kelas X-MIA3 dengan rancangan one group pretest-posttest, pengembangan dengan model 4D. Berdasarkan hasil validasi RPP para validator memberikan nilai rata-rata 4,24, sedangkan validitas LKS rata-rata 4,15 dengan kategori layak untuk digunakan. Para validator memberikan nilai rata-rata bahan ajar siswa 4,25 dengan kategori layak digunakan. Data hasil keterlaksanaan pembelajaran  dan tes hasil belajar dianalisis dengan deskriptif kualitatif dengan hasil keterlaksanaan pembelajaran baik (dengan rentang 3,7- 4). Tes hasil belajar siswa mengalami peningkatan rata-rata skor 89,7. Keterampilan berpikir kreatif siswa menunjukkan adanya peningkatan dari jumlah jawaban yang relevan. Siswa memberikan respon positif terhadap pembelajaran TASC untuk mengembangkan kemampuan berpikir kreatif siswa. Simpulan peneliti bahwa perangkat pembelajaran berorientasi pendekatan TASC layak untuk digunakan dan dapat melatih keterampilan berpikir kreatif siswa.

2017 ◽  
Vol 5 (1) ◽  
pp. 703
Author(s):  
M. Salahudin Al’ Ayub ◽  
Rahardjo Rahardjo ◽  
Toeti Koestiari

The aimed of this research to describe the student learning outcomes and critical thinking skills through guided inquiry model using student worksheet oriented of critical thinking skills. This Research was conducted on two stages, are development of teaching materials using Dick and Carey model, and the implementation stage into the classroom using one group pretest-posttest design with subjects were 30 students on X class of SMAN 1 Pasir Belengkong Kabupaten Paser Kalimantan Timur. The parameter is feasibility of lesson plan, student activity, learning outcomes, critical thinking skills and constraints for teaching and learning activities. Data collecting were using observation method, test, and questionnaire. After the data were analiyzed with this result: The feasibility of lesson plan could be categorized as good, student activity with instrument reliability classified as good, learning outcomes test to know mastery of student learning on Ecosystems with the average score as good and gain score high gain, critical thinking test with the average score as good and gain score high gain. Based on this research, it can be concluded that guided inquiry model using student worksheet of critical thinking skills can improve student learning outcomes and critical thinking skills. Penelitian ini bertujuan untuk mendeskripsikan hasil belajar siswa dan keterampilan berpikir kritis siswa melalui model inkuiri terbimbing menggunakan LKS berorientasi keterampilan berpikir kritis. Penelitian ini dilaksanakan dalam dua tahap, yaitu tahap pengembangan perangkat yang menggunakan model Dick & Carey, kemudian dilanjutkan dengan tahap implememtasi model di dalam kelas menggunakan rancangan One group Pretest-Posttest Design dengan subjek penelitian 30 siswa kelas X SMAN 1 Pasir Belengkong Kabupaten Paser Kalimantan Timur. Parameter yang diukur meliputi keterlaksanaan RPP, aktivitas siswa, hasil belajar siswa, keterampilan berpikir kritis siswa, respon siswa dan hambatan selama kegiatan belajar. Pengumpulan data menggunakan metode observasi, tes, dan angket. Selanjutnya data dianalisis secara deskriptif. Hasil penelitian menunjukkan Keterlaksanaan RPP dengan kategori baik, aktivitas siswa, dengan reliabilitas instrumen berkategori baik, ketuntasan belajar siswa pada materi ekosistem dengan nilai rata-rata baik dan gain score rata-rata  gain tinggi, ketuntasan keterampilan berpikir kritis dengan rata-rata nilai baik dan gain score rata-rata gain tinggi. Berdasarkan hasil penelitian ini dapat disimpulkan bahwa model inkuiri terbimbing menggunakan LKS berorientasi keterampilan berpikir kritis dapat meningkatkan hasil belajar dan keterampilan berpikir kritis siswa.


Author(s):  
Mira Juwita Eva Distyasa ◽  
Elizabeth Titiek Winanti ◽  
I G P Asto Buditjahjanto ◽  
Tri Rijanto

The main problem in education today is the lack of effectiveness in the learning process. This can be seen from the average student learning outcomes which are always still low. Especially for vocational high school students who emphasize learning skills in order to produce work-ready graduates, but it is inversely proportional to the facts in the field. Low learning outcomes are indicated because the learning conditions are still conventional (lectures, practicum, and discussions) where teachers are still a source of learning (teacher centered). This study aims to determine the effect of the project based blended learning model on learning outcomes of vocational high school students. This research was conducted through a literature review and relevant research results and was continued through a Focus Group Discussion (FGD). From the research it was found that there was a significant positive influence between the variable model of project based blended learning and student learning outcomes, which means that student learning outcomes can be improved through the application of a project based blended learning model.


