scholarly journals MODEL PEMBELAJARAN INKUIRI TERBIMBING BERWAWASAN PENDIDIKAN KARAKTER UNTUK MENINGKATKAN HASIL BELAJAR SISWA SMP

Author(s):  
Maria Agatha Hertiavi

  Background: Survey of researchers in SMP N 38 Semarang, it turns out there are still many teachers who use conventional learning methods and combinations of several methods have not involved students' cognitive, affective, and psychomotor aspects. Learning activities are still dominated by teachers. This resulted in students tend to be passive and the classroom atmosphere became teacher centered. To overcome this problem learning needs to be varied so that the learning process activates students more. Method: The study was conducted through the development method (research and development) which consisted of three stages, namely introduction, development, and evaluation. Results: Based on data analysis, cognitive learning outcomes reached 71.4% completeness with the results of the Gain Test of 0.71 (high gain category). Psychomotor learning outcomes achieved 74.60% achievement, achievement of affective learning outcomes was 73.39% while inquiry skills gained 71.52%. Conclusion: Based on the achievement of learning outcomes, it can be concluded that the devices developed are considered effective. Positive responses of students to teaching materials were 86.40%, while the positive responses of students to LKS reached 87.46%. This means that learning devices developed can be applied in learning.

2021 ◽  
Vol 4 (2) ◽  
pp. 70-81
Author(s):  
Hendri Noperi ◽  
Sarwanto Sarwanto ◽  
Nonoh Siti Aminah

This study aimed to develop and determine the quality of the illustrative module of guided inquiry-based physics learning with character education. This research was a development research (R&D) which refers to the Borg & Gall model. The limited trial was carried out on 10 grade VII students and the expanded trial was carried out on 31 grade VIIA students at SMP Negeri 24 Surakarta. The data were taken using test techniques for cognitive learning outcomes, and observation techniques for character and psychomotor learning outcomes. Furthermore, it was analyzed by using two-sample paired t-test, while the psychomotor and affective learning outcomes were analyzed using the Friedman test. The results showed that the illustrative module of guided inquiry-based Physics learning containing character education was developed to have a total average score of 265.5 with the "very good" category. In conclusion, there was an increase in student learning outcomes after following the learning process using this developed illustrative module. Key words: Learning Outcomes, Product Quality, Illustration Modules, Research and Development


2021 ◽  
Vol 6 (4) ◽  
pp. 273
Author(s):  
Noviana Rohmatin ◽  
Suwarto Suwarto ◽  
Anwari Adi Nugroho

This study aims to increase creativity and learning outcomes of biology in class X MIPA State Senior High School with problem-based learning model in biology learning. This research is classroom action research carried out in 3 cycles, each cycle consisting of 4 stages; planning, implementing actions, observing, and reflecting. The subjects of this research were 36 students. The data in this study are creativity and student learning outcomes. Creativity data is measured by Mind Mapping observation sheets and cognitive learning outcomes data is measured by test questions at the end of each cycle, affective learning outcomes are measured by attitude assessment observation sheets, psychomotor learning outcomes are measured by skills observation sheets. Data on creativity and cognitive, affective and psychomotor learning outcomes were analyzed using the percentage technique and then described comparatively for each cycle. The results showed that there was an increase in creativity in the first cycle of 42%, the second cycle 55% and the third cycle 78%. While cognitive learning outcomes in cycle I 66%, cycle II 72% and cycle III 88%, affective learning outcomes in cycle I 41%, cycle II 63% and cycle III 74%, psychomotor learning outcomes in cycle I 36%, cycle II 50 %, cycle III 69%. The research data shows that the application of the Problem Based Learning model with YouTube can improve creativity and student learning outcomes. The increase in creativity occurred in cycle I to cycle II 13%, cycle II to cycle III 23%. Cognitive learning outcomes from cycle I to cycle II 6%, cycle II to cycle III 16%, affective learning outcomes from cycle I to cycle II 22%, cycle II to cycle III 11%, psychomotor learning outcomes from cycle I to cycle II 14 %, cycle II to cycle III 19%. PBL activities such as dealing with problems, analyzing and solving problems so as to make students creative in compiling works in the form of Mind Mapping and increasing cognitive, affective and psychomotor learning outcomes.


