scholarly journals The Effect of Pair Programming Learning Model on Learning Outcomes of Basic Programming of Vocational School Students

Author(s):  
Fany Rosita Dewi ◽  
Ekohariadi Ekohariadi ◽  
Soeryanto Soeryanto ◽  
Tri Rijanto Tri Rijanto

The main problem in formal learning today is the low absorption of students in understanding the material. This can be seen from the average student learning outcomes which are always still low. Low learning outcomes are indicated because the learning conditions are still conventional (lectures, practicums, and discussions). This study aims to determine the effect of pair programming learning models 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 pair programming learning model and student learning outcomes, which means that student learning outcomes can be improved through the application of the pair programming learning model.

Author(s):  
Lera Kurniatul Aslam ◽  
Suparji Suparji ◽  
Tri Rijanto

The main problem in formal learning is that teachers carry out learning with direct learning models and lectures. The right learning model can maximize student learning outcomes and learning objectives will be achieved. This study aims to determine the effect of the Problem Based Learning (PBL) learning model on the 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 problem-based learning (PBL) model variable and student learning outcomes, which meant that student learning outcomes could be improved through the application of the Problem Based Learning (PBL) learning model.


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):  
Enny Rahayu ◽  
Mutia Febriyana ◽  
Halimah Tussadiah

Student Centered Learning-based learning model which was conducted online in the midst of the Covid 19 pandemic in Indonesian language learning at SMP Muhammdiyah 01 Medan, namely in class VII junior high school students. This study uses a 4D development model (define, design, develop, and disseminate). The subjects of this study were students of SMP Muhammadiyah 01 Medan class VII-A using a small class scale totaling 25 students. Obtaining data through documentation techniques, questionnaires, observation and tests. The data analysis technique used is descriptive quantitative data analysis. The feasibility of learning media refers to the results of media assessments by the developed learning media experts. The results of this study indicate that the powtoon learning media using a student centered learning-based learning model has met the appropriate and valid criteria for use in Indonesian online learning in the midst of the Covid 19 pandemic where in this case learning activities, teacher and student interactions get a percentage of student learning completeness. The test given was 85%. Based on the results of the analysis of student learning outcomes tests, it can be concluded that student learning outcomes tests developed using Powtoon media with a student centered learning based learning model obtained complete criteria.


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.


2016 ◽  
Vol 2 (1) ◽  
Author(s):  
Miftah Farid Adiwisastra

Abstract - This study aims to build a model of multimedia learning such as drill and practice that improve for student learning outcomes. The method used is us in this research is a method of research and development (R & D). Its for test the performance of the media as well as determine the feasibility of this game was tested to the field. It is hoped this game could help improve student learning outcomes. This study also aims to determine the views and interests of students towards learning using multimedia learning model of drill and practice, and to see the validity or appropriateness interactive quiz game that has been built as well as to see the students' multimedia assessment have been developed. Questionnaires were used in this study include field survey questionnaire used is given to two junior high school students of Islamic Boarding School Darul Muta'allimin Tasikmalaya and student assessment questionnaire to the interactive quiz game. In this research showed that almost all of the students gave positive responses regarding the use of multimedia learning model such as drill and practice with an interactive quiz game, students give a very good assessment of the learning multimedia interactive quiz game with a percentage rating of 91, 979%, and get increased learning outcomes. Keywords : Multimedia Learning, Drill and practice, Interactive Quiz Game Abstrak - Penelitian ini bertujuan untuk membangun multimedia pembelajaran model drill and practice untuk meningkatkan hasil belajar siswa. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan atau Research and Development(R&D). Menguji kinerja media serta mengetahui tingkat kelayakan game ini diujikan ke lapangan. Diharapkan game ini mampu membantu meningkatkan hasil belajar siswa. Penelitian ini juga bertujuan untuk mengetahui pandangan dan ketertarikan siswa terhadap pembelajaran yang menggunakan multimedia pembelajaran model drill and practice dan untuk melihat validitas atau kelayakan game kuis interaktif yang telah dibangun serta untuk melihat penilaian siswa terhadap multimedia yang telah dikembangkan. Kuisioner yang digunakan dalam penelitian ini diantaranya adalah kuisioner survey lapangan yang diberikan kepada 2 siswa SMP IBS Darul Muta’allimin Tasikmalaya dan kuisioner penilaian siswa terhadap game kuis interaktif. Dari penelitian ini didapatkan hasil yaitu hampir seluruh siswa memberikan respon positif mengenai pembelajaran yang menggunakan multimedia pembelajaran model drill and practice dengan game kuis interaktif , siswa memberikan penilaian sangat baik terhadap multimedia pembelajaran game kuis interaktif dengan persentase penilaian sebesar 91.979%, dan mengalami peningkatan hasil belajar. Kata kunci : Multimedia Pembelajaran, Drill and practice, Game kuis interaktif


