scholarly journals PENGGUNAAN METODE JARIMATIKA DAN DRILL UNTUK MENINGKATKAN HASIL BELAJAR MATERI OPERASI PERKALIAN PADA SISWA KELAS III MI NU MIFTAHUT THOLIBIN MEJOBO KUDUS

2021 ◽  
Vol 2 (2) ◽  
pp. 111-117
Author(s):  
Elya Umi Hanik ◽  
Muhammad Rizky Pratama ◽  
Uswatun Khasanah ◽  
Hapsari Cahyaning Putri

This study aims to improve the learning outcomes of students' mathematical multiplication operations using the drill method and the Jarimatika method. This classroom action research was carried out in 2 cycles with four stages, namely: planning, implementation, observation, reflection. The subjects of this study were the class III students of MI Miftahut Tholibin Mejobo Kudus as many as 17 students. This study uses qualitative descriptive analysis techniques and quantitative descriptions. The results showed that the use of the drill method and the Jarimatika method in arithmetic multiplication operations material could improve student learning outcomes which was marked by an increase in mastery, namely the first cycle (64%) with an average value of 68.82, while in the second cycle (88%) with an average value of 87.64 and declared classically successful 88%.

2019 ◽  
Vol 1 (1) ◽  
Author(s):  
Rovita Mansur

The main problem in this study is the lack of learning motivation of students in the implementation of learning in social studies subjects in class III SDN 50 Bulu 'Datu, which amounts to 23 students. Sources of data in this study were obtained directly from students and teachers of class  III SDN Bulu’ Datu. Data collection techniques are carried out using observation, tests, interviews, and documentation. Data processing and analysis techniques used are analysis quantitative data and qualitative data. The results showed that: with the application of the crossword puzzle media the students' learning outcomes each cycle had increased. Based on student learning outcomes test of class III SDN Bulu’ Datu conducted in two cycles shows that the learning outcomes of students have increased, from cycle 1 the average value is 88 with a percentage of 100% completeness, while cycle II has an average score of 93 with a percentage of 100% and has met the KKM which is 70. Thus the results of this study can be concluded that, using the medium of crossword puzzles on social studies subjects can improve student learning outcomes.


2021 ◽  
Vol 18 (1) ◽  
pp. 99
Author(s):  
Tetin Tetin ◽  
N. Hani Herlina ◽  
Tanto Aljauharie Tantowie

This research is motivated by the level of completeness of the learning outcomes of class III students of MI Rijalul Hikam Jatinagara, Jatinagara District, Ciamis Regency, which is still low in the SKI subject. The average student learning outcomes in the SKI subject obtained by students are still below the minimum completeness criteria of 75. However, the reality shows that 30% of 17 students have not reached the KKM while 70% of 17 students have reached the KKM. This is because the learning process is more teacher-centered and monotonous. Learning activities are mostly used to take notes so that students become bored. This situation makes students less understanding of the material being taught and easy to forget so that it affects the low student learning outcomes. The research method used was Classroom Action Research (CAR) with Kurt Lewin's model. The sequence of activities in Kurt Lewin's model is planning, acting, observing and reflecting. The data collection techniques used in this research were test, observation, interview and descriptive analysis techniques. Data analysis data selection, data correction and data weighting. After conducting the research, the following data can be obtained: 1) the ability of the teacher in preparing RPP SKI in the first cycle reaches an average of 82.61 (Good); in cycle II reached 86.5 (Good); and in the third cycle reached an average of 93.14 (Very good), 2) the ability of teachers to carry out the learning process of the IEC learning process in the first cycle reached an average of 79.02 (good); in cycle II reached an average value of 86.5 (good); and in cycle III reached an average value of 93.33 (very good). 3) student learning outcomes in the first cycle reached 83.05 (good) with 70.5% completeness in the calculation of 12 students completed, 5 students have not completed. In cycle II it reaches an average of 88.23 (good) with completeness 88.23% on the calculation of 15 students complete, 2 students have not completed and in cycle III reaches an average value of 92.88 (good) with 100% completeness in the calculation all students (22 students) completed. This proves that the Inferencing strategy (concluding) can improve student learning outcomes.