2019 ◽  
Vol 8 (1) ◽  
pp. 35-42
Author(s):  
Ike Nur Aulia ◽  
Krispinus Kedati Pukan ◽  
Priyantini Widiyaningrum

               Problem based learning (PBL) with video can be the concept of student knowledge on immune system material. The PBL 2013 model is widely used in learning or curriculum, but implementation is rarely used in learning. Based on preliminary observation at SMA N 1, it is known that the absorption capacity of immune system is 21.91% at national exam is the lowest. This research on the effectiveness of problem-based learning models with videos on student learning results in cognitive, affective and psychomotor aspects. The research sample consists of three experimental classes. Data sources include students' cognitive learning outcomes (pretest-posttest), affective learning outcomes, psychomotor learning outcomes, teacher qualitative descriptive analysis (interview) and student responses with descriptive percentage analysis. Data were analyzed by using the cognitive learning outcomes (pretest-posttest) in experimental classes. The questionnaire of learning implementation shows that the PBL with video on the immune learning system has been done well. The calculation of the N-gain value, the experimental classes has been increased by 0.77 with the high category. Based on the results of the research, it can be concluded that the PBL model for students is effective in applying material to cognitive, affective and psychomotor learning outcomes of students in SMA N 1 Semarang.


2020 ◽  
Vol 6 (1) ◽  
pp. 1-6
Author(s):  
Aulia Afza

This research aims to produce learning materials oriented problem-based learning model contain character that effective from student learning outcomes aspect, affective, cognitive, and psychomotor. This is research with the Plom model.Research conductedfor student of XI MIAgradeof senior high school. The instrumentusedan observation sheet with 6 indicators, multiple choicewritten testas many as 25 items with high cognitive levelsandthe performance assessment. Data analysis uses the percentage formula. The research results obtained that the average value of affective learning outcomes is 83,44% (effective), the average value of cognitive learning outcomes is 81,13%(effective)and 87,5% of students have exceeded the minimum criteria. The average value of psychomotor learning outcomes is 89,6% (effective). Conclude that product development has been effective from the student learning outcomes aspect.


2019 ◽  
Vol 9 (1) ◽  
pp. 169
Author(s):  
Bambang Bambang

Lack of student involvement in participating in physical education learning which results in learning outcomes becoming less, it is necessary to do an action that can increase student participation so that the goals of learning can be achieved. The purpose of this study was to determine the improvement in learning outcomes of badminton games in class VIII A students through the application of modifications to the bokortasko learning aids in Jambi City Middle School 18 of the academic year 2017/2018. In this study, the research design used was classroom action research (CAR) by taking action through cycle I and cycle II. Cognitive learning outcomes have increased. In the first cycle the average value of the written test was 7.8 and in the second cycle the average score of the written test was 9, so the cognitive learning results from cycle I to cycle II increased by 15.4%. Affective learning outcomes also increase. The affective average value in cycle I is 7.9, and the affective average value in cycle II is 8.2. So affective learning outcomes from cycle I to cycle II have increased by 3.8%. Psychomotor learning outcomes also increased, in the first cycle the psychomotor score was 7.6 and in the second cycle was 8.1. So psychomotor learning outcomes from cycle I to cycle II increased by 6.6%.


