scholarly journals Pengembangan Perangkat Pembelajaran Matematika Berbantuan Media Cabri Untuk Meningkatkan Kemampuan Pemecahan Masalah Siswa Kelas V Sekolah Dasar

2021 ◽  
Vol 5 (1) ◽  
pp. 16
Author(s):  
Syamsuryani Eka Putri Atjo

This research aims at developing learning mathematics utilized by Cabri media to improve fifth graders’ ability problem-solving. This research develops learning instruments using Plomp Model. The developed learning instruments are syllabus, lesson plans, teaching materials, students worksheets, and problem solving abilities test. The subjects are students in the fifth grade of State Elementary School 3 of Makassar. The result shows the implementation of learning mathematics utilizing the developed learning instruments is effective. It can be described in more detail that: (1) the characteristics developed learning instruments are revealed valid by validators, (2) the learning completeness classically fulfilled since the result of the experimental group is better than the result of the control group; (3) there is a significant effect in students activities toward the students’ problem-solving abilities, and (4) the students have a positive response to the learning processes that utilize the developed learning instruments.

2017 ◽  
Vol 1 (3) ◽  
pp. 122
Author(s):  
Ni Komang Amelia Kartadi

This study aimed at investigating of the effect of using word family game committed by the fifth grade student in SD Negeri 1 Astina in mastering the English vocabulary. This study was True-Experimental with post-test only control group design. The population was 59 students of the fifth grade and the sample was selected by using cluster random sampling. The sample of this research study was 22 students in 5A as an Experimental Group while 22 students in 5B as a Control Group. The experimental group was taught by using Word Family Game and control group was taught without using Word Family Game. The data was analyzed descriptively and inferentially through SPSS 16.0 Program. Descriptively, the students in experimental group were achieved better than the students in control group. It was proven by the result of the mean score of the experimental group was 90.45, while the mean score of control group was 83.18. The result of the t-test also showed that the score of the (tobs) was 3.393 which the score of (tcv) was 1.682 which based on the degree of freedom was 42. It showed that the (tobs) > (tcv), where: 3.393 > 1.682. It could be concluded that the word family game had a significant effect on the students’ vocabulary mastery rather than using conventional teaching. 


Gamification ◽  
2015 ◽  
pp. 472-487 ◽  
Author(s):  
Hui-Chun Chu ◽  
Chun-Ming Hung

In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two classes of the elementary school participated in the experiment. One class of 30 students was selected as the experimental group, and the other class of 29 students was the control group. From the experimental results, it was found that the proposed game development-based learning approach could effectively promote the students' problem-solving skills. However, the students' learning achievement and motivations were quite different from our expectations. A discussion of the experimental group interview data is provided and suggestions made.


2020 ◽  
Vol 10 (2) ◽  
pp. 187
Author(s):  
Hafiziani Eka Putri ◽  
Idat Muqodas ◽  
Ayu Shandra Sasqia ◽  
Afif Abdulloh ◽  
Aan Yuliyanto

<span>This research was motivated by limited self-regulated learning (SRL) in elementary school students. The aim of this research was to understand the increase in SRL of elementary school students apply the Concrete-Pictorial-Abstract (CPA) approach which was reviewed as a whole and based on Early Mathematical Ability (EMA) during the COVID-19. This study was applied with a quasi-experimental method through a nonequivalent control group. Determination of the sample through purposive sampling on fifth-grade elementary school students in Central Jakarta. The sample coincide of 27 students each for the CPA and the conventional class. Measurement through a scale of SRL. This research informs the students' SRL on CPA learning that is significantly better than SRL with conventional approach reviewed as a whole and in the medium EMA group., however, based on the high and low EMA groups, SRL students who received CPA learning were not significantly better than those with conventional learning.</span>


