scholarly journals Peningkatan Minat Dan Hasil Belajar Matematika Siswa Menggunakan Problem Based Instruction Pada Materi Garis Dan Sudut Siswa Kelas VIIB Di SMP Taman Dewasa Ibu Pawiyatan Yogyakarta

2018 ◽  
Vol 6 (2) ◽  
Author(s):  
Yoviani Minarti Rauf ◽  
Benedictus Kusmanto

This study aims to describe the process of learning with Problem Based Instruction (PBI) model in order to increase interest and learning outcomes of students of class VII B SMP Taman Dewasa Ibu Pawijayatan Yogyakarta in the even semester of the academic year 2016/2017. The research method used in this research is Classroom Action Research. The results showed that the interest and results of learning mathematics students with the model of learning Problem Based instruction (PBI) has increased. The average value of cycle I 65.8 and the average value of cycle II 72.6. While the percentage of interest for the cycle I 80% and percentage interest rate for cycle II 87%.

2016 ◽  
Vol 17 (1) ◽  
pp. 22-44
Author(s):  
Mustakim Mustakim

The problems of classroom action research are for students of class VII A SMPN 2 Patean Kendal 2nd Semester Academic Year 2015/2016: (1) Is ELPSA learning with the game KSD can improve learning outcomes Mathematical quadrilateral material?, (2) What ELPSA learning with games KSD can increase the activity of learning mathematics quadrilateral material?, and (3) How to change the behavior of students of class VII A after following learning learning ELPSA with KSD game on material quadrilateral? The study was conducted in two cycles each consisting of planning, implementation, observation, and reflection. Data collected through observation activities, teacher journals, student questionnaire, and test. Subjects were increased activity and results study A class VII SMPN 2 Patean Kendal, amounting to 22 learners with a composition of 12 male students and 10 female student. The study was conducted in January to April 2016. The indicators in this study were (1) More than 75% of students are actively involved in the learning process; (2) The average grade formative test at least 75 to 75% of students reach the minimum KKM is 75; (3) At least 85% of students are well behaved during the learning process.   The results showed that (1) increased student learning outcomes seen from the highest value, lowest value, average, and mastery learning. In the first cycle the highest grade 86 increased 14 points to 100 in the second cycle, the lowest value of 54 increased 4 points to 58 in the second cycle, the average value of 74 increased by 12 points to 86, and the learning completeness 51% increase 35% to 86%; (2) All aspects of the students in learning activities is experiencing an increase in both activity visual, oral, listening, writing, drawing, metrics, mentally, and emotionally. The conclusions of this Class Action Research is a learning game ELPSA with KSD on quadrilateral materials can improve learning outcomes and activities as well as change the behavior of students of class VII A SMPN 2 Patean Kendal 2nd Semester Academic Year 2015/2016.   Rumusan masalah dalam Penelitian Tindakan Kelas di SMP2 kelas VII A tahunajaran 2015/2016 adalah (1) Apakah pembelajaran ELPSA dengan permainan KSD dapat meningkatkan hasil belajar Matematika materi segiempat Semester 2 Tahun Pelajaran?, (2) Apakah pembelajaran ELPSAdengan permainan KSD dapat meningkatkan aktivitas belajar Matematika materi segiempat?, dan (3) Bagaimana perubahan perilaku siswa Semester 2 setelah mengikuti pembelajaran pembelajaran ELPSA dengan permainan KSD pada materi segiempat? Penelitian dilakukan dalam dua siklus yang  terdiri dari perencanaan, pelaksanaan, pengamatan, dan refleksi. Pengumpulan data, melalui pengamatan, jurnal guru, angket siswa, dan tes. Subjek penelitian adalah peningkatan aktivitas dan hasil belajar siswa kelas VII A SMPN 2 Patean Kendal yang berjumlah 22 siswa dengan komposisi 12 siswa putra dan 10 siswa putri. Penelitian dilakukan pada bulan Januari sampai dengan April 2016. Indikator dalam penelitian ini adalah (1) Lebih dari 75% siswa terlibat aktif dalam proses pembelajaran; (2) Rata-rata nilai tes formatif minimal 75 dengan 75% siswa mencapai batas minimal KKM yaitu 75; (3) Minimal 85% siswa berperilaku baik selama mengikuti proses pembelajaran. Hasil penelitian menunjukkan bahwa (1) hasil belajar siswa meningkat dilihat dari nilai tertinggi, nilai terendah, rata-rata, dan ketuntasan belajar. Pada Siklus I nilai tertinggi 86 meningkat 14 point menjadi 100 pada Siklus II, nilai terendah 54 meningkat 4 point menjadi 58 pada Siklus II, rata-rata nilai 74 meningkat 12 point menjadi 86, dan ketuntasan belajar 51% meningkat 35% menjadi 86%.; (2) Semua aspek aktivitas siswa dalam belajar mengalami peningkatan baik aktivitas visual, oral, mendengarkan, menulis, mengambar, metrik, mental, maupun emosional. Simpulannya adalah pembelajaran ELPSA dengan permainan KSD pada materi segiempat dapat meningkatkan hasil belajar dan aktivitas serta mengubah perilaku siswa.


