scholarly journals DESAIN RISET PROTOTIPE BUKU GURU DAN BUKU SISWA BERBASIS PEMBELAJARAN TERBIMBING UNTUK MENINGKATKAN KETERAMPILAN PEMECAHAN MASALAH IPA PADA SISWA SD

Author(s):  
Anita Rif’atul Ilmi

ABSTRACTThis design research has aimed to train problem solving skill through the development of the teacher and student book prototype using guided discovery learning. The research was conducted in the first semester of the school year 2015/2016, subjects in this research is designing learning packade tested on 16 students of class IV SDN Kramat 2 Lamongan. Research and development model used in this research is 4D model using one group pretest-posttest design. The results show that: 1) the intervention are valid; 2) the implementation result of the intervention is very good, and the student activity show that the intervention is practice categorized to train problem solving skills; 3) the intervention is effective, according to the increasing of problem solving skills and students  positively respond towards intervention. It is show that the intervention is effective to train problem solving skills. Based on the result of research, it can be concluded that the teacher and student book prototype is valid, practice and effective to train students problem solving skills. Keywords: Guided Discovery Learning, Problem Solving Skill. ABSTRAK                                                                                          Penelitian ini adalah penelitian desain riset yang bertujuan untuk melatihkan keterampilan pemecahan masalah melalui pengembangan Prototipe Buku Guru dan Buku Siswa dengan pembelajaran penemuan terbimbing yang layak digunakan. Penelitian dilakukan pada semester ganjil tahun ajaran 2015/ 2016, subjek dalam penelitian ini adalah perangkat pembelajaran yang diujikan pada 16 siswa kelas IV SDN Kramat 2 Lamongan. Model penelitian dan pengembangan perangkat yang digunakan adalah model pengembangan 4-D dengan menggunakan rancangan uji coba One Group Pretest Posttest Design. Hasil penelitian ini menunjukkan: 1) Prototipe Buku yang dikembangkan valid untuk melatihkan keterampilan pemecahan masalah siswa; 2) keterlaksanaan RPP berkategori sangat baik dan aktivitas belajar siswa menunjukkan Prototipe Buku yang didesain terkategori praktis dalam melatihkan keterampilan pemecahan masalah siswa; 3) respon positif siswa terhadap prototipe buku dan peningkatan keterampilan pemecahan masalah siswa menunjukkan prototipe buku  yang didesain efektif untuk melatihkan keterampilan pemecahan masalah. Berdasarkan hasil penelitian, dapat disimpulkan bahwa Prototipe Buku Guru dan Buku Siswa berbasis pembelajaran terbimbing yang didesain valid, praktis dan efektif untuk melatihkan keterampilan pemecahan masalah. Kata kunci: Pembelajaran Terbimbing, Keterampilan Pemecahan Masalah

2019 ◽  
Vol 6 (2) ◽  
pp. 253
Author(s):  
Akhmad Badrul Lubis ◽  
Yelvema Miaz ◽  
Indah Eka Putri

Difficulties of primary school students in solving mathematical problems that require problem solving or reasoning abilities indicate the existence of problems in the process of learning mathematics, because one of the purposes of learning mathematics in primary school is to develop the students’ mathematical problem-solving skills. As a solution to overcome the problems, this research aims at understanding how the implementation of the guided discovery learning model influences mathematical problem-solving skills. This research employs a quasi-experimental design by involving all fifth-grade students at one of primary schools in Tebo Regency, Jambi. The simple random sample was conducted to obtain class VB as experimental class, and class VA as control class. Based on the results of the final score, experiential class obtained an average score of 86.00, and control class obtained an average score of 76.93.  The results of hypothesis test using t-test obtained tcount = 2,203 > ttable = 2,020, which indicated that H0 was rejected, and H1 was accepted. Therefore, the guided discovery learning model influenced the fifth-grade students’ mathematical problem-solving skills, thus it is recommended for teachers to be able to use the guided discovery learning model in the mathematics learning process.


2021 ◽  
Vol 7 (2) ◽  
pp. 131-144
Author(s):  
Abib Hani Mashurin ◽  
Husni Mubarok ◽  
Binar Kurnia Prahani

This research was conducted to obtain a guided discovery learning implementation profile with virtual lab assistance and problem-solving skills for high school students on gas kinetic theory. The type of research was descriptive preliminary research, without hypothesis testing. The research subjects consisted of 106 students in senior high school. This study used qualitative descriptive analysis from questionnaires and online tests. This study revealed that the level of students’ problem-solving skills was low. This case was proven by 102 students (27 male; 75 female) in the low category with a score range of 0 to 45, and four students in the moderate category with a score range of 46 to 75, while there were no students in the high category with a score range of 76 to 100. This research implies that there is a need for a guided discovery learning model with the help of a virtual lab to analyze the problem-solving skills of high school students, especially on gas kinetic theory.


Author(s):  
Peggy P. Apostolou ◽  
Maria D. Avgerinou

The Coding Maestros project is the result of music and dance meeting coding through the application of computational thinking in an informal, cross-grade, student-led K12 context. The underlying research goal was for the authors mentoring this inter-disciplinary STEAM initiative to build a shared framework in order to experiment with the application of computational thinking in a series of guided discovery learning sessions and, for the students to develop a deeper understanding of, and benefit from holistic, inquiry-based learning, apply logical, critical and creative thinking to further develop their problem-solving skills outside the boundaries and expectations of formal learning, through trans-disciplinary collaboration. The framework, process, and outcomes are presented in this chapter. The culminating presentations/ performances demonstrated that ACS Athens students enjoyed remarkable learning experiences that attracted and sustained their attention, developed their problem-solving skills, and sparked their curiosity to pursue deeper learning in any of the STEAM-related fields.