2020 ◽  
Vol 4 (2) ◽  
pp. 197
Author(s):  
Ismuhul Fadhil

This study aims to see the application of the discussion method in improving creative thinking skills in social studies learning outcomes of grade IV students. The research method used was classroom action research which consisted of two cycles. Each cycle consists of stages of planning, implementing, observing and reflecting. The first cycle of teacher activities obtained a score of 3.27%, student activity was 2.69%, the learning outcomes in the first cycle showed that 18 students had completed and 22 other students had not. The results in cycle II experienced an increase, teacher activity obtained a score of 3.94% and was included in the good category, student activity obtained 3.69% which was included in the good category, while the overall completeness of student learning outcomes was 33 students complete, and 7 other students had not. reach completeness. It can be seen that in cycle II student learning outcomes increased compared to cycle I.Keywords: Discussion Method, Creative Thinking, IPS Learning


2021 ◽  
Vol 6 (42) ◽  
pp. 329-344
Author(s):  
Ilangko Subramaniam

Soft skills are non-academic competencies that complement a student's academic achievement to face the world of work in the future. This study aims to identify ways of implementing soft skills and the kind of soft skills emphasized in the teaching and learning of the Malay language among secondary school students in nine selected schools in Kedah, Penang, and Perak. The study involved focus group interviews and individual interviews consisted of 119 students and 26 Malay language teachers. The findings show that soft skills apply directly and indirectly through various learning activities in Malay Language subjects. Respondents from normal schools received less exposure to soft skills compared to respondents from high-performing schools (HPS). Among the soft skills identified in this study are teamwork skills, self-confidence, communication, critical thinking, leadership, influencing skills, critical and creative thinking skills (CCTS), and problem-solving skills. Communication skills and teamwork skills were among the most detected soft skills in the three high-performing schools involved in this study. Meanwhile, the activities carried out to apply soft skills are group discussions, presentations, acting, poetry recitation, storytelling, public speaking, forums, and question and answer. Although this study is not comprehensive in terms of the number of schools and respondents, the findings of this study are important to explain the real scenario of the level of mastery and integration of soft skills, especially in the nine cases of this study.


2021 ◽  
Author(s):  
Yogi Dwi Satrio ◽  
Cipto Wardoyo ◽  
Sheerad Sahid ◽  
Slamet Fauzan ◽  
Dudung Ma’ruf

Learning through interactive media gives additional value to the educational world because it enables learners to represent themselves. Game-based learning promotes learners’ creativity, critical thinking and cognitive skills related to technology use. Previous research discovered that game-based learning has a positive effect on learners. Therefore, in this research, an applied study was conducted on the use of the E-CrowdWar educational game with high school students. The purpose of this study was to determine the effectiveness of using games in learning to improve student learning outcomes. The study was conducted with 100 high school students in Blitar and 100 in Kediri. E-CrowdWar was used during the classroom activities along with in-class learning. An independent sample t-test was used to measure the effectiveness of game-based learning. The integration of games into online learning had a significantly positive effect on student learning outcomes. The pre-test results showed that the average student learning outcome score in both cities was the same, namely 65 points. After implementing game-based learning, student learning outcomes in Kediri increased to 90.74 points and in Blitar to 86.95 points. The study discovered that game-based learning through E-CrowdWar was effective in promoting the students’ academic outcomes, although there were differences in the mean score. Based on the results, game-based learning provides tremendous improvements in learning outcomes and so should be applied, especially in the economic field. Keywords: Gamification, Education, Learning Result


2020 ◽  
Vol 8 (3) ◽  
pp. 358-366
Author(s):  
Armi Nuridah ◽  
Partaya Partaya

The problem that occurs in the education world right now is the low learning outcomes and student creativity. Based on references, the roles playing method is an effective learning method for increasing student creativity and learning outcomes. The purpose of this study is to determine the effectiveness of the roles playing method on creativity and student learning outcomes and to find out the effectiveness of the roles playing method on learning the immune system. This research is a quasi-experimental research with nonequivalent control group design. The population are all students of grade 11 in MIA MAN 2 Semarang 2018/2019 school year. The sample is determined by purposive sampling and 2 classes have selected as the experimental class and the control class. In this study the experimental class carried out immune system learning using the roles playing method while the control class used the lecture method. The results showed that 85.56% of the experimental class students has creativity with creative to very creative categories while the control class is only 41.67% of students included in the creative and very creative categories. Student learning outcomes data show that the classical learning completeness of the experimental class is higher than the control class with a difference of 36.12%. The average value of learning outcomes and the average N-Gain score of the experimental class students also have a higher average value of the control class. The implementation of learning the roles playing method gained a score of 95.56%. Based on the description it can be concluded that the role playing method is effective on the creativity and learning outcomes of high school students and it can be concluded that the role playing method is effectively applied to learning the immune system because the results of the study already meet all the indicators that have been set.