2021 ◽  
Vol 1 (2) ◽  
pp. 183-189
Author(s):  
SRI TUGIYATMI

This study aims to improve the mathematics learning outcomes of class VIII.A students at SMP Negeri 225 Jakarta, totaling 40 students, through the application of the Google Classroom application. The research was carried out in the odd semester of the 2021-2022 Academic Year, precisely from September to December 2021. The research method used was classroom action research which was designed in two cycles. Each cycle is carried out in four stages, namely planning, implementation, evaluation and reflection. The results of the study obtained data on student learning outcomes in the Pre-Cycle, the average value of students was only 63.25. Students who achieve completeness are students who get a score equal to or above the KKM (KKM = 75) as many as 10 students (25.00%). In Cycle I, the average value of students is 72.00. There were 25 students (62.50%) who achieved completeness. In Cycle II, students who achieved completeness were 31 students (77.50%). The results of this study indicate that there is an increase in mathematics learning outcomes by 15%. The conclusion of this study is that learning through the application of the Google Classroom application can improve mathematics learning outcomes for class VIII.A students at SMP Negeri 225 Jakarta. ABSTRAKPenelitian ini bertujuan untuk meningkatkan hasil belajar matematika peserta didik kelas VIII.A SMP Negeri 225 Jakarta yang berjumlah 40 peserta didik, melalui penerapan aplikasi google classroom. Penelitian dilaksanakan pada semester ganjil Tahun Pelajaran 2021- 2022 tepatnya bulan September sampai datang bulan Desember 2021. Metode penelitian yang digunakan adalah peneltian tindakan kelas yang dirancang dalam dua siklus. Setiap siklus dilaksanakan dalam empat tahapan yaitu perencanaan, pelaksanaan, evaluasi dan refleksi. Hasil penelitian didapatkan data hasil belajar peserta didik pada Pra Siklus, nilai rata- rata peserta didik hanya 63,25. Peserta didik yang mencapai ketuntasan yaitu peserta didik yang memperoleh nilai sama dengan atau diatas KKM ( KKM= 75) sebanyak 10 peserta didik (25,00%). Pada Siklus I , nilai rata- rata peserta didik sebesar 72,00. Peserta didik yang mencapai ketuntasan sebanyak 25 peserta didik (62,50%). Pada Siklus II , peserta didik yang mencapai ketuntasanswebanyak 31 peserta didik (77,50%). Hasil penelitian ini menunjukkan bahwa terjadi peningkatan hasil belajar matematika sebesar 15%. Kesimpulan penelitian ini adalah pembelajaran melalui penerapan aplikasi google classroom dapat meningkatkan hasil belajar matematika pada peseta didik kelas VIII.A di SMP Negeri 225 Jakarta.


2017 ◽  
Vol 1 (1) ◽  
pp. 49-58
Author(s):  
Nisda Putri

To be able to learn something well, we need to hear, see, ask questions about it, and discuss it with others. Not only that, teachers need to "do", which describe something in their own way, showing for example, tried to practice skills and tasks that require  What Knowledge they have earned. The problems to be examined in this study are: a How improve mathematics learning outcomes by using the game in class IX SMP Negeri 2 P Ainan academic year 2014-2015? b. The steps made in improving learning outcomes math class IX students? The results showed that study using the game in class IX SMPN 2 Painan, on learning of Mathematics, encourage student learning activities to teach well so spur students to obtain satisfactory academic achievement. Of the 10 observed activities, 7 of them are classified into medium category and 3 of them fall into the less category. The three activities gradually increase in each cycle, the three activities are preparing places, materials and tools by 25.93%, expressing the idea of ​​11.11% and reading the rules of the game and books of 29.63% and each Has increased, become Preparing places, materials and tools of 55.56%, revealed the idea of ​​66.67% and for the activity of reading the rules of the game and books increased by 74.04%. Achievement learn student mathematics obtained grade average value in cycle I equal to 69,62 increase become 73,51 in cycle II. The percentage of students who reached the completeness standard also increased in the first cycle of 88.88% (Category Good), increased to 100% (Category Special Category) in cycle II. Thus the game method can improve the activity and achievement of learning mathematics students SMPN 2 Painan Lesson Year 2014/2015. Student journals are known by the use of game methods to make learning more fun, learning less tense but still concentrating. Students more quickly understand the concept of geometry and measurement by appreciating the role played.


