scholarly journals PENGARUH PENERAPAN GAME JEOPARDY DALAM PEMBELAJARAN REMEDIAL TERHADAP AKTIVITAS DAN HASIL BELAJAR MATA PELAJARAN IPS DI SD

Author(s):  
Muh. Kadri Karim

ABSTRACTThis study aimed at figuring out the influence of implementing Jeopardy game in learning remedial towards students’ activities and learning outcomes in Social Science Subject for 5th grade of Elementary School. The subject of this research was the students of 5th grade in Elementary School Mamajang II, second semester and academic year of 2015-2016, who took remedy. This study belonged to experimental research. The research design used was quasi-experimental design which one of its type, nonequivalent control group design, was applied. In case of giving treatment, the experimental class implemented Jeopardy game; on contrary, the lecturing method was used in control class. The data of students’ learning activities was obtained through observation before treatment section in both experimental and control class. Meanwhile, the learning outcomes were gained through pre-test and post-test in those two classes. The result of research showed that the students’ activities score before treatment was 57,11 in average for experimental class and 59,38 for control class. Moreover, the averages of students’ activities score when treatment section were 83,33 for experimental class and 71,46 for control class. Therefore, there were the differences score of students’ activities between experimental and control class as 11,87. It can be concluded that there was significantincreaseof student activities as 26,22 to the experimental class. On the other hand, the increases of students’ activities were only 12,08 in control class. In terms of students’ learning outcomes, it was obtained pre-test score in control class; 45,00 in average and the average post-test score was 70,63. Contrastively, the learning outcomes for experimental class in pre-test were 46,25 in average and the post-test score in average was 86,56. According to the data, there was significant increase of learning outcomes as 40,31 to the experimental class and 25,63 to the control class. The research result was analyzed by using Independent Samples T Test with SPSS for Windows version 21 as program assistance that showed the significant increase of implementing game Jeopardy towards students’ learning activities and outcomes to the experimental class. According to the research result, it can be concluded that the hypothesis is proved if the implementation of Jeopardy game in remedial learning affects the students’ activities and learning outcomes in Social Science Subject for 5th grade of Elementary School. Keywords: Remedial learning, Jeopardy game, activities, learning outcomes. ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh penerapan game Jeopardy dalam pembelajaran remedial terhadap aktivitas dan hasil belajar mata pelajaran Ilmu Pengetahuan Sosial siswa kelas V SD. Subjek penelitian adalah siswa kelas V di SD Negeri Mamajang II semester II tahun pelajaran 2015-2016 yang mengikuti pembelajaran remedial. Penelitian ini merupakan penelitian eksperimen. Desain penelitian yang digunakan adalah Quasi Experimental Designs dengan menggunakan Nonequivalent Control Group Design. Pada saat perlakuan, kelas eksperimen menerapkan game Jeopardy, sedangkan kelas kontrol menggunakan pembelajaran konvensional (ceramah). Data aktivitas diperoleh melalui pengamatan sebelum perlakuan dan saat perlakuan pada kelas eksperimen dan kelas kontrol. Sedangkan, hasil belajar diperoleh melalui pretest dan posttest pada kelas eksperimen dan kelas kontrol. Hasil penelitian menunjukkan bahwa rata-rata aktivitas siswa sebelum perlakuan pada kelas eksperimen sebesar 57,11 dan kelas kontrol sebesar 59,38. Sedangkan, rata-rata aktivitas siswa saat perlakuan pada kelas eksperimen sebesar 83,33 dan kelas kontrol sebesar 71,46. Sehingga, selisih antara kelas eksperimen dengan kelas kontrol sebesar 11,87. Dapat disimpulkan bahwa terjadi peningkatan aktivitas belajar yang signifikan 26,22 pada kelas eksperimen. Sedangkan, pada kelas kontrol hanya sebesar 12,08. Untuk hasil belajar siswa diperoleh nilai pretest pada kelompok kontrol, yakni rata-rata nilai sebesar 45,00 dan pada posttest rata-rata nilai sebesar 70,63. Sedangkan hasil belajar kelas eksperimen pada saat pretest dengan rata-rata nilai sebesar 46,25 dan pada posttest rata-rata nilai sebesar 86,56. Berdasarkan data tersebut, terjadi peningkatan hasil belajar yang signifikan 40,31 pada kelas eksperimen. Sedangkan, pada kelas kontrol hanya sebesar 25,63. Hasil penelitian dianalisis dengan menggunakan uji Independent Samples T Test berbantuan program SPSS for Windows versi 21 yang menunjukkan bahwa ada pengaruh yang signifikan penerapan game Jeopardy terhadap aktivitas dan hasil belajar siswa pada kelas eksperimen.Berdasarkan hasil penelitian tersebut, maka dapat disimpulkan bahwa hipotesis terbukti bahwa penerapan game Jeopardy dalam pembelajaran remedial berpengaruh terhadap aktivitas dan hasil belajar IPS siswa kelas V SD.  Kata Kunci: Pembelajaran remedial, game Jeopardy, aktivitas, hasil belajar.

