scholarly journals IMPLEMENTASI MEDIA PERMAINAN CODAKA DALAM MENINGKATKAN HASIL BELAJAR RANAH KETERAMPILAN SISWA DI KELAS IV SDN SAMBUNG

2020 ◽  
Vol 7 (1) ◽  
Author(s):  
Endang Eni Lestari ◽  
Mila Roysa ◽  
Imaniar Purbasari

This study aims to describe the improvement of the learning outcomes of the students in the fourth grade of SDN Sambung using Codaka game media. This research is a classroom action research. The research subjects were 23 grade IV students of SDN Sambung. Data collection techniques obtained from observation, documentation, and tests. Data analysis techniques using quantitative and qualitative data analysis. The results of the implementation of Codaka game media in class IV SDN Sambung obtained that the observed student skills included listening, communication, and participation skills. The listening skills of the first cycle students, the percentage of students who completed was 65% and increased in the second cycle to 83%. In the first cycle communication skills, students who completed obtained a percentage of 57% while the second cycle gained 78%. Cycle participation skills, the percentage of students who completed was 65% while in cycle II the percentage was 83%. Based on these data it can be concluded that listening skills, communication, and student participation in cycle I to cycle II have increased so that they can reach the percentage of completeness of more than 75% so that it can be concluded that the media of Codaka games can improve student learning outcomes in the realm of skills.

Author(s):  
Eko Mauludin Subianto ◽  
Aminuddin Kasdi ◽  
Waspodo Tjipto Subroto

ABSTRACTThis research is a development approach that aims to (1) describe the feasibility media 3D maps have been developed, (2) describe the effectiveness of media 3D map. This research was conducted in SDN Lidah Kulon I Surabaya, with research subjects are students of class IV A SDN Lidah Kulon I Surabaya as the control class and IV B SDN Lidah Kulon I Surabaya as an experimental class of the school year 2015/2016. Type of research is the development of the research design form 4-D. The data was obtained as follows: media 3D map developed declared eligible. This is shown by the assessment of media experts validator that shows the percentage of votes at 92.5% which is in excellent condition and the assessment of experts validator percentage material showed 90% were classified as very good. As for testing the hypothesis analyzed by t-test showed that the learning outcomes of students in the experimental class is higher than the control class. This is indicated by tcount (4713)> ttable (1.664) with a mean value of the experimental class of 78.3750 higher than the learning outcomes of students in the control class is 67.6923. Thus, the use of a 3D map media influence on student learning outcomes. Based on the analysis, it can be concluded that the media 3D map effectively improve student learning outcomes fourth grade of Elementary School. Keywords: Development, Media Map 3D, Learning Outcomes. ABSTRAK                                                                                          Penelitian ini merupakan pendekatan dari pengembangan yang bertujuan untuk (1) mendeskripsikan kelayakan media peta 3D yang telah dikembangkan, (2) mendeskripsikan efektivitas media peta 3D. Penelitian ini dilakukan di SDN Lidah Kulon I Surabaya, dengan subjek penelitian adalah siswa kelas IV A SDN Lidah Kulon I Surabaya sebagai kelas kontrol dan IV B SDN Lidah Kulon I Surabaya sebagai kelas eksperimen tahun pelajaran 2015/2016. Jenis penelitian yang dilakukan adalah pengembangan dengan bentuk desain penelitian 4-D. Data hasil penelitian yang diperoleh sebagai berikut: media peta 3D yang dikembangkan dinyatakan layak. Hal ini ditunjukkan dengan penilaian dari validator ahli media yang menujukkan persentase hasil penilaian sebesar 92.5% yang tergolong sangat baik dan penilaian dari validator ahli materi yang menunjukkan persentase sebesar 90%yang tergolong sangat baik. Sedangkan untuk pengujian hipotesis yang dianalisa dengan uji t menunjukkan bahwa hasil belajar siswa pada kelas eksperimen lebih tinggi dibandingkan pada kelas kontrol. Hal ini ditunjukkan dengan nilai thitung (4.713) > ttabel (1.664) dengan nilai mean pada kelas eksperimen sebesar 78.3750 lebih tinggi dibandingkan dengan hasil belajar siswa pada kelas kontrol yaitu 67.6923. Jadi, penggunaan media peta 3D berpengaruh terhadap hasil belajar siswa. Berdasarkan hasil analisis data, dapat disimpulkan bahwa media peta 3D efektif meningkatkan hasil belajar siswa kelas IV Sekolah Dasar. Kata Kunci: Pengembangan, Media Peta 3D, Hasil Belajar.