2020 ◽  
Vol 1 (2) ◽  
pp. 210-217
Author(s):  
A Rahim ◽  
Rizky Dwiprabowo

The background of this research is the fact of the low learning outcomes of PPKn among SDN Jatimekar II Bekasi students, where most students have not reached the minimum completeness standard (KKM). The purpose of this study was to improve student PPKn learning outcomes in the Election and Pilkada Process material through the Role Playing Method in grade VI students in the odd semester of the 2018/2019 academic year. This research method is classroom action research (classroom action research). The model used is the model used is the Kurt Lewin Model with 2 cycles, where in each cycle there are four stages consisting of planning, acting, observing and reflecting. The research time was 4 months, from August to November 2018 with 20 students as research subjects, while data was collected through tests, interviews and observations. The results showed that there was a significant increase in PPKn learning outcomes on the Election and Pilkada Process material for grade VI students. This is evidenced by the results of the pre-cycle test 58.30 increased to 71.08 in cycle I, and in cycle II increased with an average value of 87.50. The results of this test are also supported by the results of interviews which show that PPKn learning on the Election and Pilkada Process material through the Role Playing Method can be fun, so that active learning is created.


2019 ◽  
Vol 8 (2) ◽  
pp. 435
Author(s):  
Lystia Nurhaliza Hasibuan ◽  
R. Triyanto ◽  
Raden Burhan ◽  
Mangatas Mangatas

AbstrakPenelitian ini dilaksanakan di SMK Negeri 9 Medan, Jenis penelitian yaitu Penelitian Tindakan Kelas. Subjek penelitian ini adalah siswa kelas X DKV 1 yang berjumlah 36 orang siswa terdiri dari 20 laki-laki dan 16 perempuan, Penelitian ini bertujuan untuk meningkatkan hasil belajar sketsa, melalui motode demonstrasi dan latihan. Berdasarkan hasil observasi awal yang di temukan oleh peneliti, masih rendahnya hasil belajar sketsa siswa. Peneliti melakukan pre test untuk mengetahui kondisi awal sebelum dilaksanakannya tindakan persiklus. Hasil pre test menunjukkan masih rendahnya ketuntasan belajar siswa, dari 36 orang siswa hanya 7 orang siswa (19,4%) yang tuntas dalam pembelajaran sketsa. Penelitian ini menggunakan motode pembelajaran demonstrasi dan latihan. Pada siklus I diperoleh 24 orang siswa (66,7%) yang tuntas dan 12 orang siswa (33,3%) yang tidak tuntas. Dengan begitu, peneliti melanjutkan ke siklus II dengan perolehan 35 orang siswa (97,2%) yang tuntas dan 1 orang siswa (2,8%) tidak tuntas dalam pembelajaran sketsa. Terdapat peningkatan dari siklus I ke siklus II sebesar 30,5%, maka peneliti tidak melanjutkan ke siklus berikutnya. Dengan demikian dapat disimpulkan bahwa penggunaan motode pembelajaran demonstrasi dan latihan dapat meningkatkan kemampuan belajar sketsa pada siswa kelas X DKV 1 di SMK Negeri 9 Medan Tahun Pembelajaran 2019/2020.Kata Kunci: hasil belajar, sketsa, demonstrasi, latihan.AbstractThis research was conducted at SMK Negeri 9 Medan. The research employs a classroom action research method. The research subject was the ten grade students of DKV 1 with a total of 36 students consist of 20 men and 16 women. This research aims to improve skectch learning outcomes through demonstration and training method. Based on the results of preliminary observations found by researcher, the researcher found the low student sketch learning outcomes. The researcher used a pre-test to determine the initial conditions before the pre-cycle action was carried out. The result of pre-test showed that students' learning completeness was still low. From 36 students only 7 students (19,4%) who complete in sketching learning. This research was taught by using demonstration and training learning method. In cycle I, there were 24 students (66,7%) was complete and 12 students (33,3%) was incomplete. Therefore, the researcher proceed to cycle II with the acquisition of 35 students (97,2%) was complete and 1 students (2,8%) was incomplete in sketch learning. There was increase from cycle I to cycle II of 30,5%, the researcher does not proceed to the next cycle. Thus, it can be concluded that the use of demonstration and training method can improve the ability in sketch learning of the ten grade students DKV I at SMK Negeri 9 Medan in the academic year 2019/2020. Keywords: learning outcomes, sketch, demonstration, training.