2020 ◽  
Vol 8 (1) ◽  
pp. 54-65
Author(s):  
Mar'atus Sholikah ◽  
Sutirman Sutirman ◽  
Febrika Yogie Hermanto

This study aims to determine the effectiveness of entrepreneurship learning models based on social missions to advance entrepreneurial interest in vocational high school students. Experimental research use as a method, with 72 students participating in Class XII of SMK Negeri 1 Kudus. Data collection using questionnaires and learning outcomes. Data analysis using ANOVA and Scheffe test. The results showed that student learning outcomes with social mission learning models and conventional learning models have differences, where the social mission learning model is more useful to improve student learning outcomes and entrepreneurial interest. More than that, the social mission-based entrepreneurship learning model is needed in the curriculum. Entrepreneurship training through social mission will prepare students to become entrepreneurs, in addition to being more concerned about the environment and society. Future research needs to focus more on studying entrepreneurship learning curricula in vocational high schools.  


2020 ◽  
Vol 10 (1) ◽  
pp. 1
Author(s):  
Robi’atul Adawiyah ◽  
Mohammad Taufiq ◽  
Sri Hartatik ◽  
Akhawani

This study aims to analyze the application of the cooperative learning model of the Student Team Achivment Division type in improving the learning outcomes of elementary school students and to find out the difference in the increase in learning outcomes obtained by students when using the Cooperative learning model of the Student Team Achivment Division type. The difference in the improvement of learning outcomes obtained from 10 relevant journals was caused by the subjects selected by different researchers such as different research sites, different abilities possessed by each selected subject, and different years of research. This type of research is quantitative research using the meta-analysis method. The research begins with formulating research, looking for relevant journals available in electronic media. Based on the analysis of the cooperative learning model, the Student Team Achivment Division type can improve student learning outcomes by an average of 78.59 from the previous 53.53. Based on this research, the application of the cooperative learning model type Student Team Achivment Division can be used as a suggestion to be applied in elementary schools.


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.


2021 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Desi Aryanti Hidayat ◽  
Artika Artika ◽  
Asep Ikin Sugandi

This research is a classroom action research. The problem formulated in this study is whether through a mathematical realistic approach can improve the results of junior high school students' results on set material? The aim is to examine increasing mastery of set concepts. This research was conducted on students of class VII-C SMP PGRI Arjasari 2019/2020 school year with a total of 36 students. The instrument used was a test of learning outcomes as a test of students' mastery of mathematical concepts, for initial tests (before action), cycle I tests and II (after giving the action), and observation sheet at the time of giving and implementing the action. The results of the analysis obtained based on written tests carried out there was an increase in the average learning outcomes In the second cycle, the first meeting average value of 70.1 with the highest value of 90 and the lowest value of 45. After carrying out the actions in the second cycle of the second meeting there was an increase in the results student learning. This is seen in the average value of 80.92 with the highest value of 100 and the lowest value of 50. The percentage of classical completeness increased from the first cycle of meeting 1 by 25% and meeting 2 by 38%. Furthermore, in the second cycle also increased, at the first meeting 69% to 86%. Means that had reached more than or equal to the specified KKM 70. At the end of the first cycle student learning outcomes seen that at the end of the first cycle the percentage of learning completeness was 38% and does not meet the classical learning completeness criteria that have been determined, then the research is continued to the second cycle. After the implementation of the second cycle, shows that at the end of the second cycle learning achievement reached 86% with the number of students who completed as many as 31 students, meaning completeness based on the number of students when that is 36 people, because there are 5 people who haven't finished.


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