scholarly journals PENGEMBANGAN MEDIA TIGA DIMENSI DALAM PEMBELAJARAN MODEL STUDENT TEAM ACHIEVEMENT DIVISION UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA SUBTEMA LINGKUNGAN TEMPAT TINGGALKU KELAS IV SEKOLAH DASAR

Author(s):  
Angga Dedy Candra Setyawan

AbstrakPenelitian ini bertujuan untuk mengembangkan media tiga dimensi berupa model kenampakan alam dan media peta timbul yang valid, praktis dan efektif. Kevalidan dapat dilihat dari hasil validasi para ahli, kepraktisan dapat dilihat dari keterlaksanaan pembelajaran, sedangkan keefektifan dapat dilihat dari hasil belajar siswa. Dengan menggunakan media yang telah dikembangkan dalam kegiatan pembelajaran diharapkan dapat meningkatkan hasil belajar siswa pada subtema lingkungan tempat tinggalku kelas IV Sekolah Dasar. Jenis penelitian adalah penelitian pengembangan. Model pengembangan yang digunakan adalah  four-D Models, meliputi tahap pendefinisian (define), tahap perancangan (design), tahap pengembangan (develop), dan tahap penyebaran (desiminate). Metode Pengumpulan data meliputi validitas, observasi dan tes hasil belajar. Uji hipotesis dalam penelitian ini menggunakan independent sample t test.  Hasil penelitian menunjukkan bahwa 1) Kevalidan media tiga dimensi yang dikembangkan berkategori baik, 2) Kepraktisan media tiga dimensi dalam kegiatan pembelajaran berkategori sangat baik, 3) Keefektifan media tiga dimensi dalam pembelajaran menunjukkan bahwa hasil analisis uji-t terhadap nilai pretest pada kelas eksperimen dan kelas kontrol diperoleh nilai Sig. (2-tailed) 0,614 > (α = 0,05), hal tersebut mengandung arti bahwa kedua kelas memiliki  pengetahuan awal yang sama. Sebaliknya, hasil analisis uji-t terhadap nilai posttest pada kelas eksperimen dan kelas kontrol diperoleh nilai Sig. (2-tailed) 0,000 <  (α = 0,05), hal tersebut mengandung arti bahwa kedua kelas memiliki  hasil belajar yang berbeda. Berdasarkan hasil tersebut maka dapat disimpulkan bahwa media tiga dimensi yang dikembangkan valid, praktis dan efektif untuk meningkatkan hasil belajar siswa pada subtema lingkungan tempat tinggalku kelas IV Sekolah dasar. Kata Kunci: Media Tiga Dimensi, Kooperatif STAD, Hasil Belajar. AbstractThis research aims to develop a three-dimensional media such as natural appearance models and media stereometri maps are valid, practical and effective. Validity can be seen from the results of validation experts, practicality can be seen from learning activities, while effectiveness can be seen from the results of student learning. By using the media that has been developed in the learning activities are expected to improve student learning outcomes in subtheme my neighborhood Grade 4th of Elementary School. This type of research is research development. Development model used is four-D Models, including the stage of define, stage design, develop and the disseminate. Methods of data collection include validity, observation and tests the results of the study. Test the hypothesis in this study using independent sample t test. The results showed that 1) the validity of the media three-dimensional developed categorized as good, 2) Practicality media three-dimensional learning activities categorized as excellent, 3) The effectiveness of media three-dimensional in study indicates that the results of t-test analysis of the value pretest the experimental class and Sig values obtained control class. (2-tailed) 0.614> (α = 0.05), it implies that the two classes have the same initial knowledge. Instead, the results of t-test analysis of the value of posttest in the experimental class and control class values obtained Sig. (2-tailed) 0.000 < (α = 0.05), it implies that the two classes have different learning outcomes. Based on these results it can be concluded that the three-dimensional media developed valid, practical and effective way to improve student learning outcomes in subtheme my neighborhood Grade 4th of Elementary School. Keyword: Three Dimensional Media, cooperative STAD, learning outcomes.

