scholarly journals Application of It-Based Learning Media to Improve the Basic Skills of Sewing Technology

Author(s):  
Tri Mutmainnah ◽  
Munoto Munoto ◽  
Marniati Marniati ◽  
Tri Rijanto

The purpose of this study was to determine the activities of students in the basic learning activities of sewing technology using video media, to determine the learning outcomes of basic students of sewing technology using video media, and to determine students' responses to the basic learning activities of sewing technology using video media. This type of research is Classroom Action Research (CAR). The learning method is implemented using the direct learning method. Data collection techniques use observation to get data about student activities, performance tests to determine student learning outcomes, and questionnaires to determine student responses. Data analysis using quantitative descriptive. The results showed that student activities which include preliminary, core, and closing activities were said to be very good with an average value of 93% in the first cycle and rose to 96% in the second cycle. Student learning outcomes reached 73% grade completeness in the first cycle and rose to 82% in the second cycle. The average percentage of success in cycle I and II was 77% in the good category. The results of students' responses stated that they agreed that video media made them have a high willingness to participate in learning by 56%, with 47% of students strongly agree that learning with video media was very interesting and not boring, 58% agreed that it was easier to understand learning materials with video media, and 39% agree that video media motivate students to excel.

2019 ◽  
Vol 3 (1) ◽  
pp. 01
Author(s):  
Elsa Farapatana ◽  
Yunita Septriana Anwar ◽  
Abdillah Abdillah

Abstrak: Penelitian ini bertujuan untuk menghasilkan komik dengan metode pembelajaran PQ4R pada materi lingkaran kelas VIII SMP yang memiliki validitas, kepraktisan, dan efektifitas yang baik. Penelitian ini menggunakan model 4-D yaitu tahap pendefenisisan (define), tahap perancangan (design), dan tahap pengembangan  (develop). Instrumen penelitian adalah lembar validasi komik, lembar kepraktisan komik dan lembar efektifitas komik. Hasil penelitian menunjukan bahwa (1) komik matematika dengan metode pembelajaran PQ4R termasuk dalam kategori valid dari aspek materi, bahasa, dan desain dengan skor rata-rata 4.01; (2) komik tersebut termasuk dalam kategori praktis dengan skor rata-rata 4.14; (3) komik tersebut termasuk dalam kategori efektif dengan skor rata-rata 4.06. Kemudian pencapaian aktivitas meliputi (1) aktifitas dalam kegiatan belajar mengajar aktif dengan skor rata-rata aktivitas siswa 4.19; (2) respon siswa terhadap pembelajaran efektif dengan skor rata-rata respon siswa sebesar 4.27; (3) aktifitas dalam kegiatan belajar mengajar aktif dengan skor rata-rata aktivitas guru sebesar 4.42; dan (4) hasil belajar siswa efektif dengan skor rata-rata hasil belajar siswa sebesar 4,00 dan persentase rata-rata siswa yang mencapai nilai ketuntasan minimal 70 adalah 86%.Abstract:  This study aims to produce comics with the PQ4R learning method on the material of the class VIII of junior high school that has good validity, practicality and effectiveness. This study uses a 4-D model, namely the stage of define, design, and  develop. The research instruments were comic validation sheets, comic practicality sheets and comic effectiveness sheets. The results showed that (1) mathematical comics with the PQ4R learning method included in the valid category of material, language, and design aspects with an average score of 4.01; (2) the comic is included in the practical category with an average score of 4.14; (3) the comic is included in the effective category with an average score of 4.06. Then the achievement of activities includes (1) activities in active teaching and learning activities with an average score of student activity 4.19; (2) student responses to effective learning with students' average response scores of 4.27; (3) activities in active teaching and learning activities with an average score of teacher activity of 4.42; and (4) effective student learning outcomes with an average score of student learning outcomes of 4.00 and the average percentage of students who achieve a minimum completeness score of 70 is 86%.


