scholarly journals The Practicality of Learning Module Based on Jigsaw-Cooperative Learning Model in Media Education Course

2018 ◽  
Author(s):  
Zonny Amanda Putra ◽  
Arwizet K ◽  
Bulkia Rahim ◽  
Rahmat Azis Nabawi

Educational factors that are less appropriate in the delivery of materials and the selection of instructional media causes lesson objectives are perfectly acceptable by students. The educational factors here are defined as the facilities needed in the learning process such as learning media used by lecturers. Based on the problems and goals to be achieved, this type of research is a quasi-experimental research (quasi experiment). Quasi experimental research is a research method used to look for certain influences against others in controlled conditions. In general, the approaches taken in this research were investigative and survey. Results test practicality module Theory of Media Education model of cooperative type of jigsaw according to the lecturer was 97,50%, so it can be concluded the module fell into the category of "Very Practical". Students responded positively to the use of Jigsaw Education Model in the implementation of learning withaverage response of 83.65% belonged to very practicalcategory. Of the thirteen statement items in the questionnaire, all statements were answered very practically by the students. This further strengthened the average of all the items by 83.65%. There was an increase in learning outcome on pretest to post-test of 31.82%.

2019 ◽  
Vol 7 (2) ◽  
Author(s):  
Fatma Gustina ◽  
Khadijah Khadijah ◽  
Fauziah Nasution

<p><em>This research was conducted at TK Islam Ibnu Qoyyim, Medan Selayang District. Tthe type of research is experimental research with uses Quasi Experimental Designs. This study aims to determine the influence of Maria Montessori's learning model on the discipline of children in TK Islam Ibnu Qoyyim. The results showed that the Montessori learning model had an effect on the discipline of group A children. The results of the pretest class were 9.3 and the post-test average was 16.80 with the highest post-test 20 and the lowest post-test 12. Class control with an average pre test 9.7 and the average post test 11.7 with the highest value 16 and the lowest value 7. The results of hypothesis testing obtained t count&gt; t table is 18.31&gt; 2.048 with significant numbers. Thus the hypothesis Ho is rejected and Ha is accepted so that it is stated that there is a Significant Effect of Maria Montessori's Learning Model on the Discipline of Group A Children 4-5 Years Old in the TK Islam Ibnu Qoyyim.</em><em></em></p>


2020 ◽  
Vol 11 (2) ◽  
pp. 189-204
Author(s):  
Nurjannah Nurjannah ◽  
Taufiq Hidayah ◽  
Muhammad Nazar

This research is entitled “Using graphic organizer strategy in teaching writing on narrative paragraph (experimental research). Writing is a very important subject that should be learned by English learners. The students should be able to express their ideas and opinion either in the form of a sentence or paragraph. However, the researcher found that many students at the Second Grade Students of SMP Negeri 1 Tanah Luas could not express their ideas and develop into the paragraph. Hence, the appropriate strategy of teaching and learning is very important to help students master writing skills. This research aims to know the effect of achievement between the students who are taught writing by using graphic organizers from those taught writing in the narrative by using traditional methods. This research was experimental research and used a quasi-experimental design. The samples chosen in this research were the whole students of class VIII2 and VIII4 of SMPN 1 Tanah Luas. Class VIII2 consisted of 25 students was chosen as experimental group and class VIII4 consisted of 24 students was chosen as control group. This research was conducted in three phrases; there were pre-test, treatments and post-test. The data collection technique used in this research was test. The tests were pre-test and post-test. The researcher gave pre-test before giving treatment and post-test after giving treatment. The treatment was conducted in three meetings. The data was analyzed by using t-test formula. The research result and the hypothesis authentication found by using t-test formula in significant level 5% or α = 0.05 were obtained that ttest > ttable. The ttest found in this research was 3.91. Meanwhile, ttable was gotten from the list of distribution value with degree of freedom = 47, because the data not in the table, the researcher used interpolation approach and obtained = 1.67. So >  = 3.91 > 1.67. It meant that Ha was accepted and Ho was rejected. So, graphic organizer strategy significantly affects the students’ ability in mastering writing.   Kata Kunci: graphic organizer strategy, teaching and learning, writing narrative paragraph