2017 ◽  
Vol 6 (1) ◽  
Author(s):  
D. K. Sari ◽  
A. Permanasari ◽  
F. M. T. Supriyanti

<p>The purpose of this study is to obtain a profile of students’ creative thinking skills on quantitative project-based protein testing using local materials. Implementation of the research is using quasi-experimental method pre-test post-test control group design with 40 students involved in Biochemistry lab. The research instrument is pre-test and post-test using creative thinking skills in the form of description and students’ questionnaire. The analysis was performed with SPSS 22.0 program to see the significance normality, U Mann-Whitney test for nonparametric statistics, N-Gain score, and the percentage of student responses to the practicum performed. The research result shows that the pretest rate in the experimental group is 8.25 while in the control group is 6.90. After attending a project-based practicum with local materials, the experimental group obtained the mean of posttest is 37.55 while in control class is 11.18. The students’ improvement on creative thinking skills can be seen from the average of N-Gain in the experimental class with 0.32 (medium category) and in the control category with 0.05 (low category). The experimental and control class have different creative thinking skills significantly different fluency, flexibility, novelty, and detail. It can be concluded that quantitative project-based protein testing using local materials can improve students’ creative thinking skills. 71% of total students feel that quantitative project-based protein testing using local materials make them more creative in doing a practicum in the laboratory.</p>


2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Freddy Widya Ariesta

This study aims to determine the impact of applying problem-based spot capturing models in teaching social science in order to develop creativity and caring of students in elementary school. The experimental research was carried out for four weeks by using problem-based spot capturing models learning in two groups is experimental group (n = 24) and control group (n = 23). This study used quasi experimental method with pre-test and post-test control group design. The research instrument was taken from observation and questionnaire then the data was analysed by using qualitative descriptive percentage. Based on the data, the researchers figure out that a teacher plays an important role in developing the character of the students through the learning design. In addition, there are differences in the higher score obtained by the experimental group than the control group on creative and care characters by using problem-based spot capturing models. Students also gain an improvement in technology use and skills in social science class by using the problem-based spot capturing models.


2019 ◽  
Vol 4 (3) ◽  
pp. 335
Author(s):  
Eva Veronica ◽  
Mursalim Mursalim

The objective of this study is to find out the effect of using mobile access (Audio Visual Easy Learn English) on students’ vocabulary achievement at SMPN 11 Kendari. Mobile  Access  (Audio  visual  easy  learn  English)  as  a media in learning teaching process. This research used quasi experimental design, the population is all seventh- grade students, and the sample is class VII1 as the experimental group and VII2as control group. The experimental group consisted of 30 students and control group consisted of 21 students. The research instrument consisted of 44 questions of vocabulary test. To collect the data, the researcher gave pre-test, taught by using Mobile Access  (Audio  Visual  Easy  Learn  English),  and  giving post-test. Mean score of post-tests (79.63) in experimental class is higher than pre-test score (59.66). While, in control class also has improvement but not too significant. It can be seen on post-test score (64.80) is higher than pre-test score (55.19). Based on the calculation of T-test, it shows that tcount = 3.775, while t-table =2.010 at level of = 0.05 with DF = 49. It means that tcount is higher than table, Therefore H0 was rejected and H1 was accepted. This can be concluded that  there  was a  significant  effect  of  using a significant effect using Mobile Access (Audio Visual Easy Learn English) on students’ vocabulary achievement at the seventh-grade students of SMPN 11 Kendari. Keywords: MA, Mobile Access, Audio Visual Easy Learn English, vocabulary achievement


