scholarly journals Pengaruh Model Pembelajaran Role Playing Terhadap Hasil Belajar Bahasa Indonesia Siswa SDN Asemrowo II

2020 ◽  
Vol 2 (01) ◽  
pp. 12
Author(s):  
Dwi Setyowati ◽  
Erlin Kartikasari ◽  
Endang Nuryasana

The purpose of this study was to determine the effect of role playing learning models on student learning outcomes in Indonesian 8 Theme areas where I live in fiction stories grade 4 SDN Asemrowo II Surabaya. This research using is quantitative research using quasi experimental research designs. The sample used in this study is nonprability sampling with saturated sampling so that all student used as sample, all classes 4 consisting classes A and B. Class A was chosen as the control class dan class B was chosen as the experimental class, each class containing 25 student. The research instrument used was a test (pretest and posttest). The result of data analysis obtained from the independent t test are sig (2 tailed = 0,000) < ɑ 0, 05) it means that Ho is rejected dan Hɑ is accepted, Role Playing learing model influences student learning outcomes.

2021 ◽  
Vol 3 (3) ◽  
pp. 996-1003
Author(s):  
Megawati Ritonga ◽  
Ayi Darmana ◽  
Ucu Rahayu

This study aims to determine the relationship between learning outcomes with student learning creativity. This research was carried out in SD Negeri 118401 Pinang Awan in the odd semester of the 2019/2020 school year. The population is all students of class IV as many as 70 students consisting of 2 classes, class A and class B which are 35 students each. All populations are sampled. Class A as an experimental class one and class B experimental class two. The instruments used were tests and learning motivation questionnaires. The test instruments consisted of 11 items multiple choices and 42 items in the questionnaire. The study used a quasi-quasi-experimental method (Quasi Experiment Design). Data analysis techniques used the t-test at a significant level ɑ = 0.05.The results of the research analysis is a relationship between learning outcomes with student learning creativity seen from Sig. (2-tailed) 0.011 <0.05. The conclusion that students use the modified free experimental method is better than the science learning outcomes of students using the guided experimental method. Whereas the creativity that is taught using the modified free method and the guided experimental method is low.


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.


2019 ◽  
Vol 2 (1) ◽  
pp. 195
Author(s):  
Erlita Khoirun Nisa ◽  
Fitria Wulandari

That many students have difficulties in understanding the materials is conveyed by the teachers in addition to low self-confidence. The importance of self-confidence is not supported by the facts. Therefore, this research aims to improve the students' self-confidence and student learning outcomes by using Problem Based Learning Model in SDN 1 . Design used is Quasi Experimental Design. The form is None Equivalent Control Design Group. In this design, the researchers used two groups, namely, control group and experimental group. Class A is the experimental class, while class B is the control class. The findings show that through Poblem based Learning, both students' self confidence and achievement are improved. 


ELT-Lectura ◽  
2020 ◽  
Vol 7 (1) ◽  
pp. 39-46
Author(s):  
Ari Satria

In improving students' English competence, Bengkalis State Polytechnic holds TOEIC Institutional training for students who have obtained TOEIC scores above 400 for diploma three and 450 for diploma four. Students must have a good English certificate in order to continue their studies, scholarships and apply for work. This study was conducted to determine whether there are differences in TOEIC scores in Institutional TOEIC Training for students between classes A, B and C. Data analysis was done by Anova using SPSS version 22. The population in this study was 60 students. The results of this study indicate that student learning outcomes or TOEIC scores in the Institutional TOEIC Training between class A, class B and class C are significantly different.


2021 ◽  
Vol 4 (1) ◽  
pp. 85-100
Author(s):  
Nathalia Ilela ◽  
Christina Martha Laamena ◽  
Hanisa Tamalene

The learning model has an essential role in student learning outcomes. Each learning model has different contributions, such as the Scramble learning model, which can make students think quickly, and the CORE learning model can train students to think critically. Thus, this study aims to compare students' learning outcomes with the two models, especially in arithmetic operations in algebraic forms. The research method used is quantitative research with a posttest-only group design classified as a quasi-experimental design. The research population was forty-five seventh-grade students, which were divided into two categories. The test instrument used is a description of five questions used to evaluate student learning outcomes. The study results analyzed statistically using the t-test showed that there were differences in student learning outcomes between the two groups of students. Furthermore, the continued test using Pairwise Comparison showed that students taught with the Scramble learning model had better learning outcomes than students acquainted with the CORE learning model.


TOTOBUANG ◽  
2021 ◽  
Vol 9 (1) ◽  
pp. 141-153
Author(s):  
Wahyu Bagja Sulfemi ◽  
Tri Saptarini ◽  
Toni Heryadi

