scholarly journals KEEFEKTIFAN PENGGUNAAN MEDIA "TREE COUPLE" TERHADAP HASIL BELAJAR TEMA LINGKUNGAN SISWA KELAS II SD N MULYOHARJO 01 JEPARA

Author(s):  
Aries Tika Damayani ◽  
Fajar Intan Pradina

This research is motivated by the low learning results obtained by students in the Mathematics and Civics Lessons. Besides, the SD N Mulyoharjo 01 Jepara've never apply learning by using themes or thematic learning in students. To improve the learning outcomes of this environmental theme used instructional media Tree Couple. In the process of learning to use media Tree Couple pemikirannyasecara students can train quickly and precisely.The study was aimed to determine students' mastery learning on environmental themes. The purpose of this study was to determine the effectiveness of media Tree Couple itself.This type of research is quantitative. The population in this study were all students of class II SD N Mulyoharjo 01 Jepara. The sample in this study amounted to 79 students with a saturated sampling technique and design research is pretest-posttest control design.Based on the analysis of research data that has been implemented is obtained t = 3.779 and t table = 1.667 so thitung> ttabel then Ho is rejected. the students who completed the experimental class were 36 students and control class is 20 students. This may imply that the media Tree Couple learning can improve student learning outcomes environmental themes.The conclusion that can be drawn from this study is that the results of student learning theme of the environment by using instructional media Tree Couple more effective and can achieve mastery learning students. Suggestions submitted that teachers should use instructional media Tree Couple because it is more effective and able to achieve mastery learning students.

2016 ◽  
Vol 12 (2) ◽  
pp. 13-117 ◽  
Author(s):  
R. G. Hatika

Dalam usaha mendapatkan hasil belajar siswa yang baik maka tenaga pendidikan harus mempunyai strategi dalam melakukan pembelajaran. Salah satu model pembelajaran yang dapat digunakan yaitu Advance Organizer. Dalam hal menunjang penggunaan suatu model, maka diperlukannya penggunaan media pembelajaran tertentu, salah satu media yang dapat digunakan yaitu media animasi komputer. Sampel penelitian diambil berdasarkan Sampling Jenuh. Desain penelitian yang digunakan dalam penelitian ini adalah desain kelompok Two group posttest only. Hasil analisis daya serap dalam kategori baik, ketuntasan belajar secara klasikal sudah tuntas dan efektivitas pembelajaran adalah efektif. Ini berarti bahwa penggunaan model Advance Organizer berbantu animasi komputer adalah efektif digunakan dalam melihat hasil belajar fisika siswa SMA Rambah Hilir baik ditinjau melalui daya serap, ketuntasan belajar dan efektivitas pembelajarannya.In an effort to get the good results of student learning the teacher must have strategies for learning. One model of learning that can be used is Advance Organizer. In terms of supporting the use of a single model, there is a need for the use of specific instructional media. The media that can be used is computer animation media. The design used in this research was the group design of two group posttest only. The results of the analysis of absorption was in good, classical learning completeness has been completed and the effectiveness of learning was effective. This means that the use of model Advance Organizer assested computer animation is effective in view student learning outcomes of physics at SMA Rambah Hilir well reviewed through absorption, mastery learning and learning effectiveness.


2017 ◽  
Vol 5 (3) ◽  
pp. 301
Author(s):  
Sajarotunnur '

This study aims to improve student learning outcomes by applying the method VII.2 classassignment sheet giving students conducted in March and April 2016. Subjects were seventhgrade students of SMP Negeri 2 Dumai totaling 26 students. The parameters in this study isthe absorption and mastery learning as well as student activities and teacher activities assupporting data. The research instrument used is the study and data collection instruments.The device consists of a learning syllabus, lesson plan, test, observation of student activitysheets, activity sheets teacher observation. The survey results revealed absorption of studentsin the first cycle is 70% with moderate category and second cycle increased to 78% in thehigh category. Mastery learning of students in the first cycle is 88.46% and 88.50% in thesecond cycle students completed. Activities of students in the first cycle an average of80.76%% (very good) and the second cycle is an increase of 97.5% (excellent). It can beconcluded that the method of administration of the student assignment sheet can improvestudent learning outcomes in the classroom ecosystem VII 2 material SMP Negeri 2 Dumai.


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.