2018 ◽  
Vol 9 (1) ◽  
pp. 28
Author(s):  
Yesinta Heliyandari ◽  
Mukhlis Rohmadi ◽  
Hadma Yuliani

This study was aimed to know: (1) Whether there is or no increase of cooperative skill and whether there isi or no increas of students’ learning outcomes who participated the learning activity by using cooperative learning type rotating trio exchange at material of momentum and impulse; (2) Whether there is or no significant differences between the students’ cooperative skill and whether there is or no significant difference of students’ learning outcomes before and after implementing the rotating trio exchange of cooperative learning; (3) whether there is or no significant correlation between cooperative skill and students’ learning outcomes after implementation of cooperative learning type rotating trio exchange learning model at material of momentum and impulse. The type of research is pre-experimental design. Result finding showed that: (1) There was increase of cooperative skill and learning outcomes of students who participated the learning activity by using cooperative learning type rotating trio exchange; (2)There was significant difference of cooperative skill and learning outcomes of students before and after implementing the rotating trio exchange of cooperative learning; (3) there was no significant correlation between cooperative skill  and cognitive learning outcomes, there was no significant correlation between cooperative skill  and  affective learning outcomes and there was no significant correlation between cooperative skill and psychomotor  learning outcomes.


2020 ◽  
Vol 11 (2) ◽  
pp. 175
Author(s):  
Ni Kadek Dewi Novianti ◽  
Handoko Santoso ◽  
Agil Lepiyanto

The Effect of using the Problem Based Instruction (PBI) learning model to determine the effect on learning outcomes using the Problem Based Instruction (PBI) learning process. This research is a quasi experimental research which consists of a control class and an experimental class. The control class uses the conventional learning model and the experimental class uses the Problem Based Instruction (PBI) learning model, conducted in the X MIPA 1 and X MIPA 2 in SMA Negeri 1 Rumbia. The research data were obtained from test sheets and observations at the end of each lesson. The average cognitive learning outcomes of the experimental class were 80% and the control class was 63,83%. The average psychomotor learning outcomes of the experimental class were 80,46% and the experimental class was 75%. The results showed that there was an influence of the Problem Based Instruction (PBI) learning model on the learning outcomes of students in learning biology. Kata Kunci : Model Pembelajaran Problem Based Instruction (PBI), Hasil, Belajar peserta didik


2017 ◽  
Vol 4 (1) ◽  
pp. 452
Author(s):  
Nurhikma Ramadhana ◽  
Muslimin Ibrahim ◽  
Rudiana Agustini

The study aims at examming 1) the difference of cognitive leraning outcomes between students  who were taught by using cooperative learning model of Make a Match type and the ones taught by using The Power of Two type, 2) the difference of affective learning outcomes between students who were taught by using cooperative learning model of Make a Match type and the ones taught by using the Power of Two type 3) the difference of psychomotor learning outcomes between students who were taught by using cooperative learning model Make a Match type and the ones taught by using The Power of Two type of grade XI students at SMAN 1 Sungguminasa Makassar. The study was a quasi-experiment research which employed the static group pretest posttest design. The study used the experiment group I by implementing cooperative learning model of Make a Match type and the experiment group II by implementing cooperative learning model of The Power of Two type. The instruments of the study were the test of learning outcomes to measure the cognitive learning outcomes, observation sheet to measure affective and psychomotor learning outcomes of the students. Data were analyzed using descriptive statistic analysis and inferential statistic analysis (uji t α = 0,05 ) supported by SPSS 17.0 for windows program. that the result using The Power of Two was higher than the one using The Power of Two.Penelitian ini bertujuan untuk 1) Mengetahui perbedaan hasil belajar kognitif siswa dengan penerapan model pembelajaran kooperatif tipe Make a Match dengan kooperatif tipe The Power of Two pada siswa kelas XI SMAN. 1 Sungguminasa Makassar 2) Mengetahui perbedaan hasil belajar afektif siswa dengan penerapan model pembelajaran kooperatif tipe Make a Match dengan kooperatif tipe The Power of Two pada siswa kelas XI SMAN 1 Sungguminasa Makassar 3) Mengetahui perbedaan hasil belajar psikomotorik siswa dengan penerapan model pembelajaran kooperatif tipe Make a Match dengan The Power of Two pada siswa kelas XI SMAN 1 Sungguminasa Makassar. Jenis penelitian ini adalah quasi eksperimen dengan rancangan The static Group Pretest Posttest Design. Instrumen penelitian berupa Tes Hasil Belajar (THB) untuk mengukur hasil belajar kognitif, dan lembar observasi untuk mengukur hasil belajar afektif dan psikomotorik siswa. Data dianalisis statistik deskriptif dan inferensial (Uji t α = 0,05) dengan bantuan program SPSS 17.0 for windows. Hasil penelitian ini menunjukkan bahwa 1) Hasil belajar kognitif siswa dengan penerapan model pembelajaran The Power of Two lebih tinggi dibandingkan dengan penerapan model pembelajaran kooperatif tipe Make a Match 2) Hasil belajar afektif siswa dengan penerapan model pembelajaran tipe Make a Match lebih tinggi dibandingkan dengan penerapan model pembelajaran kooperatif tipe The Power of Two 3) Hasil belajar psikomotorik siswa dengan penerapan model pembelajaran tipe Make a Match lebih tinggi dibandingkan dengan penerapan model pembelajaran kooperatif tipe The Power of Two.