2016 ◽  
Vol 4 (2) ◽  
Author(s):  
Salmauwati Salmauwati ◽  
Muhamad Agus Wibowo ◽  
Dedeh Kurniasih

ABSTRACTThis study was initiated by the students’ low learning outcomes on Chemistry subject and the teachers’ preference in using lecture method in teaching learning process.This study aimed at 1) finding out the differences of students’ learning outcomes between the use of flash media-assisted practical method and lecture method on hydrocarbon class at grade XI MIA of SMA Muhammadiyah I Pontianak. Using quasi experimental design and Control Group Posttes Design, this study employed the students of grade XI MIA 2 as the samples of experiment group, andthe students of grade XI MIA 2 as the samples of control group. The data collection techniques used were measurement and observation. While the instruments employed were observation sheet and essay. TheU-Mann Whitneytest revealed that the post test score of 0,0140< 0,05 Ho was rejected, while the Ha one was accepted. It means that there was correlation of students’ learning outcomes between the experiment and the control groups. In addition, the effect size result was 1,086 > 0,8 and considered high which indicated the positive effect of flash media-assisted practical method in enhancing students’ learning achievement.Keywords: flash, learning outcomes, hydrocarbon, practical method


Author(s):  
Bekti Susilowati

AbstrakPenelitian ini bertujuan untuk mengetahui: (1) kelayakan perangkat pembelajaran terpadu Tipe Shared berbasis kegiatan ekonomi kreatif untuk siswa kelas IV Sekolah Dasar, dilihat dari kualitas perangkat pembelajaran yang dikembangkan dan telah divalidasi terdiri dari Silabus, Rencana Pelaksanaan Pembelajaran (RPP), Bahan Ajar Siswa (BAS), Lembar Kerja Siswa (LKS), dan Tes Hasil Belajar (THB); (2) keefektifan perangkat pembelajaran yang diukur dari aktivitas siswa dalam kegiatan pembelajaran terpadu Tipe Shared berbasis kegiatan Ekonomi Kreatif dan hasil belajar siswa setelah mengikuti kegiatan pembelajaran terpadu Tipe Shared berbasis Kegiatan Ekonomi Kreatif. Penelitian pengembangan ini menggunakan Model Kemp yang terdiri dari tiga tahap: yaitu pendefinisian; perancangan; dan pengembangan, sedangkan desain uji coba penelitian menggunakan Pretest-Posttest Control Group Design. Data hasil penelitian diperoleh melalui hasil uji validitas perangkat pembelajaran oleh dua validator dan hasil uji coba perangkat pembelajaran yang terdiri dari hasil pretest dan posttest pada kelas kontrol dan kelas eksperimen. Perangkat pembelajaran diujicobakan pada kelas IV A dan B SDN Sukarasa Kota Bandung. Keefektifan pelaksanaan pembelajaran diuji dengan statistik inferensial menggunakan SPSS 21.0 yaitu melalui uji F dan uji t. Angka F yang mengasumsikan kedua varian sama sebesar 0,362 dengan probabilitas (sig) sebesar 0,550 > 5% berarti tidak ada perbedaan varian antara eksperimen dan kontrol. Angka t-test yang mengasumsikan varian kedua populasi sama adalah -4,750 dengan probabilitas (sig) sebesar 0,000. Angka probalilitas < 0,005 dapat diartikan ada perbedaan nilai posttest yang signifikan antara kelas eksperimen dan nilai posttest kelas kontrol, perolehan nilai posttest pada kelas eksperimen lebih tinggi daripada kelas kontrol. Berdasarkan hasil penelitian, dapat disimpulkan bahwa hasil belajar siswa meningkat dengan menggunakan perangkat pembelajaran terpadu Tipe Shared berbasis kegiatan Ekonomi Kreatif yang telah dikembangkan, sehingga perangkat pembelajaran dapat diterapkan di Sekolah Dasar, namun tetap memerlukan penyesuaian dengan situasi dan kondisi di sekolah. Kata Kunci: Perangkat Pembelajaran, Terpadu, Shared, Ekonomi Kreatif, Hasil Belajar Siswa AbstractThe objective of this research was to recognize: (1) the worthiness of the Shared-Type learning device based on creative economy activity for fourth grade Elementary School students, observed from learning device's quality which developed and validatedby Syllabus, Learning Implementation Plan, Student Learning Material, Student Work Sheet, and Learning Outcome Test; (2) effectivity of learning device which measured from student activity in Shared-Type integrated learning device based on Creative Economy activityand student's learning outcomes after participated in Shared-Type integrated learning activity based on Creative Economy Activity.The research of development was using Kemp Model that consists of three stages, which were defining, designing, and developing, while the research trial design was usingPretest-Posttest Control Group Design. Research data were obtained through learning device's validity test result of two validatorand learning device's trial results which consist of pre-test and post-test results on control’s class and experiment’s class. The learning device was tested on class IV A and B of SDN Sukarasa in Bandung. Learning implementation's effectivity then tested with inferential statistic using SPSS 21.0 through F-test and t-test. An F number which assumes both variant have the same result of 0,362 with probability (sig) of 0,550 > 5% means there is no variant difference between experiment and control. A t-test number which assumes both population have the same variant is -4,750 with probability (sig) of 0,000. Probability number< 0,005 can be interpreted as significant difference of post-test value between experiment’s class and control’s class,post-test value obtained from experiment's class was higher than control's class.Based on data analysis, it can be concluded that student's learning outcomes with the use of developed Shared-Type integrated learning device based on creative economy activity are improved and can be implemented in Elementary School, however it still needs to be conformed with school's sitation and condition. Keyword: Integrated, Based on Creative, Economy Activity, Improvement, Learning Outcomes.