2021 ◽  
Vol 4 (1) ◽  
pp. 62-71
Author(s):  
Juwita Merdja ◽  
Agnes Pendy

The purpose of this study was to improve the learning outcomes of the multiplication count operation using the props of the Napier rods in grade II SD GMIT Ende 4. The type of research used is a classroom action research with research subjects were all students of grade II SD GMIT as many as 30 people with the research object is a Napier stick. This research was conducted in two cycles. The data collected in this study were student learning outcomes obtained through tests in the form of essay questions and documentation. Data were analyzed using qualitative descriptive analysis. The results of the study showed an increase in student learning outcomes in performing multiplication operation using Napier rods in grade II SD GMIT Ende 4. This was seen from the learning outcomes of the cycle I to cycle II with an average value of 55.7 and 77.67. In addition, 19 students who scored below the KKM were 16 students who scored above the KKM.


2020 ◽  
Vol 6 (2) ◽  
pp. 169
Author(s):  
Philip Nababan ◽  
Efendi Napitupulu ◽  
R Mursid

Abstrak: Penelitian ini bertujuan untuk: (1) Mengetahui tanggapan siswa terhadap kualitas media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut. (2) Mengetahui keefektifan media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut pada siswa program keahlian Teknik Pemesinan. Jenis penelitian ini adalah penelitian pengembangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket dan dianalisis dengan teknik analisis deskriptif kualiatatif. Hasil penelitian menunjukkan bahwa; (1) uji ahli materi pelajaran Teknik Pemesinan Bubut berada pada kualifikasi sangat baik (88,92%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (85,21%), (3) uji ahli rekayasa perangkat lunak berada pada kualifikasi sangat baik (84,03%), (4) uji coba perorangan berada pada kualifikasi sangat baik (88,75%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (91,35%) dan (5) uji coba lapangan berada pada kualifikasi sangat baik (88,31%). Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan antara hasil belajar siswa yang menggunakan media pembelajaran interaktif  dengan hasil belajar siswa yang menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh  thitung sebesar 4,68 dan ttabel sebesar 1,67 pada taraf kepercayaan 95 persen. Maka diperoleh bahwa thitung> ttabel. Disimpulkan bahwa  hasil belajar siswa yang menggunakan media pembelajaran interaktif dengan efektifitas sebesar 72,77 %. lebih tinggi dari hasil belajar siswa yang diajar dengan pembelajaran menggunakan buku teks dengan efektifitas sebesar 62,13%. Kata Kunci: media pembelajaran interaktif, teknik pemesinan bubut Abstract: This study aims to: (1) Determine student responses to the quality of interactive learning media on learning Lathe Machining Techniques. (2) Knowing the effectiveness of interactive learning media on learning of Machining Lathe in students of Machining Engineering expertise program. This type of research is development research. Data about the quality of this development product was collected by a questionnaire and analyzed by qualitative descriptive analysis techniques. The results showed that; (1) Lathe machining engineering subject matter expert test is in very good qualification (88.92%), (2) learning design expert test is in very good qualification (85.21%), (3) software engineering expert test is in in very good qualifications (84.03%), (4) individual trials were in very good qualifications (88.75%), (5) small group trials were in very good qualifications (91.35%) and (5 ) field trials are in very good qualifications (88.31%). Hypothesis testing results prove that there are differences between student learning outcomes using interactive learning media with student learning outcomes using textbooks. This is indicated by the results of data processing obtained by tcount of 4.68 and ttable of 1.67 at a confidence level of 95 percent. Then it is obtained that tcount> ttable. It was concluded that student learning outcomes using interactive learning media with an effectiveness of 72.77%. higher than student learning outcomes taught by learning to use textbooks with an effectiveness of 62.13%. Keywords: interactive learning media, lathe machining techniques