2011 ◽  
Vol 1 (1) ◽  
Author(s):  
Tatan Zenal Mutakin ◽  
Teti Sumiati

<p>The research is an experiment conducted in SMA Negeri 8 Tangerang City, Banten, on the influence of learning and use of media interest in learning of mathematics learning outcomes. The purpose of this study was to analyze the <br />influence of media use to learn and interest in learning mathematics learning <br />outcomes. (Experiment In Student Class XI IPA SMAN 8 Tangerang City Year <br />Lesson 2010/2011). The research method used is an experimental method using <br />the technique "factor analysis" with "Two Way Anova", aided by SPSS version <br />15.0. The results of the analysis studies suggest that: 1) There is the media's <br />influence on the learning outcomes of mathematics learning, 2) There is interest <br />in studying the influence on the results of studying mathematics, and 3) There is no interaction between the learning outcomes of students with interest in learning mathematics students. </p>


2018 ◽  
Vol 1 (1) ◽  
pp. 51-58
Author(s):  
Dodik Mulyono ◽  
Lucy Asri Purwasi ◽  
Agusman Riyadi

This study aims to determine the completeness of the results of learning mathematics Class VIII SMP Negeri 8 Lubuklinggau. Having applied guided discovery method. The research method used in this research is a quasi experiment with population class VIII 191 students and as a sample is class VIII F 32 students are taken at random. Data collecting is done by the test technique in the form of essay.Data problem is analyzed using t-test . Based on the results of data analysis on tarap belief α = 0.05 can be concluded that the results of students studying class VIII SMP Negeri 8 Lubuklinggau Academic Year 2016/2017 after the average value of the final test of 81.27 and the percentage of complete students reached 82.14% Keywords: Guided Discovery, Learning Outcomes, Mathematics


2020 ◽  
Vol 2 (2) ◽  
pp. 22-31
Author(s):  
ASHARI LUBIS

This study aims to investigate the improvement students’ learning outcomes after the application of the experimental method in heat concept. The research design used was classroom action research with data collection techniques using observation sheets, tests, and student worksheets. The subjects of the study were students of class VII.1 of SMPN 7 Muara Bungo in the academic year 2019/2020 with 31 students. This research was conducted in three cycles, starting from October 28, 2019 to November 26, 2019. The results of this study indicate that the application of the experiment method can improve students’ learning outcomes in heat concept. Improved students’ learning outcomes can be seen from the average value, students' absorption capacity, and mastery learning from cycle I, cycle II, and cycle III. For the average value of students in cycle I, cycle II, and cycle III, are: 80, 85, and 88. For the absorption of students in cycle I, cycle II, and cycle III, are: 80%, 86% and 89%. As for mastery learning in cycle I, cycle II, and cycle III, are: 72%, 89%, and 94%.


2020 ◽  
Vol 13 (2) ◽  
pp. 263-270
Author(s):  
Dwi Novaria Misidawati

This research is motivated by the low understanding and learning outcomes of students in the marketing management course. The purpose of this study was to improve student understanding and learning outcomes in marketing management courses using the mind map method at IAIN Pekalongan for the 2019/2020 Academic Year. This research was conducted on 50 students of class IIA of the Sharia Economics Study Program, consisting of 40 women and 10 men. The research method used was Classroom Action Research (PTK) using the PTK Kemmis & Taggart design consisting of 2 cycles, each consisting of planning, implementing, observing, and reflecting. Collecting data using observation instruments, tests, documentation, and questionnaires. The results of this study indicate an increase in understanding and learning outcomes in marketing management courses, marked by an increase in the number of students who reach the completeness limit, namely in cycle I there are 33 students (66%), in cycle II there are 44 students (88%). The conclusion of this study shows that the application of the mind map method can improve understanding and student learning outcomes in marketing management courses.


LITERATUS ◽  
2019 ◽  
Vol 1 (1) ◽  
pp. 31-36
Author(s):  
Dini Ameliawati

The purpose in this research was to determine the process of implementing the planting method in an effort to improve naturalist intelligence for children. The method used in this study is a class action research method which consists of four steps, there are: planning, implementation, observation, and reflection. This research was conducted on 17 students at KB TK Asaloka on West Jakarta, from April to May 2019. The data collection techniques in this study were observation, field notes, interviews, and documentation. The results of the action in each cycle of class action research obtained an increase in children's naturalist intelligence from the start of the pre-cycle action with the acquisition of an average value are 1.3, or 32% if on percentage value. Cycle 1 get the acquisition of an average value 2.6, or 62% if on percentage value. Then, cycle 2 with the acquisition of an average value are 3.7, or equal to 92% on percentage value. The conclusion of this study is that planting methods are effective in increasing children's naturalist intelligence.


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