Author(s):  
Qoris Hizbullah ◽  
A G Tamrin ◽  
Taufiq Lilo Adi Sucipto

<p>This research is aimed to find out:  (1) the differences learning outcomes between project based learning aided edmodo model  and conventional learning (2) the effectiveness of using project based learning model to increase learning outcomes of two dimentional animation techniques. This research used quasi experimental with pretest-posttest control group design. The population of this research are students of class XI 1 and XI 3 multimedia program of Vocation High School Batik 2 Surakarta with 70 students. The technique of data collection used test to find out cognitive value and observation to find out affective and psychomotor values. The data analysis used were t-test formula and gain index analysis. The result showed that : (1) there was difference learning outcomes between project based learning model and conventional learning model at eleventh grade students of vocational high school Batik 2 Surakarta which shown by t_count= 4,435 cognitive, t_count= 2,175 affective, t_count  = 2,344 psychomotor were bigger that t_table = 1,995. (2) project based learning is more effective than conventional learning model to increase learning outcomes of two dimentional animation techniques which shown by gain index analisys, at experiment class obtained 0,587 and control class obtained 0,369.</p>


Author(s):  
Nora Mawinda ◽  
Zulkifli Naansah ◽  
Hanesman Hanesman

The problem in this study is the low learning outcomes achieved by students on the subjects of Basic Electrical and Electronics which is below the minimum completeness criteria (KKM) set a school that is 75 This is presumably because they are learning is often used during the learning model is applied directly proven yet effective. The purpose of this research is to reveal how much influence the Jigsaw cooperative learning model to study the results of class X students on subjects TAV Basic Electricity and Electronics. This research is an experimental study with a draft Post-test only control group design. The sample were students of class X TAV at SMK 1 Padang Academic Year 2014 / 2015. Class experiment is treated using Jigsaw Cooperative Learning Model and the control group is a class that uses the direct teaching model. The data is taken from the test results in the form of learning about the objective as many as 31 items. Data were analyzed manually to test for normality, homogeneity testing, and hypothesis testing. The result of the calculation hypothesis at significance level α = 0.05 was found that t count> t table is 3.35> 1.670. The results of these tests give an interpretation that H0 is rejected and H1 is accepted, this means that on average significantly experimental class learning outcomes greater than the average control class learning outcomes.  Key words :   Models of Learning, Jigsaw, Learning Direct, Post-test only control group design, Learning outcomes, Experimental, and Control.