2020 ◽  
Vol 3 (2) ◽  
pp. 75
Author(s):  
Helman Helman

This research was a classroom action research (CAR) carried out to improve the learning process with the steps of planning, implement, observing, and reflecting. This research was carried out in mathematics by utilizing the media of crime tests on integer count material. The formulation of the problem in this research were: (1) Can the media of crime be able to improve mathematics learning outcomes in integer counts ?; (2) What are the learning outcomes of each cycle by utilizing the learning outcomes of students ?. The results of the study showed that the use of stikrim media in mathematics learning integer count material could improve student learning outcomes. The results of the first cycle test were obtained by six students or 60% complete, and four students or 40% incomplete. Then the results of the second cycle test showed nine students or 91% complete and three students or 10% not complete. The increase occured in students who have reached 88% of students have completed and exceeds 75% indicators of success, and it is stated that the improvement of this learning has been successful.


Author(s):  
Hindayati Hindayati

<p><em>The purpose of the study was to improve the learning outcomes of students in the Indonesian Language Muple Class I Elementary School using picture media. The research conducted was a Classroom Action Research (CAR) in two cycles, with each cycle planning, implementing, observing and reflecting. Each meeting was carried out in a pretest and posttest of 68.42%, in cycle II students who completed after carrying out a post test of 78.90%, these results indicate that the media image can improve student learning outcomes, especially Class I Mupel in SDN 03 Goodness.</em></p>


2019 ◽  
Vol 1 (2) ◽  
pp. 40
Author(s):  
Gerry Lumolos ◽  
Dokri Gumolung ◽  
Joice Caroles

Practicum guides are printed teaching materials that students can use in the learning process. This development research aims to determine the feasibility of an acid base-based practicum guide for environmental materials with a 3-D model and to improve student learning outcomes through practicum activities and the application of guided inquiry methods. The subject of this research was class XI IPA 1 at SMA Negeri 1 Tenga. The feasibility test for large groups has an average percentage of 88.24% which means that this practical guide is suitable for use with valid qualifications. Student learning outcomes using post test scores with the technique of statistical analysis of one sample t-test (one sample t-test). The results of the one-sample t-test hypothesis at a level of α = 5% were obtained tcount = 4.604> ttable = 1.708. The results of this study indicate that the guidelines for acid-base-based practicum for environmental materials are appropriate to be used in chemistry learning, and the use of acid-based practicum guides for environmental materials with the application of guided inquiry methods can improve student learning outcomes in acid-base material


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.


2021 ◽  
Vol 12 (2) ◽  
pp. 221-236
Author(s):  
Jihan Alhanin Choir ◽  
Agus Zaenul Fitri

Students' difficulty in understanding English language as a subject usually leads to poor learning outcomes. The problem is, however, observed to be getting worse due to the unavailability of suitable learning media for educators and students. This research was, therefore, conducted to develop an English for Beginner pocketbook media to improve student learning outcomes. Meanwhile, pocketbook media is an alternative packaging of information through the use of user efficiency elements. This research was developed based on the Borg & Gall model with the data collected using questionnaires, tests, and documentation and analyzed through Independent Sample T-test. The results showed the sig. (2-tailed) < sig. level (0,000 < 0.05), therefore, Ha was accepted while H0 was rejected. It was discovered that average students learning outcomes increased to 83,4 and learning completeness by 83.33% after receiving the treatment in the form of the English for Beginner pocketbook media. This shows this material is feasible to be implemented as a learning medium due to its effectiveness in improving the learning outcomes of fifth-grade students of MI Masaran 1 Trenggalek.