This classroom action research is descriptive quantitative research conducted in class III Public Elementary School Kedunghalang 3, totaling 28 people consisting of 14 male students and 14 female students. This study aims to increase motivation, interest, and learning outcomes of participants in Indonesian subjects about antonyms by using the game method through table charts of used goods. In this study, two cycles of learning were carried out. Each cycle consists of planning, implementing, observing, and reflecting. The data collected in this study is quantitative in the form of student learning outcomes. In pre-cycle learning, the average grade was 59. Students who had completed 6 (21%) and 22 students (79%) had not. In the learning cycle 1, there were 11 students (39%) and 17 people who had not completed it (61%). Complete cycle 2 27 people (96%) and not yet 1 person (4%). The results of the analysis of this study indicate an increase in student learning outcomes starting from cycle 1 39% to 96% in cycle 2. The results of the study can be concluded that the use of the game method using table chart media from used goods can increase motivation, interest, and learning outcomes of studentsPenelitian tindakan kelas (PTK) ini merupakan penelitian kuantitatif deskriptif yang dilakukan di kelas III SDN Kedunghalang 3 yang berjumlah 31 orang peserta didik dan terdiri atas 15 orang laki-laki  dan 16 orang perempuan. Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar peserta didik pada saat prasiklus yang hanya mencapai rata-rata 64,6. 77,42% peserta didik tidak mencapai criteria ketuntasan minimal yang ditetapkan yaitu 75. Penelitian ini bertujuan untuk meningkatkan hasil belajar, motivasi dan minat belajar pada mata pelajaran Bahasa Indonesia tentang antonim. Penggunaan metode permainan melalui media bagan tabel dari barang bekas dapat menaikan hasil belajar peserta didik pada siklus dua yang mencapai rerata 81,9 dan peserta didik yang tuntas mencapai 29 orang atau 94% serta meningkatkan motivasi dan minat belajar peserta didik.Hal ini terlihat pada hasil pengamatan guru. 30 orang peserta atau  97%  dapat menjawab pertanyaan yang diberikan oleh guru. Penggunaan model pembelajaran permainan dengan media bagan tabel dari barang bekas memberikan pengalaman nyata, berpikir kritis, kreatif dengan pemahaman tingkat tinggi peserta didik, pembelajaran terpusat pada peserta didik, menambah pengetahuan yang lebih bermakna dalam kehidupan yang nyata, terjadi perubahan prilaku peserta didik,  serta dalam pembelajaran guru hanya berperan sebagai fasilitator dan motivator 


2019 ◽  
Vol 2 (3) ◽  
pp. 271-279
Author(s):  
Novalia Novalia

This study aims to determine the effect of using Excel and SPSS on student learning outcomes in advanced statistics courses. This type of research is quantitative research with experimental research designs. The action taken is an effort to develop learning technology, namely the constructivism learning approach that is packaged in statistical learning through the use of Excel and SPSS. Based on the analysis of learning outcomes data from statistical learning without the help of programs, with the help of Excel and SPSS programs, there is no significant effect of using Excel and SPSS programs on student learning outcomes. There are several things that cause the use of Excel and SPSS programs do not affect student learning outcomes, namely (1) Inadequate infrastructure, (2) students 'basic statistical skills are still low and (3) students' interest in learning statistics is still low.


Author(s):  
Yanti Fitria

The purpose of this research was toinvestigate the effect of Discovery Learning  model on student learning outcomes on the theme Object Around Usat 5th grade of Elementary School integrated thematic learning. This research is a quantitative research with quasi experimental research design. The population of this research is the students of 5th grade of elementary school in Region Six Garegeh of Bukittinggi City. The sample of this research is the 5th grade students of SDN 04 Garegeh consisting of two classes with the number of students VA class is 33 students and VB class is 32 students. Sampling was done by random sampling. Based on the research that has been done, obtained tcount> ttable that is 7,185 > 1,998 with α = 0,05 so it can be concluded Ha accepted that there is influence the use of Discovery Learning model of student learning outcomes. Keyword : Discovery Learning model, learning outcomes


2016 ◽  
Vol 7 (1) ◽  
pp. 66-73
Author(s):  
Yokhana Ardika

Penelitian ini bertujuan untuk 1) Mengetahui efektivitas penggunaan metode mnemonik yang ditinjau dari daya ingat siswa dalam mengingat rumus-rumus trigonometeri, 2) Mengetahui efektivitas penggunaan metode mnemonik yang ditinjau dari hasil belajar siswa pada materi trigonometri. Jenis penelitian ini adalah eksperimen semu dengan pendekatan penelitian deskriptif kualitatif-kuantitatif. Subjek dalam penelitian ini adalah siswa kelas X Teknik Pemesinan A SMK N 2 Depok Sleman sebagai kelas eksperimen. Dari hasil penelitian, analisis data dan pembahasan diperoleh simpulan bahwa metode mnemonik efektif untuk pembelajaran trigonometri yang ditinjau dari daya ingat dan hasil belajar siswa.This study aims to 1) assess the effectiveness of the use of the mnemonic method in terms of memory the students in remembering formulas trigonometry, 2) Determine the effectiveness of using the mnemonic method in terms of student learning outcomes in trigonometry material. The research is a quasi-experimental approach descriptive qualitative-quantitative research. Subjects in this study were students of class X Mechanical Machining A SMK N 2 Depok Sleman as a class experiment. From the research, data analysis and discussion of research concluded that an effective method for learning trigonometry mnemonics that in terms of memory and learning outcomes of students.


2016 ◽  
Vol 5 (2) ◽  
pp. 158
Author(s):  
Asmardi '

This study aims to reveal the influence of the use of Media Audio and Motivation Learning students to the Indonesian student learning outcomes through four formulation of the problem: (1) whether there is any influence student learning outcomes using audio media than the conventional way students learn?, (2) whether the student that have a high motivation using audio media to obtain higher learning outcomes than students to have high motivation to study by conventional means?, (3) whether students who have low motivation to learn by using audio media to obtain higher learning outcomes than students have low motivation to learn with the conventional way?, and (4) whether there is interaction between the use of audio media and students' motivation towards learning Indonesian? This research is a quasi experimental by treatment block. This research was conducted at SDN 001 Rumbai Pekanbaru semester odd years 2010/2011. Samples were taken with Porposive random sampling technique. Data were collected through the initial test and final test. Data were analyzed using t test and analysis of variance.The results of data analysis showed that: Students who studied on the basis of audio media to obtain higher learning outcomes than students who learn by conventional means. Students who have high motivation to learn with audio media to obtain higher learning outcomes than students who have high motivation to study by conventional means. Students who have low motivation to learn based on audio media to obtain higher learning outcomes than students who have low motivation to study by conventional means. There was no interaction between the audio media and students' motivation. It can be concluded that the audio media significantly influence student learning outcomes.


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