2021 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Desi Aryanti Hidayat ◽  
Artika Artika ◽  
Asep Ikin Sugandi

This research is a classroom action research. The problem formulated in this study is whether through a mathematical realistic approach can improve the results of junior high school students' results on set material? The aim is to examine increasing mastery of set concepts. This research was conducted on students of class VII-C SMP PGRI Arjasari 2019/2020 school year with a total of 36 students. The instrument used was a test of learning outcomes as a test of students' mastery of mathematical concepts, for initial tests (before action), cycle I tests and II (after giving the action), and observation sheet at the time of giving and implementing the action. The results of the analysis obtained based on written tests carried out there was an increase in the average learning outcomes In the second cycle, the first meeting average value of 70.1 with the highest value of 90 and the lowest value of 45. After carrying out the actions in the second cycle of the second meeting there was an increase in the results student learning. This is seen in the average value of 80.92 with the highest value of 100 and the lowest value of 50. The percentage of classical completeness increased from the first cycle of meeting 1 by 25% and meeting 2 by 38%. Furthermore, in the second cycle also increased, at the first meeting 69% to 86%. Means that had reached more than or equal to the specified KKM 70. At the end of the first cycle student learning outcomes seen that at the end of the first cycle the percentage of learning completeness was 38% and does not meet the classical learning completeness criteria that have been determined, then the research is continued to the second cycle. After the implementation of the second cycle, shows that at the end of the second cycle learning achievement reached 86% with the number of students who completed as many as 31 students, meaning completeness based on the number of students when that is 36 people, because there are 5 people who haven't finished.


2020 ◽  
Vol 11 (2) ◽  
pp. 87-103
Author(s):  
Wisma Imelda Setyowati ◽  
Rusmini Rusmini

The research aims to be aware of the implementation of the TPS learning model with problem posing strategies on acid-base, student activity, creative thinking skills, completeness of learning outcomes, and responses of the learning model used. Use one group pretest-posttest research design and was applied to 54 high school students in class XI. The average percentage obtained by the feasibility of the learning model to 91.67% at the first meeting and to 98.60% at second meeting which both of them fall into the excellent category. The relevant activities result at the first meeting to 94,69% and irrelevant by 5,31% while activities of relevant at second meeting to 93,09% and irrelevant by 6,91%,, creative thinking skills increased by a percentage of 40.74% for the high category, 44.44% medium category, and 14.82% low category, for classical completeness learning outcomes by 88.89 %, and students' responses were 95.60% positive while 4.40% for negative responses.


Author(s):  
Enny Rahayu ◽  
Mutia Febriyana ◽  
Halimah Tussadiah

Student Centered Learning-based learning model which was conducted online in the midst of the Covid 19 pandemic in Indonesian language learning at SMP Muhammdiyah 01 Medan, namely in class VII junior high school students. This study uses a 4D development model (define, design, develop, and disseminate). The subjects of this study were students of SMP Muhammadiyah 01 Medan class VII-A using a small class scale totaling 25 students. Obtaining data through documentation techniques, questionnaires, observation and tests. The data analysis technique used is descriptive quantitative data analysis. The feasibility of learning media refers to the results of media assessments by the developed learning media experts. The results of this study indicate that the powtoon learning media using a student centered learning-based learning model has met the appropriate and valid criteria for use in Indonesian online learning in the midst of the Covid 19 pandemic where in this case learning activities, teacher and student interactions get a percentage of student learning completeness. The test given was 85%. Based on the results of the analysis of student learning outcomes tests, it can be concluded that student learning outcomes tests developed using Powtoon media with a student centered learning based learning model obtained complete criteria.


2018 ◽  
Vol 7 (3) ◽  
pp. 191
Author(s):  
Syofia Yohana

The problem faced in this study is the low science learning outcomes in material related to chemistry. The purpose of this study was to determine the improvement of student learning outcomes through the Laboratory Inquiry learning model on acid, alkaline, and salt material in class VII of SMP 1 Percut Sei Tuan Tahun. Action research was conducted in class VII of SMP Negeri 1 Percut Sei Tuan with a total of 32 students. The research took place in 2 cycles by expressing four stages in each cycle, namely: the stages of planning, implementation, observation, and reflection. Analysis of research data in the form of quantitative and qualitative data which is the student learning outcomes (pre-test and post-test) and the results of observations of students' skills utilizing percentage, namely by calculating the increase in student mastery learning individually. The results of the first cycle test, there were 17 students (53.13%) had achieved mastery learning while 15 students (46.87%) had not achieved mastery learning. After it was found that there was an increase, it continued to give action in the second cycle. Then the results of the second cycle test were found to have a substantial increase in the number of students completing, namely from 32 students. It turned out that 28 students (87.50%) had achieved mastery learning, only four students (12.50%) had not reached completeness in learning. Students' skills in conducting practicum have increased significantly. Based on the results of the first cycle test and the second cycle test, it can be concluded that the Laboratory Inquiry Learning Model on Acid, Base, and Salt material can improve the learning outcomes of junior high school students.


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