Author(s):  
Nurfarida Ilmianah

The learning process at this time tends to decrease. This is caused by learning that is less interesting.   The Media and methods as a way to overcome monotonous learning need to be developed to improve the quality of  the student learning outcomes. This study aims to improve the activeness and learning outcomes through the implementation of the Creative Proplem Solving (CPS) learning model. "This study uses classroom action research (PTK) consisting of 4 stages,  the stages namely of planning, implementation, observation and reflection. With  the research  subjects XDPIB2 class students consisting of 34 students, 24 male students and 10 female students. The instrument used was an observation sheet of student learning activities, and a test of student learning outcomes. The results of this study indicate an increase in the average of student learning activities that continue to increase from cycle I to cycle III, it can be seen from the average learning activity of students who continue to increase starting from cycle I in the category of sufficient activity, amounting to 2.44. Cycle II was 3.38 with good category activity and Cycle III increased by 4.31 with very good category activity. Learning by using this CPS can improve student learning outcomes. based on observations on cycles I, II and III. From the three cycles, there was an increase in the average test of student learning outcomes in a row starting from cycle I, II and III was 60.65, 72.85 and 85.24 and only 1 student had a score below 75 of 34 students so that the application of the model CPS learning can improve the activities and learning outcomes of students of SMK Negeri 1 Sidoarjo


2020 ◽  
Vol 15 (2) ◽  
pp. 119-129
Author(s):  
M. Fahrurrozi

Abstrak: Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran berbasis masalah terhadap hasil belajar Qur’an Hadits siswa Madrasah Tsanawiyah Nurul Islam Sekarbela. Penelitian ini merupakan penelitian eksperimen dengan menggunakan one grup pretest dan posttest design. Populasi dalam penelitian ini adalah seluruh siswa kelas VII Madrasah Tsanawiyah Nurul Islam Sekarbela tahun ajaran 2018/2019. Sampel ditentukan melalui tehnik random sampling Dengan Instrumen penelitian dalam bentuk tes essay. Analisis data penelitian dengan uji-t sampel berpasangan. Analisis uji hipotesis dalam penelitian ini menunjukkan signifikansi sebesar 0.003 lebih kecil daripada 0.05 artinya ada perbedaan signifikan hasil belajar antara siswa saat pretest dan posttest. Dengan demikian dapat disimpulkan, bahwa model pembelajaran berbasis masalah berpengaruh terhadap hasil belajar siswa di Madrasah Nurul Islam Sekarbela. Kata kunci: model pembelajaran berbasis masalah, hasil belajar Title: The Effect of Use Problem Based Learning Models on Learning Results of the Qur'an Hadits Abstrak: The purpose of this study was determine the effect of problem-based learning models on the student learning outcomes in subjects of the Qur’an Hadith at the Madrasah Tsanawiyah Nurul Islam Sekarbela. This research is an experimental study using one group pretest and posttest design. The population in this study were students of class VII Madrasah Tsanawiyah Nurul Islam Sekarbela in the 2018/2019 school year. The sample is determined through random sampling techniques. The research instrument is an essay test. Analysis of research data is paired sample t-test. Hypothesis test analysis shows that the t-test 0.003 is smaller than 0.05, meaning that there are significant differences in learning outcomes between students during the pre-test and post-test. Thus it can be concluded, that the problem-based learning model influences student learning outcomes in Madrasah Nurul Islam Sekarbela.


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%.


2019 ◽  
Vol 7 (1) ◽  
pp. 94-108
Author(s):  
Nina Erlina

This research discusses the application of the SSCS type problem based learning model to improve student learning outcomes in class X1 AK1 SMKN 1 Sungailiat. The research method used in this study is PTK that is done with the type of search, solve, create, and share (SCSS) in the subject of Accounting material about closing journal. The findings show: 1) the SSCS type problem based learning model can improve student learning outcomes, this can be proven by comparing the test scores in each cycle. 2) this learning model is also able to overcome miss-matches, especially on social concepts that are abstract and require real evidence from real life to brought into the learning process. 3) obstacles encountered related to the application of this learning method namely: a) the teacher involved was not accustomed to using PBL learning models with this type of SSCS before,  so that it had a little difficulty in applying it. After several meetings, the teacher is accustomed to adapt in optimizing their use for learning activities of students in the classroom. b) students want the learning phase and the experiments they do are designed to be more interesting and interactive, and contain examples of real activities that are more related to the material discussed.


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