scholarly journals Efektivitas Pendekatan PMRI dengan Konteks Nasi Tumpeng pada Materi Volume Kerucut di Kelas IX

2019 ◽  
Vol 1 (2) ◽  
pp. 93
Author(s):  
Fentika Rahmadona ◽  
Helni Indrayati ◽  
Indah Widyaningrum

The purpose of this study was to determine the effectiveness of the PMRI approach with the context of cone rice on cone volume material on student learning outcomes in class IX of SMP Negeri 1 Pagaralam 2018/2019 academic year. The method used in this study was True-Experimental Design with a pre-test design posttest control group design. Sample of students including 30 students in the experimental class (IXH) and 32 control class students (IXI). The data collection techniques used were test and documentation. To measure student mathematics learning outcomes in this study used a written test in the form of essays totaling five questions. The hypothesis of the research is PMRI's approach to the context of cone rice in cone volume material is effective on student learning outcomes in class IX of SMP Negeri 1 Pagaralam 2018/2019 academic year. The results of students' mathematics test data using the PMRI approach with the context of cone rice on cone volume material on student learning outcomes in class IX of SMP Negeri 1 Pagaralam in the 2018/2019 academic year were obtained from the average.

2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Arpina Saleha ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Okviyoandra Akhyar

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh media permainan ular tangga senyawa terhadap hasil belajar siswa.Penelitian ini menggunakan nonequivalentcontrolgroupdesign. Populasi dalam penelitian ini adalah seluruh siswa kelas X MIA, sedangkan sampel penelitian yang digunakan yaitu X MIA 2 dan X MIA 3.Pada penelitian ini kedua kelas diberikan perlakuan yang berbeda,kelas X MIA 2 dibelajarkan tanpa menggunakan permainan media ular tangga senyawa, sedangkan kelas X MIA 3 dibelajarkan menggunakan media permainan ular tangga senyawa.Teknik pengumpulan data yang digunakan adalah soal tes pilihan  ganda.  Data  yang diperoleh dianalisis  menggunakan  uji mann whitney u.Data hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas kontrol lebih rendah daripadanilai rata-rata kelas eksperimen.Sehingga dapat disimpulkan bahwa terdapat pengaruh media permainan ular tangga senyawa pada materi tata nama senyawa terhadap hasil belajar siswa di SMA Negeri 1 AlalakThis study aimed to determine whether or not the influence of snake and compound compound media play on student learning outcomes. This study used nonequivalent control group design. The population in this study were all students of class X MIA, while the research samples used were X MIA 2 and X MIA 3. In this study both classes were given different treatments, class X MIA 2 was taught without using snake ladder compound media games, while classes X MIA 3 was taught using the media game snake ladder compound. Data collection techniques usedwere multiple choice test questions. The data obtained were analyzed using the Mann Whitney test. The data of the research showed that the average value of the control class post-test is lower than the average value of the experimental class.  So  it  can  be  concluded  that  there  were  the influence  of  snake  ladder compound  media  on  compound  nomenclature material  on  student  learning outcomes in SMA Negeri 1 Alalak.


