scholarly journals IMPLEMENTASI STRATEGI DISCOVERY LEARNING DALAM PEMBELAJARAN MATEMATIKA SD

Author(s):  
Sukamto .

This research is based on the results of integrative thematic learning which has not been optimal yet, for the average score on student learning outcomes has not yet reached the KKM. That is because the new curriculum 2013 which just in progress, the lack of motivation and interest in learning that implied in low student learning outcomes, the lack of media use which is interesting so that the learning activity looks less active, the teacher is still teaching using conventional models, and the models of group investigation have not. Type of ?é?áthis research is classroom action research . The data in this study was obtained through test, observation sheet activities of student and teacher learning activities observation sheet. This study was conducted in three cycles. At each cycle consists of four stages, those are planning, action, observation, and reflection. Based on the analysis result of research data after getting the action,?é?á it has been an increase in student learning outcomes in each cycle, as follows: In the first cycle, student learning outcomes previously only reached 60%, with the value of student activity reached 79%. In the second cycle learning outcomes of students increased to 76%, with the value of student activity reached 85%. In the third cycle of student learning outcomes increased to 92%, with the value of student activity reached 92%. In the third cycle has reached the specified performance indicators, this research is successful.  

Author(s):  
Timour Ambarita

The purpose of this research are: (1) To increase student learning activity on Civic subject by using Inside-Outside Circle model. (2) To improve learning outcomes by using Inside-Outside Circle technique. This type of research is classroom action research (CAR). Implementation carried out as much as 2 cycles, each cycle consists of planning, action, observation, and reflection. The subjects of the study were the fourth grade students of SDN 101768 Tembung. Data collection techniques used were interviews, observations and tests. The results show that the use of Inside-Outside Circle model can increase student activity and learning result which is seen from the increase of active participation of students in group discussion, ability to identify learning with Inside-Outside Circle model. Improved learning process is able to increase student learning activities. The liveliness of students in asking before action 14,81%, in cycle I is 37,2%, in cycle II is 81,45%. The activity of students in answering questions before action 7.4%, in the first cycle is 37.03%, the second cycle is 74.07%. Student activity in attitude before action of 7,4%, in cycle I is 44,4%, in cycle II is 74,07%. Activity of student in doing problem independently before action 37,03%, in cycle I is 55,5%, in cycle II is 74,07%. Value of PKN student learning outcomes before action is only 31.25% with an average score of 56.5 while in cycle I, the value of student learning outcomes increased to 62.5% with a mean score of 70.31. In the second cycle the value of student learning outcomes that reach KKM is 81.25% with an average value of 74.06.


2018 ◽  
Vol 6 (2) ◽  
pp. 61
Author(s):  
Sri Erdawaty ◽  
Hikmawati Hikmawati ◽  
Kosim Kosim

[Title: The Implementation of Mindscaping Method in Physics Learning as an Effort to Improve Student Learning Outcomes]. This study aims to improve the activities and outcomes of student physics learning by applying the mindscaping method. This type of research is classroom action research conducted in three cycles. Each cycle consists of planning, action, observation, evaluation and reflection. Student learning activity data is obtained by observation while student learning outcomes data are obtained by giving objective tests at the end of each cycle. The application of the mindscaping method in this study is said to be successful if 85% of students achieve learning outcomes greater or equal to 65, while student learning activities are at least active categories. The results of the study showed an increase in student learning activities each cycle, namely in the first cycle the category was quite active to be very active in the second cycle and in the third cycle. Student learning outcomes can be seen from the classical completeness value which has increased in each cycle, each has a value of 76% in the first cycle, 80% in the second cycle, and 92% in the third cycle. Thus it can be concluded that the application of the mindscaping method has succeeded in increasing the activities and results of student physics learning.


2018 ◽  
Vol 2 (3) ◽  
pp. 346
Author(s):  
Arman Syah

This study is based on the learning outcomes of social studies students of grades VI SD Negeri 016 Bukit TimahKecamatan Dumai Selatan Kota Dumai is still very low. This study aims to improve social studies learningoutcomes. From the data analysis, there is an increase of both teacher activity, student activity, and studentlearning result, that is teacher activity at meeting 1 cycle I percentage is 58,3% (enough) and at the secondmeeting increased to 70,8% (good). In cycle II the third meeting of teacher activity value from 70,8% (good) to83,4% (very good) and at the fourth meeting increased to 95,8% (very good). Judging from the activity ofstudents also experienced an increase from 54,2% (enough) to 62,5% (good). In the second cycle of the thirdmeeting to be 79,2% (good) and at the fourth meeting increased to 91,7% (very good). Judging from the resultsof the students also experienced increase from the average score of students on the basic score of 55.25 after thefirst cycle the average student score increased to 73,75 with an increase of 18,5 points from the baseline score.In the second cycle student learning outcomes also experienced an increase of 12 points from cycle I withaverage student scores 85,75. From the data analysis there is an increase both from teacher activity, studentactivity, and student learning outcomes. It can be concluded that the advancement of model Numbered HeadsTogether (NHT), can improve the learning outcomes of social studies learning outcomes of class VI SD Negeri016 Bukit Timah Kecamatan Dumai Selatan Kota Dumai.