2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Alfera Bekti Susanti

Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar dalam pembelajaran daring melalui media game edukasi Quizizz. Penelitian ini merupakan penelitian tindakan kelas dengan subyek penelitian siswa kelas VI SD Negeri Kesongo 01 sebanyak 22 siswa. Penelitian ini dilaksanakan 2 siklus, masing-masing siklus 1 kali pertemuan. Setiap pertemuan terdisi dari 4 tahap yaitu perencanaan, pelaksanaan, observasi dan refleksi. Pelaksanaan tahap-tahap penelitian sedikit berbeda dari pembelajaran dalam kelas karena pembelajaran dilakukan secara terpisah atau siswa berada dirumah masing-masing. Berdasarkan hasil penelitian, pada siklus I diperoleh nilai rata-rata hasil belajar siswa 51,36 dengan katagori cukup. Sedangkan pada siklus II diperoleh nilai rata-rata hasil belajar siswa 93,45 dengan katagori tinggi. Jadi dari siklus I dan siklus II terjadi peningkatan hasil belajar siswa sebanyak 42,09. Dengan demikian penelitian dapat disimpulkan bahwa media belajar berbasis game edukasi quizizz dapat meningkatkan hasil belajar siswa dalam pembelajaran daring pada tema Globalisasi.Kata Kunci: Hasil  Belajar, Pembelajaran Daring, Game Edukasi This study aims to determine the increase in learning outcomes in online learning through quizizz educational game media. This research is a classroom action research with 22 students of grade VI SD Negeri Kesongo 01 as subjects. This research was conducted in 2 cycles, each cycle 1 meeting. Each meeting consists of 4 stages, namely planning, implementing, observing and reflecting. The implementation of the stages of research is slightly different from classroom learning because learning is carried out separately or students are at home. Based on the results of the study, in the first cycle the average value of student learning outcomes was 51.36 with a sufficient category. Whereas in the second cycle the average value of student learning outcomes was 93.45 with a high category. So from cycle I and cycle II there was an increase in student learning outcomes as much as 42.09. Thus the study can be concluded that learning media based on educational games quizizz can improve student learning outcomes in online learning on the theme of globalization. Keywords: Learning Outcomes, Online Learning, Education Game


2020 ◽  
Vol 16 (2) ◽  
pp. 241
Author(s):  
Afnan Mochammad Najmudin ◽  
N Hani Herlina ◽  
Diki Najib Fuadi

The preliminary study through preliminary observations found the fact that the learning outcomes of students in the mathematics subjects in grade 3 of SD Plus Al-Mu'aawanah were still low. This is because there are still many students who experience difficulties in working on math problems. Thus, it seems that one of them is needed for geoboard media to improve student learning outcomes on the subject of the concept of flat building. The purpose of this class action research implementation is to improve student learning outcomes in mathematics subjects the subject of the concept of flat building using geoboard media. This research method uses Classroom Action Research (CAR) in the subject of Grade 3 SD Plus Al-Mu'aawanah, amounting to 35 students. This study consisted of 3 cycles, data collection techniques with observation, tests and interviews. Data analysis uses analysis techniques of individual completeness and classical completeness. After conducting research in grade 3 of SD Plus Al-Mu'aawanah, the results showed that: 1) The teacher experienced an increase in the ability to develop RPP using geoboard media with an average value in the first cycle 87.75, cycle II 90.05, and cycle III 92.45. 2) The performance of teachers in the process of implementing learning using media geoboard has increased with an average value in the first cycle 89.72, cycle II 91.47, and cycle III 92.26. 3) Student learning outcomes using geoboard media have increased, with an average value in the first cycle 66.42, cycle II 72.28 and cycle III 81.42. Thus, if the preparation of the RPP and the implementation of learning using geoboard media optimally it will improve student learning outcomes.