Author(s):  
Nur Aliyah Nur

The research aimed to find out the effectiveness of describing and drawing picture technique in teaching transactional speaking at the second semester students of English Education Department at State Islamic University of Alauddin Makassar. This research employed quasi-experimental with non-equivalent control group design with pre-test and post-test. The population of this research was the second semester students of English education department at State Islamic University of Alauddin Makassar. The population was selected by using purposive sampling technique to determine the sample for experimental class and control class. The instrument used in this research was test. The test was used in the pre-test and post-test. The data indicated that there was a significant difference between the students’ post-test in the experimental class and post-test in the control class. Based on the findings of the research, the researchers concluded that describing and drawing picture technique was effective in teaching transactional speaking. Therefore, describing and drawing picture technique gave student opportunity to practice transactional speaking in classroom, it also could increase students’ motivation in learning in English since they feel their purpose of learning English so that they could use it and also could achieve it.The research aimed to find out the effectiveness of describing and drawing picture technique in teaching transactional speaking at the second semester students of English Education Department at State Islamic University of Alauddin Makassar. This research employed quasi-experimental with non-equivalent control group design with pre-test and post-test. The population of this research was the second semester students of English education department at State Islamic University of Alauddin Makassar. The population was selected by using purposive sampling technique to determine the sample for experimental class and control class. The instrument used in this research was test. The test was used in the pre-test and post-test. The data indicated that there was a significant difference between the students’ post-test in the experimental class and post-test in the control class. Based on the findings of the research, the researchers concluded that describing and drawing picture technique was effective in teaching transactional speaking. Therefore, describing and drawing picture technique gave student opportunity to practice transactional speaking in classroom, it also could increase students’ motivation in learning in English since they feel their purpose of learning English so that they could use it and also could achieve it.


2021 ◽  
Vol 13 (1) ◽  
pp. 144-155
Author(s):  
Yenni Hasnah ◽  
Pirman Ginting ◽  
Selamat Husni Hasibuan

This research aims to analyze the learning model's practice and its effect on increasing student activity and learning outcomes in listening subjects. This study employed quasi-experimental research with a non-equivalent control group design. The data were gained using observation and tests. It is analyzed by reflection and statistical test of SPPS. The results show that the application of the AMETTA learning model effectively develops student learning activities and outcomes. The result of hypothesis testing with sig. (2-tailed) was 0.033 (˂ 0.05) It indicates that Ho is rejected. Thus, there is a significant difference between the average student learning outcomes in the experimental and control classes. In other words, the application of AMETTA learning model has a significant effect on students’ learning outcomes.


2020 ◽  
Vol 4 (3) ◽  
pp. 218
Author(s):  
Mugi Rahayu ◽  
I Komang Sudarma ◽  
I Ketut Dibia

The implementation of this research is based on the problems found at the time of observation, namely the difficulty of students learning, especially in science learning that has an impact on student learning outcomes and learning that is still teacher-centered that causes students to be passive. Based on these problems, this study aims to improve the learning outcomes of science students in grade V elementary school. This type of research is a quasi-experimental design with Nonequivalent Control Group Design. The research design used is the post-test only control group design. The population in this study amounted to 147 students consisting of four classes. The determination of the sample is done by random sampling in the form of a draw. The number of samples was 72 students, namely the experimental class totaling 36 students and the control class totaling 36 students. The students' natural science post-test data collection is done by using multiple-choice objective test methods. Then, the t-test formula was analyzed. From the results of the analysis, it was shown that t-count = 3,920 was obtained and compared with t-table at the 5% significance level and dk = 36 + 36-2 = 70 so that the price of t-table = 1.99444 was obtained. Based on these results, there are significant differences in science learning outcomes between the classes given the treatment of the TSTS learning model aided by the mind mapping method and the classes given the treatment of conventional learning models. The results of the calculations obtained the experimental class has a higher mean than the control class, which is 79.06>68.75. Based on this, the TSTS learning model is assisted by an effective mind mapping method to the science learning outcomes of fifth-grade students of elementary school.


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