Jurnal PGSD ◽  
2020 ◽  
Vol 13 (1) ◽  
pp. 77-85
Author(s):  
Herman Herman ◽  
Irfan Supriatna

This study aims to improve the activities and learning outcomes of thematic learning in grade II elementary school students through the application of picture and picture models. The research method used was classroom action research (clascroom action research) with a cycle of Kemmis and Taggart using 4 stages namely planning, action, observation, reflection. Research subjects with 27 students consisting of 14 men and 13 women. The results of the study stated that an increase in student activity and learning outcomes in thematic learning in class II, this can be seen from the increase in the average acquisition of student activity scores in the first cycle obtained an average score of 31 increased to 35.5 with a good category in the second cycle. Then the learning outcomes are proven from the average value and the percentage of student learning in the form of cognitive, affective and psychomotor values. Cognitive Value The highest average value is in the natural science subjects at 84.16 with the percentage of student learning reaching 100% and the lowest average value in mathematics subjects at 80.83 with the percentage of student learning only reaching 83.39%. Affective value, the highest percentage of criteria namely in SBK, Natural Sciences and Civics reached 88.88% or as many as 24 people and the lowest percentage of criteria namely in mathematics subjects only reached 81.48% or as many as 22 people. Psychomotor scores, the highest percentage of criteria namely SBK, Natural Sciences and Civics reached 88.88% or as many as 24 people and the lowest percentage of criteria namely in Mathematics and Social Sciences subjects only reached 85.18% or as many as 23 people. The conclusion is that the application of picture and picture models in grade II elementary schools can increase the activities and learning outcomes of thematic learning.


2018 ◽  
Vol 2 (3) ◽  
pp. 439
Author(s):  
Eriyanto Eriyanto

This research is motivated from the learning outcomes of class V SD Negeri 011 Desa Baru Kecamatan SiakHulu which is still very low. This study aims to improve learning outcomes penjaskes. From the data analysis,there is an increase of both teacher activity, student activity, and student learning result, that is teacher activityin meeting 1 cycle I percentage is 70% (high) and at second meeting increased to 80% (high). In the secondcycle of the third meeting the value of teacher activity from 80% (high) to 90% (very high) and at the fourthmeeting increased to 95% (very high). Judging from the activity of students also experienced an increase from65% (high) to 75% (high). In cycle II the third meeting becomes 85% (very high) and at the fourth meeting itincreases to 90% (very high). Judging from the result of student learning also experience improvement, fromstudent average score on base score that is 50,25 after cycle I student average score increased to 70,5 withincrease as much 20,25 point from base score. In the second cycle of student learning outcomes also increasedas much as 15.25 points from cycle I with average student's grade of 85.75. From the data analysis there is anincrease both from teacher activity, student activity, and student learning outcomes. It was concluded that theimplementation of the strategy of playing kangaroo jump (longu) can improve the learning outcomes of class VSD Negeri 011 Desa Baru Kecamatan Siak Hulu.


2018 ◽  
Vol 2 (3) ◽  
pp. 468
Author(s):  
Zulhamdi Zulhamdi

This research is based on the result of science learning of grade VI students of SD Negeri 018 Kubang JayaKecamatan Siak Hulu Kabupaten Kampar which is still very low. This study aims to improve science learningoutcomes. From the data analysis, there was an increase of both teacher activity, student activity, and studentlearning result. The teacher activity at the 1st cycle meeting percentage was 70% (good) and at the 2nd meetingincreased 5% to 75% (good). In the second cycle of the meeting 3 teacher activities increased 10% from 75%(good) to 85% (very good) and at meeting 4 increased 10% from 85% (very good) to 95% (very good). Judgingfrom the student activity also increased from the 1st meeting of cycle I was 65% (enough) and at meeting 2increased 15% to 80% (good). In the second cycle of meeting 3 it increases 5% from 80% (good) to 85% (verygood) and at meeting 4 increases 10% from 85% (very good) to 95% (very good). Judging from the results of thestudents also experienced preningkat, from the average score of students on a basic score of 62.78. after the firstcycle the student's average score increased to 79.44 with an increase of 16.66 points from the baseline score. Inthe second cycle student learning outcomes also increased as much as 11.67 points from cycle I with averagestudent's grade 91.11. From the data analysis there is an increase both from teacher activity, student activity,and student learning outcomes. It can be concluded that the advancement of contextual learning can improve thelearning outcomes of science students of grade 6 of SD Negeri 018 Kubang Jaya Kecamatan Siak HuluKabupaten Kampar.