Author(s):  
Suci Nur Amaliyah ◽  
Rusijono Rusijono ◽  
Waspodo Tjipto Subroto

ABSTRACTThis research aims to know the effect of cooperative learning model of team game tournament with uno card toward student activity fourth grade student of Elementary School and to know the effect of cooperative learning model of team game tournament with uno card to learning outcomes of Social Studies fourth grade student of Elementary School. This research is conducted in SDN Sidokare IV, Sidoarjo with research subject is fourth grade students in fourth A as control class and fourth B grade students as experiment class school year 2015/2016. The type of research is experiment research with form of research is pretest-posttest control group design. The research data was obtained as follows: students activity at experiment class is better than control class. This condition was shown with tarithmetic score (5,253) > ttable (1.994) with mean score in experiment class is 82,3200 higher than students social skills in control class 71,5600. So, there are effect of cooperative learning model of team game tournament with uno card to student activity. While for second hypothesis testing was showed that student learning outcomes in experiment class is higher than control class. This condition was shown with tarithmetic score (5.462) > ttable (1.994) with mean score in experiment class is 90,3400 higher than student learning outcomes in control class 62,9600. So, there are effect of cooperative learning model of team game tournament with uno card to student learning outcomes.Keywords: Team Game Tournament Learning Model, Uno Card, Student Learning Activity. ABSTRAK                                                                                          Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran team game tournament dengan media kartu uno terhadap aktivitas siswa kelas IV Sekolah Dasar dan untuk mengetahui pengaruh model pembelajaran team game tournament dengan media kartu uno terhadap hasil belajar siswa pada mata pelajaran IPS kelas IV Sekolah Dasar. Penelitian ini dilakukan di SDN Sidokare IV, Sidoarjo dengan subjek penelitian adalah siswa kelas IV A sebagai kelas kontrol dan kelas IVB sebagai kelas eksperimen tahun pelajaran 2015/2016. Jenis penelitian yang dilakukan adalah penelitian eksperimen dengan bentuk desain penelitian pretest-posttest control group design. Data hasil penelitian yang diperoleh sebagai berikut: aktivitas siswa pada kelas eksperimen lebih baik dibandingkan dengan kelas kontrol. Hal ini ditunjukkan dengan nilai thitung (5,253) > ttabel (1.994) dengan nilai mean pada kelas eksperimen sebesar 82,3200 lebih tinggi dibandingkan dengan aktivitas siswa pada kelas kontrol yaitu sebesar 71,5600. Jadi, ada pengaruh model pembelajaran team game tournament dengan media kartu uno terhadap aktivitas siswa. Sedangkan untuk pengujian hipotesis kedua menunjukkan bahwa hasil belajar siswa pada kelas eksperimen lebih tinggi dibandingkan pada kelas kontrol. Hal ini ditunjukkan dengan nilai thitung (5.462) > ttabel (1.994) dengan nilai mean pada kelas eksperimen sebesar 90,3400 lebih tinggi dibandingkan dengan hasil belajar siswa pada kelas kontrol yaitu 62,9600. Jadi, ada pengaruh model pembelajaran team game tournament terhadap hasil belajar siswa.Kata Kunci: Model pembelajaran team game tournament dengan media kartu uno, aktivitas siswa, hasil belajar.


2018 ◽  
Vol 6 (2) ◽  
pp. 201-206
Author(s):  
Villa Anggraini ◽  
Lucky Heriyanti Jufri ◽  
Wella Juliati

AbstrakPenelitian ini dilatarbelakangi oleh rendahnya hasil belajar dan minat siswa untuk mengulang pelajaran yang telah dipelajarinya. Mengatasi masalah tersebut penulis melaksanakan pembelajaran dengan menerapkan strategi pembelajaran Make A Match dan Index Card Match. Penelitian ini bertujuan untuk mengetahui bagaimana peningkatan hasil belajar matematika siswa dengan menerapkan strategi pembelajaran Make A Match dan Index Card Match. Jenis penelitian ini adalah kuasi eksperimen, dengan rancangan penelitian Nonequivalent Control Group Design. Populasi dalam penelitian ini adalah seluruh siswa kelas VIII SMPN 1 Koto XI Tarusan dan yang terpilih sebagai kelas sampel adalah kelas VIII.2 dan kelas VIII.3. Instrumen yang digunakan dalam penelitian ini adalah pretest dan posttest. Bentuk tes yang digunakan adalah tes uraian. Hasil analisis butir soal diperoleh soal tes reliabel dengan reliabilitas tes adalah r_11=0,8421. Berdasarkan pengujian hipotesis menggunakan uji t satu arah diperoleh thitung = 3,17 dan ttabel = 1,676 karena thitung> ttabel maka H0 ditolak dan H1 diterima sehingga dapat disimpulkan bahwa peningkatan hasil belajar matematika siswa menerapkan strategi pembelajaran Make A Match lebih baik dari peningkatan hasil belajar matematika siswa menerapkan strategi pembelajaran Index Card Match pada siswa kelas VIII SMPN 1 Koto XI Tarusan Tahun Pelajaran 2016/2017.Kata Kunci: Make A Match, Index Card Match, hasil belajar.AbstractThe background of the research is caused by student learning outcomes and interest in learning to review the lesson that is still low. To solve these problems, the researcher doing learn by applying strategies for learning Make A Match and index Card Match. This research aims to know the improvement mathematics student learning outcomes by applying strategies for learning Make A Match and index Card Match. The types of this research is A quasi-experiment with Nonequivalent Control Group Design. The population of this research is whole students in class VIII SMPN 1 Koto XI Tarusan, the sample is class VIII.2 and class VIII.3. The instrument used is pretest and posttest. The test form that used is essay with reliability r_11=0,8421. base on the hypothesis test which applying test one side, it obtained tcount = 3,17 and ttable = 1,676 for t_count>t_table then rejected H0 and accepted H1. Therefore, it can be concluded the improvement mathematics student learning outcomes by applying strategies for learning Make A Match better than improvement mathematics student learning outcomes by applying strategies for learning Index Card Match in class VIII SMPN 1 Koto XI Tarusan in school year 2016/2017.Keyword: Make A Match, Index Card Match, learning outcomes.


