scholarly journals Problem Solving through Teamwork Using Puzzle Media for 10 years old Children in Dukuhwaluh Village

2021 ◽  
Vol 2 ◽  
pp. 23-28
Author(s):  
Gisella Arnis Grafiyana ◽  
Intan Nur Rahmawati ◽  
Lutfi Septiana Widyastuti ◽  
Syavira Berliana Syaskia Dewi ◽  
Fanisa Dwi Oktaviana ◽  
...  

Problem solving is a process that has been implemented in order to obtain a solution to a problem that is carried out in stages. Teamwork is the ability of individuals to work together with others and aims for members to be able to participate in the team and understand their duties. This study aims to determine the ability to solve problems and teamwork (teamwork) in children aged 10 years using puzzles. This research is an experimental study with a quasi-experimental design: non-equivalent control group design. The participants in this study were 8 children aged 10 years consisting of 5 boys and 3 girls. The data collection in this study was the acquisition of time in the preparation of puzzles. The data that has been obtained is then analyzed using the t-test (t-test). The results of this study indicate that the experimental group has faster problem solving than the control group because of the learning outcomes of teamwork.

Author(s):  
Susanti Susanti

The lack of use the writing skills method raises several obstacles experienced by students, including weaknesses in understanding the basics of Arabic writing and difficulty in answering Arabic questions. Therefore, it is necessary to improve learning as an effort to improve writing skills by applying the imla’ manzur method. This research is an experimental study with a pretest-posttest control group design model, aimed at finding out the effectiveness of the imla’ manzur method. Data collection techniques in this study used observation, tests, questionnaires, interviews, and documentation. Then the validity of the data is tested using the independent sample t-test. The results obtained were that in the experimental class the mastery of Arabic writing skills of students after applying the imla’ manzur method had increased the average value from 52.08 to 78.57. Then, the results of the independent sample t-test showed a significant difference in the mastery of Arabic writing skills in the experimental class and the control class 0.000 < 0.05 after treatment, so that the conclusion of this study based on the data obtained showed that the application of the imla’ manzur method was effective in improving students Arabic writing skills. Evidenced by a significant increase in learning outcomes, student enthusiasm when taking turns to write vocabulary and sentences in Arabic on the board, as well as growing sensitivity of student analysis of Arabic writing skills.


2019 ◽  
Vol 4 (6) ◽  
pp. 808
Author(s):  
Dwi Sandra Fera Yulia ◽  
Wahjoedi Wahjoedi ◽  
Ari Sapto

<p><strong>Abstract:</strong> Learning to read in Indonesian language material in grade IV SDN 1 Sumberagung is still dominated by the teacher as the delivery material using the lecture method (teacher centered) so that students are not optimal in the learning process because students are less interested in learning and result in many student learning outcomes under the KKM. This study aims to determine the effect on the SQ3R learning method on class IV Indonesian language learning outcomes at SDN 1 Sumberagung. This study uses a research method that is quantitative with the type of research that is quasi experimental design with the research design is a non equivalent control group design. The subjects of this study consisted of 50 students. The results of the implementation of the sq3r learning method show an increase in learning outcomes which can be seen from the results of the t test based on the hypotheses performed showing the results of t count 6.866&gt; t table 2.011 and the significance value of 0.000 &lt;alpha 0.050. The conclusion of the data is that there is a difference between the experimental class and the control class.</p><strong>Abstrak: </strong><strong> </strong>Pembelajaran membaca pada materi bahasa Indonesia di kelas IV SDN 1 Sumberagung masih didominasi guru sebagai penyampai materi dengan menggunakan metode ceramah (<em>teacher centered</em>) sehingga siswa belum optimal dalam proses pembelajaran dikarenakan siswa kurang tertarik dengan pembelajaran dan berakibat pada hasil belajar siswa banyak yang masih dibawah KKM. Penelitian ini memiliki tujuan untuk mengetahui pengaruh pada metode pembelajaran SQ3R terhadap hasil belajar bahasa indonesia kelas IV di SDN 1 Sumberagung. Penelitian ini menggunakan metode penelitian yakni kuantitatif dengan jenis penelitiannya yaitu <em>quasi experimental design</em> dengan design penelitiannya adalah <em>non-equivalent control group design</em><em>.</em> Subjek penelitian ini terdiri dari 50 siswa. Hasil pelaksanaan metode pembelajaran SQ3R menunjukkan peningkatan pada hasil belajar yang terlihat dari hasil uji t berdasarkan hipotesis yang dilakukan menunjukkan hasil nilai t hitung 6,866 &gt; t tabel 2,011 dan nilai signifikasnsi 0,000 &lt;alpha 0,050. Kesimpulan dari data adalah ada perbedaan antara kelas eksperimen dan kelas kontrol.