2015 ◽  
Vol 6 (1) ◽  
pp. 24
Author(s):  
Lucky Susilo

This research is to improve student learning outcomes of civic education about the hero. This research was conducted in SDN Sesayap Tana Tidung, with 23 students as research subjects. This research is an action using Kemmis and McTaggart models in two cycles. Each cycle consists of planning, action, observation, and reflection. The results showed an increase in student learning outcomes of civic education, the hero mainly about understanding the meaning and involve symbols in understanding Pancasila Pancasila principles completely. This was evidenced by the increase in student learning outcomes Civics of my heroes from the 50% of students complete with the average score was 69 in the first cycle, increased to 80% of students complete with the average score was 77 in the second cycle. Activities of teachers and students through role playing method attained mastery learning (100%) at the end of the cycle. The conclusion of this study indicate that the use of methods Role Playing makes the students more active in learning appropriate to their developmental age.   Keywords: The Students’ Study Result Of Civic Education, Role Playing Method                  Action Research   Penelitian ini untuk meningkatkan hasil belajar siswa dari pendidikan kewarganegaraan tentang pahlawan . Penelitian ini dilaksanakan di SDN  Tana Tidung, dengan 23 siswa sebagai subyek penelitian. Penelitian ini merupakan penelitian tindakan dengan menggunakan Kemmis dan model McTaggart dalam dua siklus. Setiap siklus terdiri dari perencanaan, bertindak, observasi, dan refleksi. Hasilnya menunjukkan peningkatan hasil belajar siswa dari pendidikan kewarganegaraan, tentang pahlawan  terutama tentang pemahaman makna dan melibatkan simbol prinsip pancasila dalam memahami pancasila benar-benar. Hal itu dibuktikan dengan meningkatnya hasil belajar siswa PKn tentang pahlawan saya dari 50% siswa lengkap dengan skor rata-rata adalah 69 pada siklus I, meningkat menjadi 80% siswa lengkap dengan skor rata-rata adalah 77 pada siklus kedua. Kegiatan guru dan siswa melalui metode Role Playing dicapai belajar penguasaan (100%) pada akhir siklus. Kesimpulan dari penelitian ini menunjukkan bahwa penggunaan metode Role Playing membuat siswa lebih aktif dalam belajar yang sesuai dengan perkembangan usia mereka. Kata kunci: Pendidikan Kewarganegaraan, Role Playing Metode, Penelitian Tindakan


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.


2018 ◽  
Vol 4 (2) ◽  
pp. 185
Author(s):  
Siti Nurohmah ◽  
Nanang Kosim ◽  
Dede Rohaniawati

This study aims to determine student learning outcomes in Arabic subjects before the application of Big Book media, the process of applying Big Book media and student learning outcomes after the application of Big Book media in class IV MI Naelushibyan. The research method used is classroom action research through four repetitive stages of planning, implementation, observation or observation, and reflection. The object of research was 15 students. The research instrument consisted of a teacher activity observation sheet, a student activity observation sheet and a written test. Data collection techniques use observation and test techniques. The results obtained from this study are the learning outcomes of students in the pre cycle get an average score of 53. The first cycle obtained the average value of teacher activity 72.2% and cycle II obtained an average value of 94.4%. Student activity in cycle I obtained an average value of 69.21% and cycle II obtained an average value of 91.07%. Student learning outcomes in cycle I obtained an average value of 77, cycle II obtained an average value of 83.6. It can be concluded that Big Book media can improve student learning outcomes.


2018 ◽  
Vol 1 (1) ◽  
pp. 13-26
Author(s):  
Fitria Nurhayati ◽  
Susti Rahmah Yulita

The study aims to improve the activity and learning outcomes of students using the Think Pair Share Cooperative Share model with a puzzle game togetherness on thematic learning. Classroom Action Research, implemented two cycles. Instruments used were observation sheets and test sheets. The test data were analyzed by using the average formula and the percentage of learning mastery, on the affective and psychomotor observations using the affective and psychomotor percentage formula, the observational data using the average formula score and value range. The result of research are: (1) cycle I score of activity of teacher 34 with good category, student activity score 33,75 with good category. Student learning outcomes cycle I measured by the evaluation at the end of the learning of Mathematics 87.94 with the completion percentage of classical learning that is Mathematics 91.17. The highest affective aspect assessed 29 persons with 85.29% percentage and the lowest aspect responded to 21 people with a percentage of 61.76%. Psychomotor highest aspect imitate and articulate 34 people with 100% percentage and lowest aspect manipulate 30 people with 88.23% percentage. (2) cycle II score of teacher activity 35,5 with good category, student activity score 35 with good category. The result of student learning cycle II is measured using evaluation test at the end of learning that is Mathematics 88,23 with percentage of complete learning of classical that is Mathematics 94,11. The highest affective aspects of living and receiving 34 people with 100% percentage, lowest aspect responding 27 people with 79.41% percentage and psychomotor aspects of articulation, manipulating and imitating 33 people with 100% percentage. Based on the results of this study can be concluded that the application of Thematic model of cooperative model Think Pair Share type through the game togetherness puzzle Class II B SD Negeri 20 Kota Bengkulu can increase activity and learning outcomes.


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