2017 ◽  
Vol 3 (1) ◽  
pp. 15-20
Author(s):  
Sakinatun Sakinatun ◽  
Muhammad Hamdani ◽  
Dedy Setyawan

This study aims to: (1) Know how the activities of students during the learning process using the Example NonExample model and the Talking Stick Model. (2) Knowing whether there is an increase in student learning outcomes in science learning using the learning model Example NonExample and the Talking Stick Model. This research was conducted in the 1st week of April 2017 located at SDN-3 Langkai Palangka Raya, Jalan Temanggung Tandang Raya. This type of analysis is Classroom Action Research (CAR) with research subjects all IVA class students of Palangka Raya SDN-3 with 23 students, 13 men, ten women. Data collection techniques in this study used observations and tests. The data analysis techniques used qualitative and quantitative data analysis. The results of this study indicate that: (1) The activities of students both during science learning using the Example Non Example model and the Talking Stick model are shown by the acquisition of the results of observations, namely in the first cycle the total score is 91 with an average value of 3.64 and at cycle II the number of counts reached 95.5 with an average value of 3.82. (2) The use of Example Non Example learning models and Talking Stick models can improve student learning outcomes as indicated by the acquisition of an average value of 74.35 in the first cycle increased to 90.65 in the second cycle. Classical learning completeness also improved with an amount of 65.21% in the first cycle increased to 95.65% in the second cycle.


2019 ◽  
Vol 8 (1) ◽  
pp. 203
Author(s):  
Putri Ramadani ◽  
Sri Zulfia Novrita

AbstrakKurangnya hasil belajar siswa SLB N 2 Padang dalam pembelajaran menjahit rok disebabkan oleh media pembelajaran yang monoton sehingga membuat siswa kurang perhatian saat pembelajaran. Untuk itu dilakukan usaha peningkatan hasil belajar siswa pada pembelajaran menjahit rok dengan menggunakan media Mock Up. Penelitian ini adalah penelitian tindakan kelas yang dilakukan dalam dua siklus. Tiap siklus terdapat tiga kali pertemuan. Setiap siklus terdiri atas empat langkah yaitu perencanaan, pelaksanaan, observasi dan refleksi yang digunakan sebagai dasar dalam melakukan perbaikan pada siklus berikutnya. Pengumpulan data dalam penelitian ini dilakukan dengan menggunakan tes, observasi dan wawancara. Analisis data Menggunakan rumus persentase. Dengan demikian dapat disimpulkan bahwa melalui penggunaan media  Mock Up memiliki dampak positif dalam meningkatkan Hasil Belajar Keterampilan Menjahit Di Kelas Tata Busana Siswa SLB Negeri 2 Padang. Hal ini dapat dilihat dari pemahaman dan penguasaan siswa terhadap materi yang telah disampaikan guru selama ini ketuntasan belajar meningkat dari Prasiklus, siklus I dan siklus II, yaitu masing-masing 33%, 67% dan 100% dengan tindakan memberikan hadiah.Kata Kunci: hasil belajar, media mock up.AbstractThe lack of learning outcomes of extraordinary school country two Padang students in learning to sew a skirt is caused by monotonous learning media that makes students less attentive during learning. For this reason, an effort to improve student learning outcomes in learning to sew skirts using Mock Up media is done. This research is a classroom action research conducted in two cycles. Each cycle has three meetings. Each cycle consists of four steps, namely planning, implementation, observation and reflection which are used as the basis for making improvements in the next cycle. The instruments used were observation sheets, practical learning outcomes, and field notes. Data collection through the observation sheet was assisted by an observer. The data obtained were analyzed in two ways, namely qualitative data analyzed by narration and given quantitative arguments and data. Data analysis of researchers used a percentage formula Thus it can be concluded that through the use of media Mock Up has a positive impact in improving the Learning Outcomes of Sewing Skills in the Fashion Class of Students extraordinary school country two padang. This can be seen from students' understanding and mastery of the material delivered by the teacher so far the learning completeness has increased from Prasiklus, cycle I and cycle II, which are 33%, 67% and 100% respectively by giving gifts.  Keywords: learning outcomes, media mock up 