Author(s):  
Nanda Fauzia Abda’u ◽  
Fattah Hanurawan ◽  
Sutarno Sutarno

<p><strong>Abstract:</strong> This study aims to determine the differences in student learning outcomes by applying the TGT model assisted by traditional games in the experimental class and student learning outcomes by applying conventional models to the control class. This study used a quasi experimental design with pretest-posttest control group design. The research data was collected using test instruments for learning outcomes in the form of pretest and posttest values. The results showed that there was a significant influence on the Teams Games Tournament learning model assisted by traditional games on student learning outcomes.</p><strong>Abstrak:</strong><em> </em>Penelitian ini bertujuan guna mengungkapkan pengaruh hasil belajar siswa dengan menerapkan model <em>Teams Games Tournament</em> berbantuan permainan tradisional pada kelas eksperimen dan hasil belajar siswa yang menerapkan model konvensional pada kelas kontrol. Penelitian ini menggunakan <em>desain quasi eksperimental</em> dengan rancangan <em>pretest-posttest control grup design</em>. Data penelitian dikumpulkan dengan menggunakan instrumen tes untuk hasil belajar yang berupa nilai <em>pretest</em> dan <em>posttest</em>. Teknik analisis data yang digunakan dalam penelitian ini yaitu Gain Score Independent sample t-test. Hasil penelitian menunjukkan ada pengaruh yang signifikan model pembelajaran <em>Teams Games Tournament</em> berbantuan permainan tradisional terhadap hasil belajar siswa.


2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Siti Nurhidayah ◽  
Didik Aribowo ◽  
Desmira Desmira

ABSTRACT:The purpose of this research was to determine student learning outcomes after the application of EWB software learning media during the learning process in the subject of applying electronic circuits; knowing student learning outcomes after the application of proteus software learning media during the learning process in the subject of applying electronic circuits; knowing the difference in student learning outcomes after the application of EWB and proteus software learning media in the subject of implementing electronic circuits. This type of research is an experiment with experimental research method (experimental) and pretest-posttest control group design. The population in this study were students of class XI SMKN 1 Cikande majoring in Industrial Electronics Engineering which consisting of 38 students. The research sample consisted of 2 classes with a total of 21 students and 17 students. The sampling technique used in this research is saturated sampling technique. Data collection instruments used were is pretest and posttest and psychomotor observation sheets. Data analysis technique used the Mann Withney test (U-test) to test the hypothesis with SPSS version 21.0. The results of this study suggests that (1) there are differences in learning outcomes in cognitive aspects between students treated with EWB and proteus. The average student learning outcomes in the cognitive aspects of the proteus were 73.23, greater than the average student learning outcomes in the cognitive aspects of the EWB, which was 68.1. Uji-U calculations obtained sig. (2-tailed) of 0,000. If the value is sig. (2-tailed) is less than alpha 0.05, then the H0 statement is rejected and H1 is accepted. (2) there are differences in psychomotor learning outcomes between students treated with proteus and EWB. The average student learning outcomes of the psychomotor aspects treated with the proteus were 82.06, greater than the average learning outcomes of students in the psychomotor aspects treated with the EWB, namely 75.48. Uji-U calculations obtained sig. (2-tailed) of 0,000. If the value is sig. (2-tailed) less than alpha 0.05, then the H0 statement is rejected and H1 is accepted.ABSTRAK:Tujuan penelitian ini adalah mengetahui hasil belajar siswa setelah diterapkan media pembelajaran software EWB dalam mata pelajaran penerapan rangkaian elektronika; mengetahui hasil belajar siswa setelah diterapkan media pembelajaran software proteus dalam mata pelajaran penerapan rangkaian elektronika; mengetahui perbedaan hasil belajar siswa setelah diterapkan media pembelajaran software EWB dan proteus dalam mata pelajaran penerapan rangkaian elektronika. Jenis penelitian yang digunakan yaitu eksperimen dengan metode penelitian eksperimen (eksperimental) dan desain pretest-posttest control group design. Populasi dalam penelitian ini adalah siswa kelas XI SMKN 1 Cikande jurusan Teknik Elektronika Industri yang terdiri dari 38 siswa. Sampel penelitian terdiri dari 2 kelas dengan total 21 siswa dan 17 siswa. Teknik pengambilan sampel yang digunakan dalam penelitian ini teknik sampling jenuh. Instrumen pengumpulan data yang digunakan adalah pretest, posttest dan lembar observasi psikomotor. Teknik analisis data menggunakan uji Mann Withney (Uji-U) untuk menguji hipotesis dengan SPSS versi 21.0. Hasil penelitian ini menunjukkan bahwa (1) ada perbedaan dalam hasil belajar aspek kognitif antara siswa yang diperlakukan dengan EWB dan proteus. Rata-rata hasil belajar siswa aspek kognitif proteus sebesar 73,23 lebih besar dibandingkan rata-rata hasil belajar siswa pada aspek kognitif EWB yaitu sebesar 68,1. Perhitungan Uji-U diperoleh hasil sig. (2-tailed) sebesar 0,000. Jika nilai sig. (2-tailed) kurang dari alpha 0,05, maka pernyataan H0 ditolak dan H1 diterima. (2) ada perbedaan hasil belajar ranah psikomotor antara siswa yang diberi perlakuan dengan proteus dan EWB. Rata-rata hasil belajar siswa aspek psikomotor yang diberi perlakuan proteus sebesar 82,06 lebih besar dibanding dengan rata-rata hasil belajar siswa aspek psikomotor yang diberi perlakuan EWB yaitu sebesar 75,48. Perhitungan Uji-U diperoleh hasil sig. (2-tailed) sebesar 0,000. Jika nilai sig. (2-tailed) kurang dari alpha 0,05, maka pernyataan H0 ditolak dan H1 diterima.