2017 ◽  
Vol 1 (3) ◽  
pp. 162
Author(s):  
Putu Tressya Susanti

This study aimed at investigating whether or not there was a significant effect of using Word Clap Game on the vocabulary mastery of the fifth grade students of SD Negeri 1 Banjar Jawa. The research was true experimental with Post-test Only Control Group Design. The population was the fifth grade students of SD Negeri 1 Banjar Jawa. Cluster Random Sampling was assigned to select the sample of the study. The samples were 30 students at grade 5A for experimental group and 30 students at grade 5B for control group. Those two groups were determined by lottery. The experimental group was taught by using Word Clap Game and the control group was taught by using conventional teaching technique. The data were analyzed by using T-test through SPSS program. The result of the data analysis showed that students in experimental group performed better than the students in control group. It was proven by the result of the descriptive statistics that showed the mean score of the experimental group was 89,33 while the mean score of the control group was 84,67. The result of the t-test also showed that the value of the tobs was greater than the tcv where the tobs was 2,586 while the tcv was 1,672. Based on the findings, it was concluded that there was a significant effect of using word clap game on the students’ vocabulary mastery rather than using conventional teaching. 


2017 ◽  
Vol 1 (3) ◽  
pp. 142 ◽  
Author(s):  
N. W. S. Mahayanti ◽  
L.P. Artini ◽  
I. A. Nur Jannah

This study was aimed at investigating whether or not there was a significant effect of the implementation of Big Book as media on reading comprehension achievement of the fifth grade students. This study was conducted in SD Laboratorium Undiksha Singaraja in the form of an experimental research with post-Test only Control Group Design. The population was the fifth grade in which two classes were selected as the sample of the study. Then, the samples were decided as the experimental group and control group by using lottery. The experimental group was taught by using Big Book as media and the control group was taught by using conventional media. The data were analyzed by using t-test through SPSS 17.0. The result of the data analysis showed that students in experimental group performed better than the students in the control group. It was proven by the result of the descriptive statistics that showed the mean score of the experimental group was 85.51 while the mean score of the control group was 75.56. The result of the t-test also showed that the value of Sig (2-tailed) 0.000 was less than 0.05. It can be concluded that there was a significant difference of reading comprehension achievement between students treated with big book as media and those treated using conventional media at fifth grade of elementary school in SD Laboratorium Undiksha Singaraja.


2017 ◽  
Vol 1 (2) ◽  
pp. 123
Author(s):  
Sri Yuliani

The aim of this study was to find out whether it was effective or not to teach English vocabulary by using guessing game to the fifth grade students of Elementary school 117 Palembang. The population of this study was all the students of elementary school 117 Palembang in the academic year of 2016/2017 with the total number of students was 205. Meanwhile, the sample of the study was taken convenience sampling method. There were 40 students who were classified as the control group and 40 students who were classified as experimental group. The method of the study was quasi experimental method. In collecting the data, the researcher gave a test. In analyzing the data, the researcher used student’s individual score, conversion score range, and t-test. Based on findings, independent sample t-test indicated that value of t-obtained was 5.046 at significant level p>0.005 for two-tailed test t-table is 1.9908. It was concluded that Ho was rejected and Ha was accepted. It is clear that teaching English vocabulary by using guessing game was effective to the fifth grade students of Elementary school 117 Palembang.


2017 ◽  
Vol 5 (2) ◽  
pp. 65
Author(s):  
Henry Suryo Bintoro

The purpose of this study was to determine: (1) whether the learning of mathematics realistic discovery methods aided interactive multimedia produce learning achievement better than conventional learning, (2) whether there is influence students' response to mathematics achievement, (3) whether there is an interaction between learning mathematics with students 'response to students' mathematics achievement. This study uses a quasi-experimental research methods. The population in this study were all fifth grade students of the second semester of the Holy Hadipolo village primary school year 2016/2017, while samples were selected by cluster random sampling is SD 3 Hadipolo as an experimental group with a total of 25 students and SD 2 Hadipolo as a control group by number 25 students. The results showed (1) there are differences in the effect of teaching methods to mathematics achievement, (2) there are differences in mathematics achievement among students with the response study of high, medium, and low., (3) there are differences in the achievement of each learning method consistent at each level of learning responses and differences in learning achievement of each level of learning consistent response to each method of learning.


