scholarly journals IMPROVING OF BASKETBALL GAME LEARNING OUTCOMES WITH STUDENTS’ LEARNING GROUP INVESTIGATION

2021 ◽  
Vol 3 (1) ◽  
pp. 17-26
Author(s):  
Naheria Naheria ◽  
Baso Amiruddin ◽  
Muh. Ramli Buhari

This study aims to improve the learning outcomes of passing and dribbling basketball in Samarinda State Vocational School 17 students in 2019/2020 academic year using a cooperative group type investigation model. This research was conducted in two cycle, which consists of four stages namely planning, implementing, observing and reflecting actions for each cycle. The research subjects were students of pharmacy class XI-1 of SMK Negeri 17 Samarinda in the 2019/2020 school year, totaling 32 students, 5 students and 27 students. Data sources of this research are students and teachers. Data collection techniques used in this study were to test skills, knowledge and also observation of student behavior as an assessment of aspects of attitude. Data analysis uses descriptive analysis techniques that are based on qualitative and quantitative analysis. The results of the study show that using a cooperative group type cooperative model can improve learning outcomes of basketball passing and dribbling in students from pre-cycle to cycle one from cycle one to cycle two. From the analysis of data obtained from the results of cycle one an increase in the results of learning to pass and dribble basketball is complete that is 43.75% or 14 students who complete. While the second cycle increases the learning outcomes of basic techniques of passing and dribbling basketball by 100% or 32 students who are complete. Based on the results of the study it can be concluded that using the cooperative learning model type of investigation is appropriate in basketball learning especially the basic techniques of passing and dribbling.

2020 ◽  
Vol 7 (4) ◽  
pp. 402
Author(s):  
Binti Nashirotun

The purpose of this study was to determine the increase in activity and science learning outcomes in human motion system material using the jigsaw method and human body media. This research method uses classroom action research. This research was conducted in class 8F MTs.N 4 Klaten in the 2019/2020 school year with 39 students as research subjects as science teachers and 8F grade students. The research instrument used test and non-test, while the data analysis used comparative descriptive analysis. The results of this study indicate that the use of the jigsaw method and human body media can increase student activity and learning outcomes in the human movement system material in class 8F MTs.N 4 Klaten.


2017 ◽  
Vol 3 (1) ◽  
pp. 8-14
Author(s):  
Rani Nidya Wati ◽  
Arif Supriyadi

This study aims to: (1) Describe the activities of learning Mathematics of VB graders at SDN-1 Sabaru Palangka Raya in the 2016/2017 Academic Year on the implementation of the Round club model assisted by Monopoly Game Smart media, (2) Improving the learning outcomes of Mathematics in VB class students in SDN-1 Sabaru Palangka Raya Academic Year 2016/2017 after the implementation of the Round club model assisted by Smart Game Monopoly media. The type of research used by researchers is Class Action Research (CAR) with research subjects of all VB class students at Sabaru Palangka Raya SDN-1, totaling 22 students. Data collection techniques in this study use observation and tests. Data analysis uses qualitative data analysts. And quantitative. The results of this study indicate that: (1) Activity of VB class students at SDN-1 Sabaru Palangka Raya in the 2016/2017 school year in Mathematics learning after applying the Round Club learning model assisted by Monopoly media Smart Games are better, because students are active, enthusiastic , listen to the teacher's explanation and be enthusiastic in following the learning process. The results of the teacher observation on teaching and learning activities were carried out by observer I and observer II during the Mathematics learning process in the first cycle. The common aspect of teacher activity was 3.61 in the excellent category, and the universal element of students was 3.40 in the very type. Well. (2) There is an increase in Mathematics learning outcomes by applying the Round Club learning model assisted by Monopoly Game Smart media on V-B grade math subjects at SDN-1 Sabaru Palangka Raya in the academic year 2016/2017. This is indicated by the learning outcomes seen through the class average in the first cycle which is equal to 78.63, and the completeness percentage of students in classical is 100%, from the predetermined provisions, namely for KKM of 65 and completeness criteria in traditional 85%.


2018 ◽  
Vol 2 (4) ◽  
pp. 377
Author(s):  
Tini Kartini

 This study aims to determine the performance of language teachers in teaching at SMK Negeri 30 Jakarta, by looking at student learning outcomes for language subjects (Indonesian, English, French) for students of class XI semester one of the school year 2017/2018 that have not reached the standard KKM determined by the school. This research is School Action Research (PTS) through the implementation of Scheduled Guidance. This research was carried out at 30 State Vocational Schools Jakarta and its implementation in two cycles, each cycle in the study included four steps namely (1) planning (2) implementation (acting), (3) observation (observing), (4) reflection (reflecting). Data were collected using observation sheets and analyzed using descriptive analysis. Based on research data and discussion, it can be concluded that the implementation of Guidance is scheduled for language teachers. proven to be able to improve the performance of language teachers in implementing learning for class XI students. The first semester of SMK Negeri 30 Jakarta in the 2017/2018 academic year, so that student learning outcomes improve well.