Author(s):  
Andi Pranoto

<p><em>The purpose of this study was to improve student learning outcomes in thematic learning in grade II SD. This research is a classroom action research (PTK) which is conducted in three cycles, each cycle consisting of planning, implementation, observation, and reflection stages. The subjects of this study were 10 class II students of SDN Kebandungan for the 2020/2021 academic year. Data collection techniques using observation and tests. Data analysis includes data reduction, data presentation, and drawing conclusions. Research shows that the use of interactive instructional video media can improve student learning outcomes in the subject matter of Theme 4 Sub Theme 1 Learning 1 about determining the flat segment in class II semester I SDN Kebandungan academic year 2020/2021 as evidenced by the percentage of completeness of learning outcomes in cycle I 60% to 80% in cycle II and to 100% in cycle III</em><em>.</em></p>


2020 ◽  
Vol 7 (2) ◽  
pp. 12
Author(s):  
Rasmita Rasmita

This study aims to analyze the effectiveness of the use English modules through the implementation of poster presentations assisted by vlog to improve student learning outcomes in the Information Systems Department at UPI YPTK Computer Science Faculty in Padang. The method used is a mixed method, which combines quantitative and qualitative methods. To achieve the research objectives, the researchers used quasi-experimental design, which involved two groups of participants (control and experimental) in academic year 2017/2018 students majoring in Information Systems, with a purposive sampling technique by taking pre-test, treatment and posttest. The research data were analyzed using the one-sample t-test. The results of the data analysis showed that the pretest and post test scores of the experimental group showed significant differences, while the control group did not show significant differences. This research shows the results that the use of English modules through the implementation of poster presentations assisted by vlog is more effective in improving students’ learning outcomes than those not using the module


2014 ◽  
Vol 2 (1) ◽  
pp. 161
Author(s):  
Amirulmukminin Amirulmukminin ◽  
Syahrir Syahrir

The purpose of this study is to determine the effect of comic media on student learning outcomes of class VII MTs School Year 2012/2013. The type of research used is experimental research. The random sampling technique is performed to determine the experimental and control classes. Therefore, VII-A as the experimental class and VII-B is the control class. The experimental class uses comic media as a teaching material for students. Comic media means to design triangle material in comic form. The results showed that U-test (118.5) > U-table (112). We conclude that there is no effect of the use of comic media on students' mathematics learning outcomes.


2020 ◽  
Vol 4 (3) ◽  
pp. 406
Author(s):  
Nindy Nurwulan ◽  
M. Fahmi Nugraha ◽  
Budi Hendrawan

The low student learning outcomes due to the lack of learning media make it difficult for students to understand learning material. This study aimed to develop video-based learning media about the properties of objects around us in theme 2, sub-themes 1 grade 2nd. This study used a Research and Development (R&D) type of research with a 4D development model consisting of four stages, namely define, design, develop, and disseminate. The methods used in collecting data were observation, interviews, and questionnaires. Data were analyzed using descriptive statistics. The development of video media is valid with: (a) the results of the reviews by linguists get very good qualifications, (b) the results of the reviews of instructional media experts get very good qualifications, (c) the results of the reviews of subject matter experts get very good qualifications, (d) the results of the trial individuals get very good qualifications, (e) the results of small group trials get very good qualifications, and (e) the results of field trials get very good qualifications. So, this study showed that the validity of video-based learning media on qualifications is very good and can improve student learning outcomes.


2015 ◽  
Vol 6 (1) ◽  
Author(s):  
Jumiati Jumiati

The aim of this research was to find out the effect of cooperative learning type snowballthrowing to improve student learning achievement on the reliance mutualin in theecosystem concept. The research was conducted at SMP Negeri 18 Pekanbaru at firstsemester in academic years 2014 / 2015. Design of the research was quasi-experimental,The Matching Only Pretest – Posttest Control Group Design. Sample of the research wastaken two classes with the number of students in each 40 people who were taken by usingsimple random sampling technique. The data were collected by using pretest, posttest andteacher’s and students’ activities observation sheets. The data analysis technique used inthis research was 2 sample independent t test, if the data were normal and homogen. Themean N-gain experimental class was 0.72 high category and the control class was 0.44medium category. Based on the result of statistical test that there were significantdifferences between the mean N-Gain experimental class and control class. Thereby canbe conluded that there were significant application of cooperative learning type snowballthrowing to improve student learning achievement on the reliance mutualin in theecosystem concept class VII SMPN 18 pekanbaru academic year 2014 / 2015.


Author(s):  
Bety Andriyani

<pre><em><span lang="EN-US">The purpose of this study was to improve student learning outcomes in thematic learning my daily assignments at home for Indonesian and math lesson content using the cooperative make a match method. This research is a classroom action research (PTK) which is conducted in three cycles, each cycle consisting of planning, implementation, and reflection stages. The subjects of this study were students of class II SDN Karangkandri 04 Cilacap in the 2020/2021 school year, totaling 29 students. Data collection techniques using tests. Data analysis includes data reduction, data presentation, and drawing conclusions. Research shows that the application of the make a match cooperative learning method can improve student learning outcomes in thematic learning my daily assignments at home for Indonesian and math lesson content in class II SDN Karangkandri 04 academic year 2020/2021 as evidenced by a percentage of 66% ( Indonesian) ; 59% (mathematics) completeness of learning outcomes in cycle I, 93% (Indonesian); 90% (mathematics) in cycle II and 100% (Indonesian &amp; mathematics) in cycle III.</span></em></pre>


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