2018 ◽  
Vol 1 (2) ◽  
pp. 11-19
Author(s):  
Putu Karolina

This study aimed to answer whether using chessboard technique in responding to short story develops student’s speaking skill or not. The method used in this study was one of the quasi-experimental designs: pretest-posttest non-equivalent comparison control group design. The population of the study was the eleventh-grade student at SMA N 12Palembang and the sample were taken from the population by using purposive sampling. The data were collected by using two instruments, test and questionnaire. The test wasgiven twice to the experimental and control group, as the pretest and the posttest. Thequestionnaire was distributed to the experimental group after conducting the treatment to get more information related to the problem of the study. To verify the hypothesis, thedata from pretest and posttest on the experimental and control group were analyzed byusing paired sample t-test and independent sample t-test. The result of the study showed that applying chessboard technique in responding to the short story develops student’s speaking skills. Some students (60%) in the experimental group achieve good category compared to only a few students (20%) in control group. 


2018 ◽  
Vol 6 (1) ◽  
Author(s):  
Mutiara Hadi Pratiwi . ◽  
Prof. Dr. Anak Agung Gede Agung,M.Pd . ◽  
Mutiara Magta, S.Pd., M.Pd. .

Perkembangan sosial anak sangat penting untuk dikembangkan dalam melakukan hubungan sosial di lingkungan sekitarnya, tetapi pada kenyataannya perkembangan sosial anak masih rendah dengan rata-rata 42,50%. Hal ini disebabkan minimnya penggunaan permainan konstruktif yang belum efektif, sehingga kualitas proses pembelajaran kurang optimal. Penelitian ini bertujuan untuk mengetahui pengaruh permainan konstruktif terhadap perkembangan sosial anak. Jenis penelitian ini merupakan penelitian quasi eksperimen, dengan desain penelitian Non equivalent Control Group Design. Populasi dalam penelitian ini adalah seluruh anak kelompok B pada gugus VI Kecamatan Buleleng yang berjumlah 387 anak. Pengambilan sampel dengan teknik random sampling dan yang terpilih sekolah TK Negeri Pembina sebagai kelompok eksperimen serta TK Aisyiyah sebagai kelompok kontrol. Hasil penelitian menunjukkan bahwa pada kelompok eksperimen memperoleh rata-rata sebesar 32.23 sedangkan pada kelompok kontrol memperoleh sebesar 24.75. Data perkembangan sosial anak kelompok eksperimen dan kelompok kontrol berdistribusikan normal dan homogen. Kemudian data dianalisis menggunakan uji-t, maka diperoleh hasil t_hitungdari kelompok eksperimen dan kelompok kontrol memperoleh hasil sebesar 12,26 dengan taraf signifikan 5% dan derajat kebebasan dk =57 adalah 2.002, sehingga t_hitung lebih besar dari t_tabel maka H_0 ditolak dan H_1 diterima yang berarti terdapat pengaruh yang signifikan antara kelompok yang mendapatkan perlakuan permainan konstruktif dengan kelompok yang tidak mendapatkan perlakuan.Kata Kunci : perkembangan sosial, permainan konstruktif. Social development of children is very important to be developed in social relationships in the surrounding environment. But in fact, the social development of children is still low with an average of as 42,50%. This is due to the lack of use of contructive games that have not been effective.so, the quality of learning process is less than optimal. This study aims to determine the effect of constructive game on social development of children. This type of study is a quasi experimental research, with research design Non equivalent Control Group Design. The population in this study were all children of group B in cluster VI Buleleng sub-district which amounting to 387 children. Sampling by technique cluster sampling, and selected one is Negeri Pembina kindergarten school as experimental group and Aisyiyah kindergarten as a control group. The results showed that in the experimental group earn on average 32,23 while in the control group earn on average 24,75. The children's social development data of the experimental group and the control group are normal and homogeneous distributed. Then the data were analyzed using t-test, the result obtained t_hitung of the experimental group and the control group obtained the result of 12.26 with a significant level of 5% degree of freedom = 57 t_tabel of 2.002, so t_hitung bigger than t_tabel then H_0 rejected and H_1 accepted which means there is a significant influence between groups receiving constructive game treatment with non-treated groups.keyword : social development, constructive game.