2020 ◽  
Author(s):  
ilham mubarok

This study aims to (1) determine whether the use of models (Prediction, Observation, Explanation, Elaboration, Write and Evaluation) based on POE2WE (Somatic, Auditory, Visual, Intellectual) SAVI can improve student learning outcomes (2) know the magnitude of physics learning outcomes students before applying the SAVI-based POE2WE learning model (3) knowing the magnitude of the physics learning outcomes of students after applying the SAVI-based POE2WE learning model. The SAVI approach provides student intellectual collaboration supported by auditory and visual aspects in learning and trains students to be able to solve the problems they encounter. This research is a literature study and a test item with closed variables. This research was conducted at Siliwangi University students, amounting to 32 students. The data collection technique used was a learning achievement test consisting of 10 questions in the form of multiple choice. Descriptive analysis shows the average value of physics learning outcomes before being taught using the SAVI-based POE2WE learning model at 75% and after being taught using the SAVI-based POE2WE learning model at 81%. From the results of the analysis it can be concluded that the SAVI-based POE2WE learning model can improve students' physics learning outcomes.


2020 ◽  
Vol 3 (1) ◽  
pp. 49
Author(s):  
Ismearti Ismearti

This study aims to increase mathematics learning outcomes by using reality media for grade 1 students of SDN 005 Sunhai Alah, Kecamatan Hulu Kuantan in 2018/2019. Research is a class action research with three cycles, each cycle consisting of planning, implementation, evolution and reflection. Data collection techniques and tools in this study used descriptive analysis techniques for data that contained student work documents, a list of grades and an observation sheet. The results show what is meant by learning outcomes using reality media. Before the action, only 38% of students met the minimum completeness criteria. In cycle I Is an increase in student learning outcomes that is 53% of students reach the minimum completeness criteria. Furthermore, the second cycle of student learning outcomes increased to reach 74% of students achieving the minimum completeness criteria. Then cycle III 100% of students reach the minimum completeness criteria. Can be used to prove the use of reality media to improve student learning outcomes in mathematics learning at grade 1 SDN 005 Sunhai Alah, Kecamatan Hulu Kuantan.


2020 ◽  
Vol 1 (2) ◽  
pp. 71-88
Author(s):  
Nursam Nursam ◽  
Thalib Thalib ◽  
Arfan Hakim

This article deals with “The Effectiveness of Using the Cut-Out Funnel Media on Students' Learning Outcomes on the Subject of Number Operations in Class III MI Al-Munawwarah Kec. Sarjo Kab. Pasangkayu ". The main problem in this thesis is how to effectively use the counting funnel media so that it can improve student learning outcomes on multiplication material in class III MI Al-Munawwarah Sarjo. The purpose of this study was to obtain a description of the effectiveness of using counting funnel media in an effort to improve student learning outcomes on the multiplication material in class III MI Al-Munawwara Sarjo. This type of research is Classroom Action Research (PTK) using qualitative and quantitative approaches. This classroom action research model is a cyclical model consisting of cycle I and cycle II. The subjects of this study consisted of 24 students in class III with data collection techniques including: observation, interviews, field notes, pre-action tests, pre-action tests, and post-action tests. The learning outcomes of students showed that through action in the first cycle there was an increase in the percentage where the first cycle was 54.16% and the second cycle was 95.83% with the percentage difference between the two cycles of 41.67% while learning about the activities of the teacher (researcher) experienced the increase with the percentage acquisition of cycle I is 77.5% and cycle II is 100% so that the selection between the two cycles is 22.5% while the activity of students has increased with the percentage in cycle I, namely 68.75%, cycle II, namely 100% the cycle experienced a difference of 31.25%. Regarding the percentage increase in learning outcomes and the learning process, it shows that the funnel-counting media is effectively used in mathematics multiplication subjects. Thus it can be concluded that the use of counting funnel media is effective as seen from the observations of teacher activity and student activity as well as increased learning outcomes. Keywords : Effectiveness, Cut-Out Funnel Media, learning outcomes


Author(s):  
Bangkit Subarkah

<p><em>The purpose of this study was to improve student learning outcomes in Indonesian muples by using the problem based learning method. This research is a Classroom Action Research (PTK) using two cycles. Each cycle consists of planning, implementing, observing and reflecting. In this study using post tests. In the first cycle, 81% students completed while in the second cycle it was 100%. These results indicate that the Problem Based Learning method can improve the learning outcomes of Indonesian students in grade III SD Negeri Surorejo.</em></p>


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