PHEDHERAL ◽  
2018 ◽  
Vol 15 (2) ◽  
pp. 45
Author(s):  
Tomy Priya Dinata ◽  
Waluyo Waluyo

<p>The purpose of this study is To Improve Results Long Jump learning styles bouncy Students Grade XI IPA 3 SMA Negeri 1 Kartasura Academic Year 2017/2018.<br />This research is a classroom action research are conducted in two cycles, with each cycle consisting of 2 meetings. The research subjects were the students grade XI 3 totaling 37 learners, Source of data derived from learners, teachers, and researchers. Data collection techniques are observation, interviews, documentation or archives are photographs. The validity of the data using data triangulation technique. Data were collected at each observation of the implementation cycle by qualitative descriptive analysis, using techniques percentage to view trends in learning activities.<br />Based on the analysis in chapter IV obtained pre-cycle improvement occurring in the first cycle to and from the first cycle to the second cycle, In the long jump pre-cycle learning outcomes bouncy style on the criteria enough 27.02%, approximately 35.14%, and 37.84% less once the number of learners who pass are 10 learners. In the first cycle of learning outcomes long jump bouncy style in the good category of 13.51%, just 43.24%, 27.03% less, and less once 16.22%, the number of learners who completed 21 learners with a percentage of 56.76%. While on the second cycle of learning outcomes long jump bouncy style in the very good category for 5.41%, good 32.43%, 45.95% enough, lacking 13.51%, and less so 2.70%, The number of learners who complete and pass are 31 learners, of a total of 37 pesra students with a percentage of 83.78%. The increase occurred in the first cycle and the second cycle. Learning outcomes long jump bouncy style has reached the target to be achieved in the second cycle even exceeding the target.<br />From the analysis of the above data it can be concluded thatusing a modification of inclusion style of teaching learning media can improve learning outcomes long jump on the bouncy style of learners in class XI IPA 3 SMA Negeri 1 Kartasura year 2017/2018 Teachings.</p>


PHEDHERAL ◽  
2018 ◽  
Vol 15 (2) ◽  
pp. 34
Author(s):  
Winarno Winarno ◽  
Agus Margono ◽  
Deddy Whinata Kardiyanto

<p>The purpose of this research is to improve learning outcomes in the long jump squat style class VII B SMP Negeri 8 Surakarta in academic year 2017/2018.<br />This study is a classroom action research conducted in two cycles, and each cycle consists of 2 meetings. Research subjects of students of class VII B, amounting to 32 students. The data source comes from students, teachers, and<br />researchers. Data collection techniques use tests and observations. Data validity<br />is by using data triangulation technique. Data analysis used qualitative descriptive analysis technique using percentage technique.<br />The results of data analysis showed an increase learning outcomes long jump squat style as follows. The percentage of completeness in the pre-cycles is 31.25%or 10 students, unfinished 68.75% or 22 students. The percentage of completeness in the first cycle is 46.88% or 15 students, untargets 53.12% or 17 students. While on the percentage of completeness in the second cycle is 81.25% or 26 students, untargets 18.75% or 6 students. Learning outcomes long jump squat style has reached a target attainment of 80%.<br />Based on the analysis above it can be concluded; that the application of the method of approach play can improve learning outcomes in the long jump squat style class VII B SMP Negeri 8 Surakarta in academic year 2017/2018.</p>


2018 ◽  
Vol 2 (3) ◽  
pp. 259
Author(s):  
Made Sukiasih

The implementation of this classroom action research aimed at finding out whether the Cooperative learning Group Investigation Type can improve students' ability in composing text. The subject of this study was the third grade students of SMP Negeri 2 Singaraja in the odd semester of 2017/2018 Academic Year. The data of this research were collected using learning achievement test while the analysis used was descriptive analysis. After all data were analyzed, it was found an improvement in learning outcomes. The average score of the students before the research was 74.80 with learning completeness 60.53.%. Then, in the first cycle, the average score was 76.69 with learning completeness 73.68%. The results of the second cycle also improved with the average score 77.61 and classical learning completeness 89.47%. It turned out that the results in cycle II had exceeded the criteria proposed according to the indicators of success of the study. Based on the data gained, the researcher concluded that the Cooperative Learning model Group Investigation Type can improve the ability of students composing the text.


