scholarly journals The Effect Of The Implementation Of The 2013 Curriculum On Mathematics Learning Outcomes Of N.1 High School Students STU Jehe Pakpak Bharat Regency From 2015 – 2018

2020 ◽  
Vol 7 (3) ◽  
pp. 235
Author(s):  
Elsida Aritonang ◽  
Nova Erawati Sidabalok

Based on the list of Mathematics grade X grade students from T.P 2015/2016 to T.P 2017/2018, there can be seen many significant and positive changes with an increase in students' mastery learning from 40.87% to 48.72% to 80.85%. In addition to increased learning completeness, the average student learning outcomes in mathematics also increased. There is a change in the involvement of students to discuss and cooperate with fellow friends in terms of solving problems given by the teacher. Changes in the activity of students to take part in learning mathematics. The seriousness of students in participating in learning has also increased. The activeness of students in answering oral questions has also increased. This is indicated by the increasing number of students who give correct answers. the activeness of students in completing homework is increasing. This is indicated by the increasing frequency of students completing homework on time. The activeness of students to appear in front of the class solving problems on the board also increased. Students begin to believe in themselves and have the ability to solve the problems given. Based on observation, the teacher has a problem where the students are very familiar with the conventional way, the teacher explains in front of the class while students listen, Building a conducive classroom atmosphere by involving students to be more active sometimes inviting a commotion in the classroom where students initially play more than learn. Building a sense of responsibility to students also becomes difficult because students' demands actually become reversed because the teacher explains a little subject matter and students are directed to further develop material insights through discussion activities and so on. The application of the 2013 curriculum also requires students to understand the implementation of the value of the knowledge acquired so that a variety of practical activities are needed as a tangible form of the implementation of students' mathematical knowledge

2019 ◽  
Vol 1 (2) ◽  
pp. 184-193
Author(s):  
Elsida Aritonang

Based on the list of Mathematics grade X grade students from T.P 2015/2016 to T.P 2017/2018, there can be seen many significant and positive changes with an increase in students' mastery learning from 40.87% to 48.72% to 80.85%. In addition to increased learning completeness, the average student learning outcomes in mathematics also increased. There is a change in the involvement of students to discuss and cooperate with fellow friends in terms of solving problems given by the teacher. Changes in the activity of students to take part in learning mathematics. The seriousness of students in participating in learning has also increased. The activeness of students in answering oral questions has also increased. This is indicated by the increasing number of students who give correct answers. the activeness of students in completing homework is increasing. This is indicated by the increasing frequency of students completing homework on time. The activeness of students to appear in front of the class solving problems on the board also increased. Students begin to believe in themselves and have the ability to solve the problems given. Based on observation, the teacher has a problem where the students are very familiar with the conventional way, the teacher explains in front of the class while students listen, Building a conducive classroom atmosphere by involving students to be more active sometimes inviting a commotion in the classroom where students initially play more than learn. Building a sense of responsibility to students also becomes difficult because students' demands actually become reversed because the teacher explains a little subject matter and students are directed to further develop material insights through discussion activities and so on. The application of the 2013 curriculum also requires students to understand the implementation of the value of the knowledge acquired so that a variety of practical activities are needed as a tangible form of the implementation of students' mathematical knowledge


2020 ◽  
Vol 3 (1) ◽  
pp. 19
Author(s):  
Asep Yusuf ◽  
Ruslan Mubarok

The problem of this research is how to apply realistic mathematics to the wide discussion and the circumference of flat shapes. The aim is to identify the difficulties of junior high school students in completing story questions in broad and rounded discussion. This research method is classroom action research. Subjects of the study included students of class IX-B at SMPN 1 Campaka Mulya. The instrument tested was a test sheet containing 5 questions in the form of a description. The study was conducted in three cycles, in each cycle consisting of several stages, namely planning, implementing actions, observing, and reflecting. From the results of the study obtained information related to improving student learning outcomes. This is known from the average value and percentage of mastery learning in each cycle that is increasing. In cycle I the average value is 53.8 with completeness of learning 3.7% and included in the category of inadequate, the average value of cycle II is 75.2 with mastery learning 40.7% and included in the category enough, and the average value the average cycle III is 82.8 with mastery learning reaching 92.5% or included in the Good category. After the implementation of the action, it appears that students become more happy and enthusiastic in learning mathematics by using a realistic approach to the broad discussion and the circumference of flat shapes.