2014 ◽  
Vol 25 (2) ◽  
pp. 86-94
Author(s):  
Dewi Pratita

Abstract: This study aims to determine the influence of the media card to the students' pictures on subjects of Integrated Social Sciences (Economics). Methods of research using experimental research approach. The population in this study consists of 8 classes with the number of students as many as 304 students. Samples taken as many as 80 people by using a cluster sampling. Methods of data collection by using the tests and observations with a test data analysis techniques to find the average student test results and observation data analysis techniques using the t-test to test the hypothesis. The test results indicate a mean difference between experimental class with a grade of 8.35% of control. This means there is a picture card media influence the implementation of the increase in student learning outcomes. The results of analysis of observational data shows an increase of activity in learning. Abstrak: Penelitian ini bertujuan untuk mengetahui pengaruh media kartu gambar terhadap hasil belajar siswa pada mata pelajaran Ilmu Pengetahuan Sosial Terpadu (Ekonomi). Metode penelitian dengan menggunakan pendekatan penelitian eksperimen. Populasi dalam penelitian ini terdiri dari 8 kelas dengan jumlah siswa sebanyak 304 orang siswa. Sampel yang diambil sebanyak 80 orang dengan menggunakan cluster sampling. Metode pengumpulan data dengan menggunakan tes dan observasi dengan teknik analisis data tes berupa mencari rata-rata hasil tes belajar siswa dan teknik analisis data observasi mengunakan uji-t untuk menguji hipotesis. Hasil uji menunjukkan adanya perbedaan mean antara kelas eksperimen dengan kelas kontrol sebesar 8,35%. Hal ini berarti ada pengaruh penerapan media kartu gambar terhadap peningkatan hasil belajar siswa. Hasil analisis data observasi menunjukkan adanya peningkatan keaktifan siswa dalam belajar.


2020 ◽  
Vol 13 (2) ◽  
pp. 41-55
Author(s):  
Indrianto Arif Ramadhana ◽  
Jeff Agung Perdana

Forearm pass is one of the materials that must be mastered by students of class X Senior High School. In fact, many students do not yet master and know forearm pass techniques. This research is a classroom action research (CAR) with two cycles. Each cycle consists of 4 stages, namely: planning, action, observation and reflection. Data collection was carried out using observations and questionnaires. Data were analyzed using Hake's Normalized Gain formula. From the results of the study it is known that the psychomotor domain of students increased by 0.42 with average criteria from cycle 1 to cycle 2. The affective domain increased by 0.37 with average criteria. The cognitive domain increased by 0.39 with average criteria. Based on the results of the data analysis, it can be concluded that learning forearm pass techniques with games method can improve student learning outcomes.


2020 ◽  
Vol 2 (2) ◽  
pp. 64-72
Author(s):  
Yetri Ningsih

This research conducted caused by students' score at class X MIPA 4 very low in the vector material. The avarage of score of the daily test obtained by students was 60,5 and it had not yet reached mastery learning. One of the efforts to improve learning outcomes was to use powerpoint as a learning media. The purpose of this study was to determine the increase in activity and mathematics learning outcomes on vector material in learning using PowerPoint.This research design used the classroom action research. The research subjects were 36 students of class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year. Data collected by using tests and observations.The test used to obtain student learning outcomes in each cycle, while observation used to determine the learning process in each cycle. Data were analyzed using descriptive statistics. The results showed that the average score of student learning outcomes in the first cycle was 62.2 and 77.3 in the second cycle. The percentage of student learning completeness in the first cycle was 52.8%, in the second cycle it was 80.6%. The percentage of improvement in student learning outcomes after being given action was 15.29%. So it can be concluded that learning mathematics by using powerpoint media can improve student learning outcomes in class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year.


2021 ◽  
Vol 10 (1) ◽  
pp. 10-13
Author(s):  
Anita Wulandari ◽  
Siti Roudlotul Hikamah ◽  
Umi Nurjanah

Learning model is a whole series of teaching material presentation which includes all aspects before and after learning. The problem in this study is that student learning outcomes are still lo and lacking enthusiasm in the learning process, where the value of student learning outcomes is still much below the KKM. This type of research uses PTK, with a quantitative data collection in the from of student learning outcomes tests and qualitative data obtained from intervies and studend documentation data. With 23 students as research subjects. Based on the results of this study, the average cognitive score of srtudentd in cycle I was 73. In the first cycle the average cognitive score of students II was 82, so there was an increase of 9%. So the application of the RCCDE learning model can improve students learning outcomes in the material of interaction of living things with the environment so that it can help in the student learning proses.Keywords: RCCDE model, learning outcomes, the interaction of living things with the environment


2019 ◽  
Vol 3 (5) ◽  
pp. 995
Author(s):  
Asmurni Asmurni

This research is based on the learning process carried out by the teacher who seems improvised. This is proven by the teacher teaching without using models, approaches, or strategies that can make the learning process more effective. The teacher also does not prepare before starting the lesson, this is evidenced by the absence of media used by the teacher to assist the learning process. the purpose of this study is to improve student learning outcomes by applying constructivism learning. This research was conducted at 003 Benai Kecil Elementary School with 22 students as research subjects. This study uses classroom action research consisting of two cycles. The results of these two cycles of research prove that, in the initial data of students who completed as many as 10 people with a percentage of completeness of 45.5% with incomplete categories. In the first cycle, students who finished as many as 17 people with a percentage of 77.2% with a complete category. Whereas in the second cycle, students who have returned have increased to as many as 22 people with a percentage of 90.9% with the category of completion. The results of this study prove that the kontriktivism learning model is effective in improving science learning outcomes of Grade VI students of SD Negeri 003 Benai Kecil, Benai District, Kuantan Singingi Regency