2021 ◽  
Vol 10 (3) ◽  
pp. 712
Author(s):  
Mila Karmila ◽  
Munirah Munirah ◽  
Tarman A. Arief

The purpose of this study was to determine the students’ ability to write narrative essays and to determine the significant effect of conferencing approach assisted by audio-visual media for grade Vstudents at SD Negeri 26 Arungkeke, Kabupaten Jeneponto. The type of this study was quasi experimental research. The design of this study was a non-quivalent control group design. This study found that the average score of students’ ability to write narrative essays in the control class for pretest was 63.90 and the average score for posttest was 74.52. Meanwhile, the average score of pretest in the experimental class was 59.48 and the average postest score was 80.24. The result of N-Gian score test in the control class was an average of 0.24152, indicating that the learning outcomes of writing narrative essays were low. Whereas, the average score of N-Gain test in the experimental class was 0.4640, indicating that the learning outcomes of writing narrative essays were moderate. After that, the result of T test revealed that tcount 2,283> ttable 0.021 so that Ho was rejected and Ha was received. The significant value of 2-tiled was 0.030 <sig. 0.05; thus, conferencing approach assisted by audio-visual media gave a significant effect on the students’ ability to write narrative essays at grade V SD Negeri 26 Arungkeke, Kabupaten Jeneponto.  


2020 ◽  
Vol 5 (1) ◽  
pp. 73-79
Author(s):  
Devi Anugrah ◽  
Susanti Murwitaningsih ◽  
Desya Aryani Sofyan ◽  
Susilo Susilo

Berkembangnya kemampuan berpikir siswa dapat mempengaruhi kemampuan siswa dalam memecahkan masalah. Studi ini bertujuan untuk menyelidiki tentang pengaruh model treffinger terhadap kemampuan memecahkan masalah pada siswa. Design quasi experimental diterapkan dengan menggunakan post-test only control group design. Studi ini melibatkan 62 siswa dari total 144 siswa. Instrument berupa soal tes sebanyak 35 soal pilihan ganda. Uji parametrik dengan uji normalitas, uji homogenitas, dan uji t digunakan untuk menganalisis data hasil nilai post-test. Hasil studi ini menunjukkan bahwa kelas eksperimen memiliki nilai yang lebih tinggi dibandingkan dengan kelas kontrol (63,41>54,27). Perhitungan dari uji t menunjukkan bahwa model treffinger berpengaruh terhadap kemampuan memecahkan masalah siswa. Sintak pada model treffinger berpengaruh terhadap kemampuan memecahkan masalah siswa pada materi ekosistem dan perubahan lingkungan. Tahap I (Basic Tools) dapat meningkatkan dua indikator kemampuan memecahkan masalah yaitu merumuskan masalah dan hipotesis.Kata kunci: Kemampuan merumuskan masalah, kemampuan berhipotesis, perubahan lingkungan, ekosistem Treffinger creative learning model towards problem-solving ability in environmental and ecosystem change material. The growing ability of student thinking can affect students ' ability to solve problems. The study aims to investigate the effectiveness of treffinger's learning models towards the ability to solve problems in students. The quasi-experimental design is applied using the post-test only control group design. The study involved 62 students from a total of 144 students. The Instrument uses 35 questions of multiple-choice. The post-test value Data is analyzed using the normality test, homogeneity test, and T-test. The results of this study indicate that the experiment class has a higher value compared to the control class (63.41 > 54.27). Calculations from the T-test show that treffinger's model affects the ability to solve students' problems. The syntax of treffinger's models was able to improve the ability to answer students' issues in environmental and ecosystem change materials. Stage I (Basic Tools) can increase two indicators of problem-solving capability that is formulating issues and hypotheses.Keywords: Ability to formulate problems, ability to hypothesize, environmental changes, ecosystem