2021 ◽  
Vol 2 (2) ◽  
pp. 45-54
Author(s):  
Wildayati Wildayati ◽  
Yerimadesi Yerimadesi

This study aims to analyze the validity and practicality of the e-module being developed. This type of research is research and development (RD) with the Plomp development model. The e-module validity test was conducted by four lecturers from the Department of Chemistry, Faculty of Mathematics and Natural Sciences, UNP and three chemistry teachers. The practicality test was carried out by three chemistry teachers and 32 grade XI students of SMAN 7 Padang for the 2020/2021 school year. The research instrument used was a validity questionnaire and practicality. The validity results were analyzed using the Content Validity Ratio (CVR) and the practical results used the Aikens'V formula. From the research, it was found that the CVR average value of the e-module content validity was 0,95 (valid), the construct validity was 0,82 (valid), the practicality of the e-module for the teacher was 0,89 (practical) and for the students was 0,82 ( practical). Based on the results of the study, it was concluded that the e-module of electrolyte and non-electrolyte solutions based on guided disscovery learning for class X SMA / MA developed was valid and practical. Penelitian ini bertujuan untuk menganalisis validitas dan praktikalitas dari e-modul yang dikembangkan. Jenis penelitian adalah Research and Development (RD) dengan model pengembangan Plomp. Uji validitas e-modul dilakukan oleh empat dosen jurusan kimia FMIPA UNP  serta tiga guru kimia. Uji praktikalitas dilakukan oleh tiga guru kimia dan 32 siswa kelas XI SMAN 7 Padang tahun ajaran 2020/2021. Instrumen penelitian yang digunakan angket validitas dan  praktikalitas. Hasil validitas dianalisis menggunakan Content Validity Ratio (CVR) dan hasil praktikalitas menggunakan formula Aikens’V. Dari penelitian didapatkan hasil nilai rata-rata CVR validitas konten e-modul sebesar 0,95 (valid), validitas konstruk 0,82 (valid), praktikalitas e-modul pada guru 0,89 (praktis) dan pada siswa 0,82 (praktis). Berdasarkan hasil penelitian disimpulkan bahwa e-modul larutan elektrolit dan non elektrolit berbasis guided disscovery learning untuk kelas X SMA/ MA yang dikembangkan telah valid dan praktis.


2020 ◽  
Vol 3 (2) ◽  
pp. 194
Author(s):  
Rahmania Rahmania ◽  
Muhammad Danial ◽  
Tabrani Gani

This study is development research, which aims at developing Natural Sciences (IPA) learning tools for SMP (junior high school) based on discovery learning oriented on problem solving skills and learning outcomes on acidic-base and salt material which is valid, practical and effective. The development model employed in this study referred to 4D development model, which consisted of define, design, develop, and disseminate. The learning tools developed are RPP, LKPD, BAPD, Media, and THB. The IPA learning tools for SMP based on discovery learning which had been developed was then validated by two experts. After being validated, the test of learning tools based on discovery learning was conducted at SMPN 36 Makassar in grade VII.9 with the total of 32 students. The results of the study reveal that the learning tools based on discovery learning developed which had been validated indicates that the mean score is 3.74 which is in very valid criteria. The learning tools based on discovery learning is stated as practical and effective, because the results of the practically test reveal (1) the implementation of learning tools based on discovery learning is in the average of M = 1.9 in the category of (1.5 ≤ M ≤ 2.0) meaning that the aspects and criteria observed on the implementation of learning tools based on discovery learning is in entirely implemented category, (2) the teacher gave a very positive response on the learning tools based on discovery learning with the percentage of 92.07%, and (3) the students gave a very positive response on the learning tools based on discovery learning with the percentage of 92.77%. The learning tools is also met the criteria of effective with the following results: (1) the improvement of problem solving skills of students from 27.22% becomes 74.50%, (2) the learning outcomes has met effective criteria that the average of the percentage is 83.48% with the classical completeness 87.50%, whereas, the improvement of learning outcomes based on N-gain test is 0.82 with high criteria. Therefore, the results of the study shows that the product of learning tools developed is categorized as valid, practical, and effective.


Author(s):  
Epa Wira Darmawan ◽  
Suparman Suparman

Problem-solving is one of the century skills 21 and are included in the 2013 curriculum. Students with low problem-solving abilities will have difficulty completing math problems that require high-level thinking. Learning media that does not contain problem-solving skills will hinder the achievement of student competence. This research has two objectives. The first objective is to analyze the needs of learning media that are in accordance with student characteristics, curriculum, learning models and teacher readiness. The second objective is to design discovery learning based learning media to improve students' problem-solving abilities. This research uses design research method with type of development studies. The research subjects consisted of teachers and students. Data collection instruments used interview guidelines, observation guidelines, and questionnaires. Interview guides to get information from teachers and students regarding the readiness of teachers in applying the 2013 curriculum and learning difficulties in mathematics. Observation guidelines are used to obtain information about student learning characteristics. The questionnaire is used to get the needs of mathematics learning media. The data analyzed using qualitative descriptive. Research provides several results. First, most students consider learning less attractive. Second, the 2013 curriculum cannot be fully implemented in the classroom. Third, discovery learning models can improve problem-solving skills. Fourth, the design of discovery learning based learning media. This study concludes that discovery learning based media to improve problem-solving skills need to be developed. Keywords: Media Development, Guide Discovery Model, Troubleshooting.


1990 ◽  
Vol 7 (2) ◽  
pp. 129-159 ◽  
Author(s):  
Mark A. McDaniel ◽  
Mark S. Schlager

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