2019 ◽  
Vol 2 (5) ◽  
pp. 323
Author(s):  
Mukti Ratnasari ◽  
Marchasan Lexbin

This study aims to examine student learning outcomes using the type of snowball throwing learning towards student learning outcomes in mathematics subjects at MTs Islam Al-Maziyyah cianjur. The use of the method in this study is quasi-experimental with pretest and posttest equivalent to the control group design. Students of class VII Islamic MTs Al-Maziyyah cianjur which amounted to 3 classes were used as the population for this study while the research sample was class VII A as an experimental class that was treated with snowball throwing learning and VII C as a control class received normal learning treatment. The research instrument was in the form of student training experiments. The results showed that the influence of the relevant use of the type of snowball throwing learning was influenced on student learning outcomes from those using the usual approach.


2018 ◽  
Vol 9 (2) ◽  
pp. 49
Author(s):  
Sulaiman Sulaiman ◽  
Abdul Gani Haji ◽  
Muhammad Syukri

Abstrak Sebagai salah satu sekolah yang menerapkan kurikulum 2013, SMAN 1 Sigli dituntut mampu menggunakan IT dalam meningkatkan hasil belajar peserta didik. Hal ini merupakan hambatan dalam implementasi kurikulum 2013 di SMAN 1 Sigli, maka perlu menerapkan IT dalam model pembelajaran. Penelitian ini bertujuan mengetahui pengaruh model PBL berbantuan IT terhadap hasil belajar peserta didik pada materi fluida statis di SMAN 1 Sigli. Metode quasi experiment dengan pretest posttest, control group design yang dilaksanakan di SMAN 1 Sigli tahun pelajaran 2016/2017. Pemilihan sampel dengan teknik random sampling, memilih 2 (dua) dari 5 (lima) kelas yang terdapat di SMAN 1 Sigli. Pengumpulan data dilakukan dengan soal tes untuk melihat pengaruh model PBL berbantuan IT terhadap hasil belajar peserta didik pada materi fluida statis. Hasil penelitian menunjukkan bahwa hasil belajar peserta didik mencapai 85% kategori tinggi pada kelas eksperimen dan kelas kontrol hanya 65%, hasil pengujian hipotesis didapat thitung > ttabel yaitu 2,61 > 1,68. Berdasarkan hasil penelitian dapat disimpulkan bahwa terdapat pengaruh model PBL berbantuan IT dalam pembelajaran fisika terhadap hasil belajar peserta didik pada materi fluida statis di SMAN 1 Sigli. Model PBL berbantuan IT dapat diterapkan dalam pembelajaran untuk membuat peserta didik lebih aktif, namun terdapat kelemahan pada kegiatan merumuskan masalah dan berhipotesis. Kata Kunci: PBL berbantuan IT; fluida; hasil belajar. Abstract As one of the schools implementing the 2013 curriculum, SMAN 1 Sigli is required to use IT in improving learners' learning outcomes. This is an obstacle in the implementation of the 2013 curriculum in SMAN 1 Sigli, it is necessary to apply IT in the learning model. This study aims to determine the effect of IT assisted PBL model on student learning outcomes on static fluid material at SMAN 1 Sigli. Quasi experimental method with pretest posttest, control group design implemented in SMAN 1 Sigli in academic year 2016/2017. Selection of sample by random sampling technique, choose 2 (two) from 5 (five) class which is in SMAN 1 Sigli. The data was collected using test questions to see the effect of IT assisted PBL model on students' learning outcomes on static fluid materials. The result of the research shows that the students' learning achievement reaches 85% high category in the experimental class and the control class is only 65%, the result of hypothesis testing is tcount> ttable is 2.61> 1.68. Based on the result of this research, it can be concluded that there is influence of IT assisted PBL model in physics learning toward student learning outcomes on static fluid material at SMAN 1 Sigli. IT-assisted PBL models can be applied in learning to make learners more active, but there are weaknesses in problem-forming and hypothesizing activities. Keywords: IT assisted PBL; fluida; learning outcomes.