2020 ◽  
Vol 3 (2) ◽  
pp. 141-151
Author(s):  
Vivi Kafilatul Janah ◽  
Edi Hendri Mulyana ◽  
Elan Elan

ABSTRACTThis study is based ob the background behind the learning process that is less varied and the skill of communicating children is still low. Enthusiastic children to communicate what has been observed and done is still very lacking, children only communicate verbally. Though the process of communicating can be conveyed nonverbally, for example images, movements, and tables. Based on observations, the teacher also gives less opportunities for children to try and express their opinions. The media used is also very limited, so the learning process becomes less fun for children. Even though scientific learning should be a fun learning for children because children can try the media in the scientific learning activities. The purpose of this study was to improve the communication skills in class B RA Al-Istiqomah in Tasikmalaya City. This study uses Classroom Action Research (CAR). This study was conducted in three cycles using the Kemmis Mc model. Taggart. The research subjects were children of group B RA Al-Istiqomah in Tasikmalaya City totaling 16 children. The object of this research is the skill to communicate. Rainbow Water science games are games used in learning to improve communication skills. Data collection techniques use documentation and documentation, while data analysis techniques use quantitative descriptive. The instrument used is a structured observation sheet with the achievement of indicators for each activity. The results of the research that have been carried out show that there is an increase in the skills of communicating through science games. This is evidenced by an increase in the ability of teachers to plan learning, the ability of teachers in the process of implementing learning through science games from each cycle. The final result of the skill in communicating the child is in good criteria, the end result of the teacher's ability to plan learning is in very good criteria, and the end result of the teacher's ability to carry out the learning is in very good criteria. ABSTRAKPenelitian ini di latar belakangi dari proses pembelajaran yang kurang variatif dan keterampilan mengkomunikasikan anak masih rendah. Antusias anak untuk mengkomunikasikan apa yang telah diamati dan dilakukannya masih sangat kurang, anak hanya mengkomunikasikan dengan cara verbal. Padahal proses mengkomunikasikan dapat disampaikan secara nonverbal, misalnya gambar, gerakan, dan tabel. Berdasarkan pengamatan, guru juga kurang memberi kesempatan anak untuk mencoba dan mengeluarkan pendapatnya. Media yang digunakan juga sangat terbatas, sehingga proses pembelajaran menjadi kurang menyenangkan bagi anak. Padahal seharusnya pembelajaran saintifik merupakan pembelajaran yang menyenangkan bagi anak karena anak dapat mencoba media dalam kegiatan pembelajaran saintifik tersebut. Tujuan penelitian ini adalah untuk meningkatkan keterampilan mengkomunikasikan di kelas B RA Al-Istiqomah Kota Tasikmalaya. Penelitian ini menggunakan Penelitian Tindakan Kelas (PTK). Penelitian ini dilaksanakan sebanyak tiga siklus dengan menggunakan model Kemmis Mc. Taggart. Subjek penelitian adalah anak kelompok B RA Al-Istiqomah Kota Tasikmalaya yang berjumlah 16 anak. Objek penelitian ini adalah keterampilan mengkomunikasikan. Permainan sains Rainbow Water adalah permainan yang digunakan dalam pembelajaran untuk meningkatkan keterampilan mengkomunikasikan. Teknik pengumpulan data menggunakan dokumentasi dan dokumentasi, Sedangkan teknik analisis data menggunakan deskriptif kuantitatif. Instrument yang digunakan berupa lembar observasi terstruktur dengan capaian indikator setiap kegiatannya. Hasil penelitian yang telah dilaksanakan menunjukkan bahwa adanya peningkatan keterampilan mengkomunikasikan melalui permainan sains.


2020 ◽  
Vol 4 (2) ◽  
pp. 81-85
Author(s):  
Achmad Alim Asriadi

IMPROVING STUDENT ACTIVITY AND LEARNING OUTCOMES IN INHERITANCE MATERIALS IN LIVING INTERESTS WITH MICA PLASTIC TOOLSThis study aims to determine the increase in student activity and learning outcomes, describe the process of increasing student activity and learning outcomes, and measure the magnitude of the increase in activity and learning outcomes in inheritance material in living things. The use of plastic mica props in class IXC SMP Negeri 8 Bogor City Semester 1 of the 2019/2020 school year. This research is a Classroom Action Research by providing action on research subjects in two learning cycles. The results of this study indicate that using plastic mica props can be a fun variation of learning for students so that it is proven to improve student learning outcomes. Before using the plastic mica props, the learning outcomes of students only reached an average value of 68.18 then an increase occurred after using the mica plastic props to 85.15 in cycle 1 and 90.15 in cycle 2. So it can be concluded that the use of props mica plastic is very popular with students and there is an increase in student learning outcomes. Therefore, researchers suggest that the use of plastic mica props be socialized and used as an alternative in science learning in schools


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