2018 ◽  
Vol 2 (1) ◽  
pp. 13
Author(s):  
Dewi Afriany Susanti

The research conducted is Classroom Action Research by using Picture and picture model based on multimedia by internalizing character education on civic education Subject, State IV State Elementary Matter Material 040448 Kabanjahe Lesson Year 2016/2017.The location of this research is SD Negeri 040448 Kabanjahe. The subjects in this study were third-grade students of SD Negeri 048232 Kabanjahe which amounted to 49 students and as an object is an improvement of learning on the material of State Coat by using Picture and picture model based on multimedia.Data Collection Techniques are Observation Sheet Teachers and Observation Sheets of student activities. Data analysis techniques used were observation and test sheets.Based on the research that has been done then the implementation of learning activities of teachers 80% (good category), the implementation of learning activities 87 students (good category), and student learning outcomes 85% classically, and the average value 82.From the results of this study can be concluded that the implementation of learning included into both categories, and student learning outcomes have been increased and completed in a classical manner using the Picture and picture model based on multimedia to Improve Student Results on civic education Subjects, State IV State Elementary School 040448 Kabanjahe Lesson Year 2016/2017.


Author(s):  
Yulanti S. Mooduto ◽  
Adinda Vrisca Musa

The purpose of this research was to improve student learning outcomes by using the Joyful Learning Method in social studies subjects for class IV at SD Negeri 16 Paguyaman, Boalemo Regency. The results indicated the Joyful Learning method can improve student learning outcomes in social studies subjects. This is indicated by the results of student learning activities in the first cycle reaching an average percentage of 71.25% and in the second cycle an average of 85%, with an increase of 13.75%. Likewise, the learning outcomes of students produced with a mastery percentage of 61.91%, with a KKM 75, while the average value of students in the second cycle experienced an increase, with a completeness percentage of 80.95%. The conclusion is the implementation of the Joyful Learning method can improve student learning outcomes in social studies subjects


2020 ◽  
Vol 5 (1) ◽  
Author(s):  
Sutrisno Sutrisno

This Best Practice writing aims to: (1) describe the increase in student learning activities through online learning with Google Classroom and (2) describe the improvement in student learning outcomes through online learning with Google Classroom during the Covid-19 pandemic. The subject of the writing of this Best Practice is the students of class XI MIPA 2 in SMA N 1 Bantul in Academic Year 2019/2020, with a total of 30 students. Writing this Best Practices using descriptive methods. Information is collected based on student activities through documentation and student learning outcomes using tests. The strategy used is online learning with Google Classroom through five operational stages, namely: (1) Teacher Planning Learning Implementation Plan (RPP); (2) The teacher starts the learning and assignment material then uploads it to Google Classroom; (3) Students learn learning materials and work on assignments given by the teacher with Google Classroom using a cellphone or laptop; (4) The teacher monitors the implementation of the online learning process; (5) The teacher provides feedback online learning and the work done by students is also uploaded. The implementation of online learning with Google Classroom during the Covid-19 pandemic can increase: (1) student activity in learning. The percentage of student activeness in face-to-face learning was 71.39% with the active category increasing to 75.83% with the very active category in online learning with Google Cassroom; and (2) student learning outcomes. The average value of student learning outcomes in KD previously with face-to-face learning was 85.16 with a good category, an increase of 5.11 to 90.27 with a good category in online learning using Google Classroom on the Job Application Letter material.


2020 ◽  
Vol 3 (1) ◽  
pp. 38-46
Author(s):  
Muhammad Asyari Pupanosa

This study aims to determine the increase in student activity and learning outcomes in chemistry subjects by applying D 'jigsaw termoboard learning at Muara Kelingi High School on Thermochemical material. The research method used was Classroom Action Research (CAR). The study was conducted in two cycles, where each cycle consisted of two meetings. Data collection techniques using the end of the cycle test and observation sheet. Tests are used to determine student learning outcomes and observation sheets are used to determine student activities. The results showed that the average value of pre-cycle student learning outcomes was 44.0 with a percentage of completeness of 31.4%, the average value of student learning outcomes after the first cycle of action was 55.4 with a percentage of completeness of 62.9% , the average value of student learning outcomes in the second cycle was 70.3 with a percentage of completeness of 82.9%. Where the results of Cycle II> Cycle I. It was concluded that D 'jigsaw termoboard learning in learning can improve chemistry activities and learning outcomes. Keywords: D 'jigsaw termoboard learning, Learning Outcomes, Learning activities