Author(s):  
Ari Metalin Ika Puspita ◽  
Suciati Purwo

The purpose of this study was to see the effect of the application of literacy based thematic teaching materials with a contextual approach to student learning outcomes. The method used in this study is a type of quantitative research. The research design used in this study was Quasi Experimental Design with the form of Nonequivalent Control Group Design. In the design of this study researchers used one experimental group with a control group that began with the pretest in each group. The results of this study found that the use of thematic teaching materials had a significant effect on student learning outcomes. Contextual based thematic teaching materials with a literacy approach can be used as supporting teaching materials in addition to the main teaching material.


SMART ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 243-257
Author(s):  
Sri Sulasteri ◽  
Ulfiani Rahman ◽  
Sri Wahyuni ◽  
Andi Sriyanti

Mathematics is one of the most important subjects, but it often becomes a scourge for most students. Lack of student motivation is an obstacle and also affects the learning outcomes in Mathematics. The SAVI (Somatic, Auditory, Visual, Intellectual) approach integrated with the verses of Al-Qur’an into mathematical material is an alternative method of learning. This article aims at describing students' motivation and learning outcomes in mathematics through that SAVI approach.  The approach used is a quasi-experiment with non-equivalent control group design. The study was conducted at MTs Madani Alauddin Gowa. The sample consisted of class VIII A, 32 people as the control class and class VIII B, 32 people as the experiment class. Data were analyzed with descriptive and inferential statistical analysis. The results showed that the average students’ motivation increased 10% in the experimental class and in the control class increased by 3%; and the average student learning outcomes increased by 23% in the experimental class and in the control class increased by 7%. Thus, there are differences in learning motivation and student learning outcomes between classes that apply and those that do not apply the SAVI approach by integrating Qur'anic verses. In short, it effectively increases students' motivation and learning outcomes in mathematics so that it can become alternative learning methods.


2018 ◽  
Vol 1 (2) ◽  
pp. 101
Author(s):  
IBNATUL IZZATI ◽  
Choirul Huda ◽  
Qoriati Mushafanah

Abstract               The problems of this research was: how the effectiveness of Word Square learning model supported by Puzzle media to improve learning outcome of Social subject of third grade at Public Elementary School of Wonopringgo 01 (SDN 01 Wonopringgo)? The type of this research was True Experiment Design with type of pretest-posttest control group design one kind of treatment. The samples were taken from students of the third grade of A SDN 01 Wonopringgo in the academic year 2016/2017. The data in this study was obtained through tests and documentation. Experimental research on the third grade of A which was given Word Square learning model supported by Puzzle media and the third grade of B was not given Word Square learning model supported by Puzzle media. Posttest results showed that the percentage of posttest grade of the experimental class was 95% of students expressed thoroughly, while the control class is 70%, and based on t test one-party analysis obtained ttest > ttable = 3,100816112> 1.72. Thus, it could be concluded that the learning with Word Square model supported by Puzzle media was effective against student learning outcomes in Social subjects (IPS) the third grade at SDN 01 Wonopringgo Pekalongan.Keywords : effectiveness, word square, puzzle


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