2020 ◽  
Vol 21 (2) ◽  
pp. 121
Author(s):  
Syarifuddin Syarifuddin

ABSTRAK Tujuan penelitian adalah untuk menemukan upaya peningkatan aktifitas dan prestasi belajar peserta didik melalui model pembelajaran kooperatif tipe Jigsaw yang disertai dengan penerapan tugas baca. Penelitian ini dilaksanakan dalam 2 siklus, setiap siklus terdiri atas tahap perencanaan, tindakan, observasi dan refleksi. Subyek penelitian adalah siswa kelas XII.IPA.1 SMA Negeri 5 Sidrap Tahun Pelajaran 2017/2018, dengan jumlah siswa 29 orang, terdiri dari 12 orang laki-laki dan 17 orang perempuan. Analisis data dilakukan dengan analisis deskriptif. Hasil penelitian menunjukkan, rata-rata hasil belajar siswa pada siklus I 74,38 dengan ketuntasan klasikal 75,38%, pada siklus II rata-rata hasil belajar siswa 77,62 dengan ketuntasan klasikal 89,66%. Dan setelah diadakan ulangan harian untuk materi siklus I dan II diperoleh rata-rata hasil belajar 78,14 dengan ketuntasan klasikal 93,10%. Kondisi ini menunjukkan adanya peningkatan hasil belajar siswa serta peningkatan ketercapaian ketuntasan belajar secara klasikal. Kata kunci: Hasil belajar, kooperatif tipe Jigsaw, tugas baca ABSTRACT The research objective was to find efforts to increase the activity and learning achievement of students through the Jigsaw cooperative learning model which was accompanied by the application of reading assignments. This research was conducted in 2 cycles, each cycle consisting of planning, action, observation and reflection stages. The research subjects were students of class XII.IPA.1 SMA Negeri 5 Sidrap in the academic year 2017/2018, with 29 students, consisting of 12 boys and 17 girls. Data analysis was carried out by descriptive analysis. The results showed, the average student learning outcomes in the first cycle 74.38 with 75.38% classical completeness, in the second cycle the average student learning outcomes 77.62 with 89.66% classical completeness. And after the formative tests were held for the material of the first and second cycles, the average learning outcome was 78.14 with 93.10% classical completeness. This condition indicates an increase in student learning outcomes and an increase in the achievement of classical learning completeness. Keywords: Learning outcomes, Jigsaw cooperative, reading assignment


Author(s):  
Sri Indarti

Pada survey pendahuluan yang telah dilakukan di kelas, siswa memiliki pengetahuan kognitif dibawah Kriteria Ketuntasan Minimal yang telah ditetapkan sekolah. Penelitian ini bertujuan untuk meningkatkan aktivitas dan hasil belajar IPA peserta didik kelas VIIIA SMP Negeri 24 Bandar Lampung melalui penerapan model pembelajaran Discovery Learning dengan  Pendekatan Saintifik . Penelitian ini menggunakan metode penelitian kuasi eksperimen. Subjek penelitian dalam penelitian ini adalah peserta didik kelas  VIIIA SMP Negeri 24 Bandar Lampung Tahun Pelajaran 2017/2018 dengan jumlah peserta didik sebanyak 32 peserta didik dengan teknik pengambilan sampel cluster random sampling. Data yang diperlukan diperoleh melalui observasi, dokumentasi dan tes menggunakan soal-soal tes. Data yang terkumpul dianalisis dengan teknik analisis kualitatif dan kuantitatif. Hasil analisis deskriptif setelah penerapan model pembelajaran discovery learning dengan scientific approach ditunjukkan adanya peningkatan aktivitas dan hasil belajar peserta didik. Data hasil penelitian pada aktivitas belajar peserta didik menunjukkan adanya peningkatan dari pra penelitian yaitu  43,75% meningkat menjadi 78,13%, sedangkan pada hasil belajar peserta didik menunjukkan peningkatan dari  66,25 %  menjadi 78,13 %., sehingga diperoleh kesimpulan bahwa model pembelajaran Discovery Learning berbasis pendekatan saintifik dapat meningkatkan aktivitas dan hasil belajar peserta didik pada pembelajaran IPA di Kelas VIIIA  SMP Negeri 24  Bandar Lampung Tahun Pelajaran 2017/2018 In the preliminary survey that has been done in class, students have cognitive knowledge under the Minimum Completion Criteria set by the school. This study aims to improve the activities and learning outcomes of science students of class VIIIA SMP Negeri 24 Bandar Lampung through the application of the Discovery Learning model with the Scientific Approach. This research used quasi experiment research method. The research subjects in this study were students of class VIIIA SMP Negeri 24 Bandar Lampung Academic Year 2017/2018 with a total of 32 students with a cluster random sampling technique. The required data is obtained through observation, documentation and tests using test questions. The collected data was analyzed by qualitative and quantitative analysis techniques. The results of the descriptive analysis after the application of discovery learning models with the scientific approach showed an increase in activity and learning outcomes of students. Data from research results on student learning activities showed an increase from pre-study, namely 43.75%, increased to 78.13%, while the learning outcomes of students showed an increase from 66.25% to 78.13%, so that it was concluded that Discovery Learning model based on scientific approach can improve the activities and learning outcomes of students in science learning in Class VIIIA Public Middle School 24 Bandar Lampung Academic Year 2017/2018