2017 ◽  
Vol 4 (2) ◽  
pp. 131-139
Author(s):  
Christopher H. Wade ◽  
Tyler Barrientos ◽  
Marc Macarulay ◽  
Whitney Alderson ◽  
Portney C. Shibale ◽  
...  

Introduction. Movies can be used in public health pedagogy to illustrate concepts and build students’ connection to the material. This study describes the perspectives of undergraduates and faculty on effective strategies for using movies to achieve key public health learning outcomes. Method. In this cross-sectional study, a survey was administered to undergraduate majors in health studies ( n = 109) and faculty who teach health-related courses ( n = 27). The survey included measures of usage and attitudes toward pedagogical applications of movies, which were informed by Bloom’s Taxonomy and the Core Competencies for Public Health Professionals. Results. Students and faculty expressed favorable attitudes toward the use of movies in undergraduate public health education. Additionally, both groups endorsed the usefulness of movies for affective and cognitive learning outcomes, with appraisals of affective learning being significantly higher. Movies were most frequently applied to building the core public health competencies of analyzing public health issues, communicating effectively, relationship building, and cultural competency. Among students, 74% stated that watching health-related movies reinforced their current career trajectory, encouraged them to consider other careers, or changed their choice of career. Discussion. Preparation of the future public health workforce requires students to develop both cognitive skills and an emotional connection to efforts that address health-related challenges. The findings of this study indicate that movies support both types of learning outcomes and therefore deserve further investigation as pedagogical tool in population health instruction.


2020 ◽  
Vol 8 (2) ◽  
pp. 229
Author(s):  
Asrorul Azizi ◽  
Irwansah Irwansah

The method of role playing in learning is a teaching and learning process in which students themselves are mentally active, building their knowledge, which is based on the cognitive structure they have. The teacher has a more role as a facilitator and mediator of learning. This study aims to determine the effect of role playing methods on cognitive learning outcomes in terms of student learning activities. The research method used is a quasi-experimental method. The research design used a "post-test only control group design" which involved two classes, namely the experimental class and the control class. The population in this study were all students of class X MIA MA Darul Aminin NW Aikmual, Central Lombok Regency. While the research sample was 39 students of class X MIA at the MA. Student learning outcomes were measured using a test in the form of multiple choice questions, and student learning activities were obtained using a questionnaire. Based on the results of the research that has been done, it can be concluded that the role playing method has an effect on student cognitive learning outcomes, because the significance value is 0.046 <0.05. The student learning activity factor for the cognitive domain obtained a significance value of 0.030 <0.05. The data shows that, student learning activities affect student cognitive learning outcomes. The interaction of the role palying method with student learning activities for the cognitive domain obtained a significance value of 0.227 <0.05, so this data shows that there is an interaction between the role playing method and student learning activities on student cognitive learning outcomes.


Sign in / Sign up

Export Citation Format

Share Document