2020 ◽  
Vol 9 (2) ◽  
pp. 225-239
Author(s):  
Yeni Rima Liana ◽  
Suharto Linuwih ◽  
Sulhadi Sulhadi

This research analyzed media feasibility and effectiveness based on IoT with a problem-solving approach that provides real experience to improve students' HOTS on thermodynamics law material. The Borg Gall method's research development simplification had three stages: preliminary study, development, and field testing. The research subjects consisted of four lecturers as expert validators, two physics teachers, and three groups consisting of 108 in science XI grade students of Senior High School in Batang Regency, Central Java. Data collecting techniques were using questionnaires, observation, interviews, and written tests. The results of the validation of media experts and material experts were 3.84 and 3.75, respectively. The results of teacher responses and students' responses were 3.92 and 3.50 in the excellent category. The product's effective contribution to improving HOTS from the Multivariate Test analysis on GLM based on the partial eta squared value was 85.9%. The mean difference (MD) test results were -30.600 for the experimental group, while the control groups were -5.879 and -16.125, respectively. The more negative the Mean Difference (MD) score, the higher the students' HOTS. This shows that there is an experimental group giving improved scores better than the control group. This shows that there is an experimental group giving improved scores better than the control group. IoT is an opportunity for teachers to see technology as part of education because technology is the current millennial generation's cultural artifact.


2019 ◽  
Vol 3 (2) ◽  
pp. 220
Author(s):  
Ni Pt. Utami Dewi Narayani

This study aimed at investigating the significant effect of realistic mathematic approach problem solving-based with concrete media towards mathematic achievement in fifth grade of elementary school in Gugus I Kecamatan Banjar Kabupaten Buleleng in academic year 2017/2018. This was a quasi-experimental research utilizing non-equivalent post-test only control group design. There were 134 students from fifth grade Gugus I Kecamatan Banjar Kabupaten Buleleng as the population of this study. The samples of this study were 60 students which consisted of 30 students from fifth grade of SDN 3 Kaliasem as experimental group and 30 students from fifth grade of SDN 3 Temukus as control group. The samples were chosen using random sampling technique. The data of mathematic achievement result collected by using method test with mathematic achievemen tresult test instrument, in from of multiple choice. The obtained data were analysed descriptively and inferentially t-test. The comparison of mean score from experimental and control group reveals that  higher score than the control one (19,36>13,70). Hypothesis testing shows that tobserved is higher than t critical value (9,39>2,05) at the level of significance 5%, hence H0 is rejected and H1 is accepted. This indicates that investigating the significant effect of realistic mathematic approach problem solving-based with concrete media towards mathematic achievement in fifth grade of elementary school in Gugus I Kecamatan Banjar Kabupaten Buleleng in academic year 2017/2018.


2017 ◽  
Vol 24 (1) ◽  
pp. 1
Author(s):  
Kartadi Ni Komang Amelia ◽  
Sudirman Sudirman ◽  
Kusuma I Putu Indra

This study aimed at investigating of the effect of using word family game committed by the fifth grade student in SD Negeri 1 Astina in mastering the English vocabulary. This study was True-Experimental with post-test only control group design. The population was 59 students of the fifth grade and the sample was selected by using cluster random sampling. The sample of this research study was 22 students in 5A as an Experimental Group while 22 students in 5B as a Control Group. The experimental group was taught by using Word Family Game and control group was taught without using Word Family Game. The data was analyzed descriptively and inferentially through SPSS 16.0 Program. Descriptively, the students in experimental group were achieved better than the students in control group. It was proven by the result of the mean score of the experimental group was 90.45, while the mean score of control group was 83.18. The result of the t-test also showed that the score of the (tobs) was 3.393 which the score of (tcv) was 1.682 which based on the degree of freedom was 42. It showed that the (tobs) > (tcv), where:  3.393 > 1.682. It could be concluded that the word family game had a significant effect on the students’ vocabulary mastery rather than using conventional teaching.


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