Jurnal Kiprah ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. 84-90
Author(s):  
Andi Kaharuddin ◽  
Nasrun Syahrir ◽  
Trisniawati

Sipakatau, sipakalebbi dan sipakainge merupakan budaya moral Bugis di Sulawesi Selatan yang perlu dilestarikan di dalam pembelajaran. Tujuan penelitian ini untuk melihat peningkatan hasil belajar matematika siswa SMA dari implementasi budaya sipakatau, sipakalebbi, sipakainge. Penelitian ini termasuk metode penelitian tindakan kelas. Delapan puluh delapan siswa kelas IPA XI SMA Negeri 5 Makassar menjadi sampel penelitian. Instrumen yang digunakan dalam mengumpulkan data menggunakan instrumen observasi dan tes hasil belajar siswa. Hasil penelitian ini menunjukan bahwa: (1) Implementasi budaya sipakatau meningkatkan hasil belajar siswa sebanyak 87%; (2) Implementasi budaya sipakalebbi meningkatkan hasil belajar siswa sebanyak 88%; dan (3) Implementasi budaya sipakainge meningkatkan hasil belajar siswa sebanyak 85%. Secara umum disimpulkan bahwa implementasi budaya sipakatau, sipakalebbi dan sipakainge meningkatkan hasil belajar siswa kelas IPA XI SMA Negeri 5 Makassar sebesar 86%. Sipakatau, sipakalebbi, and sipakainge are bugis moral cultures in South Sulawesi that need to be preserved in learning. The aim to see the improving in mathematics learning outcomes of high school students from the implementation of the culture of Sipakatau, Sipakalebbi, Sipakainge. This research was a class action research method. 88 students of class XI IPA of SMAN Negeri 3 Makassar became the research sample. The instrument used to collect data uses student learning outcomes tests. The results of this study indicated that as many: (1) the application of sipakainge culture increases student learning outcomes by 87%. (2) the application of sipakalebbi culture increases student learning outcomes by 88%. and (3) the application of sipakainge culture increases student learning outcomes by 85%. In general, it is concluded that the implementation of sipakatau, sipakalebbi and sipakainge culture improves student learning outcomes of class XI IPA SMAN 5 Makassar by 86%.


2020 ◽  
Vol 8 (1) ◽  
pp. 27
Author(s):  
Setiono Setiono ◽  
Gina Nuranti ◽  
Mira Mariana Agustini

This class action research aims to improve student learning outcomes by implementing scientific activities and visualization of subject matter. Research subjects in this study were high school students of Muhammadiyah High School in Sukabumi City (n = 20). The instrument used in this study was a multiple choice test to measure student learning outcomes, student observation sheet activities and interviews. The research method is classroom action research. The results showed that there was an increase in student learning outcomes after the implementation of scientific activities and visualization. scientific activities and visualization of subject matter can learners construct knowledge so that student learning outcomes have increase.


2018 ◽  
Vol 2 (2) ◽  
pp. 125
Author(s):  
Tatik Retno Murniasih ◽  
Rosita Dwi Ferdiani

The purpose of this dedication is to overcome the problems at SMP Al Inayah and Islamic Junior High School PGRI Tutur. The problem in both schools is the lack of learning media in the form of props or other innovative media. Students learn math more through direct explanation by teachers who are dominated by giving lectures. Considering the students' lack of understanding in the set matter it is necessary to hold a manipulative media training activity at SMP Al Inayah Purwosari and Islamic Junior High School PGRI Tutur on the set material. Students in this area desperately need a refresher related to instructional design, in order to develop their conceptual comprehension skills which leads to improving students' mathematics learning outcomes on the subject matter using Venn Smart Diagram media. Benefits of this devotion is the benefits gained among students obtaining learning with manipulative media that are rarely implemented so that students' understanding of the material set increases. Increased understanding of concepts and student learning outcomes in the set material that is marked with 90% of junior high school students Al Inayah and 88% of students of Islamic Junior High School PGRI Tutur can solve the problem set well.  


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.


Author(s):  
Lila Wulandari ◽  
Marchasan Lexbin Elvi Judah Riajanto

Difficulties experienced by students in learning greatly affect the achievement of student learning outcomes. This study aims to describe the results of the identification of the types of difficulties and the causes of student difficulties when solving problems based on Polya stages. This type of research is descriptive qualitative with the instrument used in written tests. The subjects of the research were 36 students of class IX at SMP Negeri 9 Cimahi. Based on the analysis that has been done, it can be concluded that the difficulties experienced by junior high school students when completing the Pythagorean theorem questions in the school are 1) difficulty understanding the problem 100%, 2) difficulty planning the completion of 40%, 3) difficulty implementing the plan 54.4%, and 4) difficulty in re-checking 76.7%. The causes of difficulties include 1) students are not accustomed to writing things that are known and asked of a problem 2) students are not accustomed to drawing conclusions from a mathematical problem 3) Concept errors because students do not understand the concept of the material. So, it is necessary to improve the learning process that prioritizes learning concepts rather than memorizing. Students must be accustomed to solving the application problems of a material. So, students will be able to solve contextual problems related to the material.


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.


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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