Author(s):  
Sunarti Sunarti

<p><em>This Classroom Action Research aims to improve the learning outcomes of Class V students in learning Healthy Food through the application of a scientific approach to Class V Students of SD Negeri 3 Randurejo, Pulokulon District, Grobogan Regency Academic Year 2020/2021. To achieve this goal, a study was conducted. The research in question is a type of classroom action research (PTK) with the dependent variable, namely, increasing the learning outcomes of grade V students in learning the Healthy Food Theme at SD Negeri 3 Randurejo for the academic year 2020/2021, while the independent variable is the use of PPT media through a scientific approach. The data collection techniques used were interviews, observation and learning outcomes tests. After the data collected will be analyzed using comparative descriptive, while for qualitative data analyzed using qualitative descriptive analysis based on the results of observation and reflection. In this classroom action research (CAR), each cycle consists of planning, implementing, observing and reflecting. With the research subjects totaling 11 students, in cycle I there were 6 students (54.54%) who completed learning, in Cycle II student learning completeness increased to students (72.72%), in cycle III student learning completeness increased to 10 students (90.90%). By looking at the learning outcomes, the application of science can improve student learning outcomes</em></p>


Jurnal Kiprah ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. 132-142
Author(s):  
Rahmawati Scorpiana

Penelitian ini bertujuan untuk mendeskripsikan penggunaan media permainan Teka Teki Dadu dalam meningkatkan aktivitas dan hasil belajar menulis siswa kelas IX A SMP Negeri 3 Bintan Tahun Pelajaran 2018/2019. Tujuan pembelajaran menulis yang ingin dicapai yaitu siswa mampu mengungkapkan informasi dalam bentuk iklan baris, resensi, dan karangan.  Subjek penelitian adalah siswa kelas IX A berjumlah 32 siswa. Instrumen dalam penelitian ini terdiri atas lembar penilaian tertulis (penilaian proyek), lembar observasi, dan angket. Teknik pengumpulan data menggunakan analisis deskriptif. Hasil penelitian menunjukkan adanya peningkatan persentase rata-rata keaktifan siswa dari 63,54% pada siklus pertama menjadi 77,08% pada siklus kedua. Penggunaan media permainan (Teka Teki Dadu) juga meningkatkan hasil belajar menulis siswa. Hal ini terlihat adanya peningkatan dari siklus pertama sampai siklus kedua.  Peningkatan jumlah siswa yang tuntas sebelum tindakan (prasiklus) hanya 50,00% (16 siswa), pada siklus pertama mencapai 65,63% (22 siswa) dan pada siklus kedua ketuntasan meningkat menjadi 81,25% (26 siswa). Penggunaan media permainan (Teka Teki Dadu) dalam pembelajaran ternyata mendapat tanggapan positif, 97,50% siswa setuju dengan penggunaan media ini karena dapat memudahkan mereka memahami konsep-konsep dan materi pelajaran, membuat suasana belajar menjadi menyenangkan, memacu mereka untuk aktif, dan membiasakan siswa untuk bekerja sama.   This study aims to describe the buse of Dice Puzzle Game media to improve writing activities and learning outcomes of grade IX A students of SMP Negeri 3 Bintan 2018/2019 Academic Year. The research subjects were 32 students of Class IX A. The instruments in this study consisted of a written assessment sheet (project appraisal), an observation sheet, and a questionnaire. Data collection techniques using descriptive analysis. The results showed an increase in the average percentage of student activity from 63,54% in the first cycle increased to 77,08% in the second cycle. The use of game media (Dice Puzzle) also improves student writing learning outcomes, this is seen by a significant increase from the first cycle to the second cycle. The increase in the number of students who completed it before the action (prasiklus) was only 50,00% (16 students), in the first cycle it reached 65,63% (22 students) and in the second cycle completeness rose to 81,25% (26 students). The use of game media (Dice Puzzle) in learning turned out to get a positive response 97,50% of students agreed with the use of this media because it can facilitate them to understand concepts and subject matter, make the learning atmosphere enjoyable, encourage them to be active, familiarize students to cooperate


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