Author(s):  
Maria Marlin Sutejo ◽  
Dwi Noviani Sulisawati

The recitation method is a learning method that is characterized by the work of assignments by students. Analogy ability is the ability of a person (student) in solving problems by drawing conclusions based on the similarity of the process or the data provided. Learning outcomes are abilities possessed by students after students carry out learning activities. This study aims to describe how the process of applying the Recitation method improves students' analogical thinking skills and student learning outcomes. The subjects in this study were students of class VIIIA SMP Satya Dharma Jalan Puger, Balung District, Jember Regency. Data collection techniques were carried out with observation sheets, tests, and documentation. This research uses classroom action research (CAR). The results of the study can be seen from the acquisition of the percentage of teacher and student activities in the first cycle of 94.87% and 87.17% respectively, while in the second cycle the percentage of teacher and student activities is the same, namely 97.43%. Analogy thinking ability and student learning outcomes in the first cycle respectively get an average of 41.26% and 60% while in the second cycle the average Analogy thinking ability and student learning outcomes are 66.98% and 80.47%. So it can be concluded that applying the recitation method can improve students' analytical thinking skills and student learning outcomes.


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.


2019 ◽  
Vol 2 (1) ◽  
pp. 159-174
Author(s):  
ICHA TERESIA GINTING

This study aims to improve student learning outcomes in science subjects in grade IV SD Negeri 047166 Sukadame by using a Scientific model. Subjects in this study were fourth grade students totaling 28 students and the object of this study was to improve student learning outcomes by using a Scientific model. This type of research is Classroom Action Research (CAR) which is divided into 3 stages, namely general ideas, exploration, and action plans. Data collection techniques used are tests and observations, tests are given as many as 10 questions in multiple choice form. The questions given were pretest, post cycle I and post cycle II. While observation includes observing teacher activities and observing student activities in the learning process.The results of the study indicate an increase in student learning outcomes. In the pretest, it was found that the average value of 50 and the level of completeness in classical was 17.9%. In cycle I experienced an increase after using a Scientific model with an average value of 72.14, with a classical completeness level of 39.3%. And after the action taken and given post cycle II, it was obtained as many as 25 students who completed their learning outcomes and 5 students who did not complete their learning outcomes with the average posttest value of cycle II increased to 84.2% and the classical completeness level reached 82.1% . From the results obtained it can be concluded that the Scientific model can improve student learning outcomes in class IV SD Negeri 047166 Sukadame Learning Year 2018/2019. Based on the results of the study, the teacher is advised to use a Scientific model because it is proven to improve student learning outcomes.


2019 ◽  
Vol 2 (1) ◽  
pp. 313
Author(s):  
Edy Hariyanto

This research is a Classroom Action Research about the application of STAD cooperative learning (Student Teams Achievement Divisions) with a contextual approach to increase student activity and learning outcomes. The research was conducted in 3 cycles of action. each cycle consisting of one meeting for 3 learning hours. The research subjects were students of class X MIPA-1 odd semester of the 2016-2017 academic year MA Ihyaul Ulum Dukun Gresik. Student learning activities are measured based on an increase in the average percentage of student learning activities, while student learning outcomes are based on the difference in scores between the pretest and post in each cycle. Based on the results of the study, it is known that the application of STAD cooperative learning with a contextual approach can increase activities and learning outcomes. Increased student learning activities are indicated by an increase in the average percentage of student learning activities and the level of success of actions from 55% (less) in the first cycle and in the second cycle increased to 67% (sufficient), and increased again in the third cycle to 75% (good ) While the increase in student learning outcomes based on the average score difference between pre-test and post-test in the first cycle of 28.7 increased to 34.1 in the second cycle and increased again to 34.6 in the third cycle, while the completeness of student learning in the cycle I amounted to 42% then in second cycle it increased to 62%, and increased again to 73% in third cycle.


Author(s):  
Zubaidah Matondang

This study aims to determine whether the use of learning model Listening Team can improve student learning outcomes. This research is a classroom action research conducted at SD Negeri 101768 Lesson Year 2015/2016. Subject of this research is student of class III which amounted to 24 people. Technique of collecting data is done by test method and observation method. Effectiveness research indicators in this assessment include student activities during learning activities and students' learning completeness in a classical way. The results showed the effectiveness of student learning reviewed through learning mastery that is equal to 83.3%. Increase in review through the learning activities of students is 92%. Based on the details of the results of the above research, then learning to use learning model Listening Teams in third grade students SD N 101768 TP 2015/2016 can improve student learning activities and improving student learning outcomes in terms of mastery of student learning classically on money history materials in Social Studies subjects.


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