2021 ◽  
Author(s):  
Andi Asrifan ◽  
Adi Wijayanto

Penelitian dalam skripsi ini dilatar belakangi bahwa penggunaan media pembelajaran yang tepat dapat memberikan stimulasi perkembangan anak usia dini. Pemilihan dan penggunaan media pembelajaran yang tepat dapat menstimulasi perkembangan anak usia dini di RA Al Khodijah Purworejo Ngunut Tulungagung. Media audio visual memberikan suara dan gambar yang bergerak sehingga dapat menarik minat anak dalam pembelajaran dan mempengaruhi kecerdasan bahasa anak. Sedangkan pembelajaran dengan menggunakan APE akan mempermudah dan memberikan kesempatan pada anak untuk berimajinasi, berfikir kreatif, menciptakan sesuatu yang baru dan menemukan berbagai alternatif dalam pemecahan masalah.Peneliti menggunakan pendekatan kuantitatif dengan pendekatan quasi experimental dan desain penelitian non equivalent control group design. Populasi anak usia dini kelompok B di RA Al Khodijah Purworejo Kecamatan Ngunut Kabupaten Tulungagung tahun pelajaran 2019/2020 yang terdiri dari kelompok B1 sejumlah 30 anak dan kelompok B2 sejumlah 30 anak. Sampel diambil dengan teknik purposive sampling sejumlah 30 anak. Variabel independen media audio visual dan alat peraga edukatif, variabel dependen pengembangan bahasa anak. Data diambil dengan lembar observasi pengembangan bahasa anak, kemudian dianalisis dengan uji paired sample t test dan independent sample t test.Hasil dari penelitian didapatkan: 1) Ada pengaruh media pembelajaran audio visual terhadap hasil pengembangan bahasa anak kelas B di RA Al Khodijah Purworejo Ngunut Tulungagung. Hal tersebut ditunjukkan dari uji paired t test pengembangan bahasa anak antara sebelum dan sesudah pembelajaran media audio visual didapatkan p value 0,000 &lt; 0,05. 2) Ada pengaruh alat peraga edukatif terhadap hasil pengembangan bahasa anak kelas B di RA Al Khodijah Purworejo Ngunut Tulungagung. Hal tersebut ditunjukkan dari uji paired t test pengembangan bahasa anak antara sebelum dan sesudah pembelajaran dengan alat peraga edukatif didapatkan p value 0,000 &lt; 0,05. 3) Ada perbedaan pengaruh media pembelajaran audio visual dan alat peraga edukatif terhadap hasil pengembangan bahasa anak kelas B di RA Al Khodijah Purworejo Ngunut Tulungagung. Hal tersebut ditunjukkan dari uji independen t test pengaruh media pembelajaran audio visual dan alat peraga edukatif terhadap hasil pengembangan bahasa anak didapatkan p value 0,004 &lt; 0,05.


Author(s):  
I Made Permadi Utama

The aim of this study is to find the effect of Describe and Draw game towards students’ speaking competence at SMAN 2 Gerung. This study used a quasi-experimental with post-test only non-equivalent control group design. The population of this study was second-grade students of SMAN 2 Gerung. The writer took two classes chosen as experimental group and control group. Experimental group was treated by using Describe and Draw game and control group was treated by using Word Match game. Based on the result of the study, it was found that Describe and Draw Game has a significant effect towards students’ speaking competence at SMAN 2 Gerung.


2017 ◽  
Vol 2 (3) ◽  
pp. 123 ◽  
Author(s):  
Shinta Mutiara Dewi ◽  
Ahmad Harjono ◽  
Gunawan Gunawan

This research is a quasi-experimental aims to identify the effect of problem-based learning model using virtual simulation media towards the students’ concept mastery and creativity in physics. The design of this research used of non-equivalent control group design, while the sampling technique used purposive sampling. The population of this research is all students of grade X SMAN 2 Mataram, while the sampling are the students of grade X-3 as the experimental group and the students of grade X-4 as control group. The data obtained in this research is  data mastery of concept and creativity. The research hypothesis was tested using t-test polled variances. The test result showed that the N-gain mastery of concepts has increased in each sub material and the highest increase in the sub matter theory of electromagnetic waves. Values of N-gain experimental group in the high category (71%) and control group in the medium category (53%). T-test showed that the model is applied to significant influence on improving students’ mastery of concepts and creativity, higher in the experimental group compared with the control group. Increased figural creativity higher than verbal creativity in both classes


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.


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