2021 ◽  
Vol 3 (2) ◽  
pp. 213-216
Author(s):  
Yuyud Wahyudi ◽  
Lilis Sulistiya Nengrum ◽  
Icca Presilia Anggreyanti

Coronavirus Disease 2019 (COVID-19) is a pandemic that is now a global threat where this virus causes many people to die every day in various countries, one of which is Indonesia, this disease is caused by SARS-CoV-2. The many impacts caused by COVID-19 make Simple Handwashing Station (SHS) one of the prevention efforts that can build proper handwashing behavior. Based on the results of research conducted from 13-18 April 2020 which is divided into 4 strategic points in Dilem Village. This study uses a Quasi-experimental research design with a One Group Pre Post-test design approach with a sample of residents of Dilem Village precisely RT 5 and 6 RW 1 Lemah Dhuwur. The analysis technique uses Paired Sample T-Test with the results that show that there is an influence of the application of simple handwashing station on the proper handwashing behavior of the residents of Dilem Village with a P-value <0.05, based on these results it can be concluded that there is an effect of the application of simple hand washing station for handwashing behavior in preventing COVID-19 transmission in Dilem Village Kepanjen District, with this result it is expected to be able to add a simple handwashing station in several other strategic points in Dilem Village in COVID-19 prevention.


2021 ◽  
pp. 23-25
Author(s):  
Usha Mohan Nair ◽  
Sunita Magre

The students' life being complicated and at the same time competitive trying hard to remain alive in this competitive world and trying to solve many complicated problems in academics through the competitive mind ultimately takes a roll and the mind becomes unstable and directionless. In the process, the student develops academic anxiety related to academic circumstances, like failure in exams, time constraint; unrealistic expectation. Hence the researcher felt the need to develop peace strategies to lessen the academic anxiety among the engineering and medical learners. The quasi – Experimental pre-test post -test nonequivalent group design was used to evaluate the development of peace education among engineering and medical learners. The Peace modules were designed by the researcher and were implemented on the Experimental group of learners.The Inferential analysis was done by using the independent 't test'.The findings of the study indicated that the peace strategies used were successful.


2017 ◽  
Vol 9 (3) ◽  
Author(s):  
Norlia Mat Esa ◽  
Ramlah Mailok ◽  
Maizatul Hayati Mohamad Yatim

This study aims to determine the effectiveness of persuasive graphic game as compared to game without persuasive graphic on the attitude change on selection of healthy foods among year two students.  This study is a quasi-experimental with pre and post test for the non-equivalent group. The study sample comprised of 62 students consisting of 32 students in treatment group and 30 students in the control group. Analysing the data set using Analysis of Covariance (ANCOVA), the results indicate that the adjusted mean (79.90) of the persuasive graphic game is statistically significantly higher (F(1,57) = 16.63, p < .001) than the adjusted mean (73.70) of the non-persuasive graphic game. The obtained effect size (ES = +0.83), which is equivalent to approximately four fifth of a standard deviation, denotes the educational significance, favouring the persuasive graphic game group.   


2021 ◽  
Vol 6 (1) ◽  
pp. 121-128
Author(s):  
Suherman Slamet ◽  
Yunyun Yudiana ◽  
Agus Mahendra ◽  
Amung Ma’mun

The implementation of sports activities and learning is carried out to improve performance. The meaning of the values of sports, as the most important thing of positive sports development, has not been sufficiently revealed. The purpose of this study was to determine the differences in the development and mastery of the students through the implementation of sport education models containing leadership content and without leadership content. This study used a quasi-experimental control group pre-post test design involving 80 students as the samples through the purposive sampling technique. The samples were divided into two groups of students taking handball game courses. The results showed that there were two influential things, namely intentionally simulated student learning and general students learning without simulation. Thus, a finding of interest in the study was that after implementation of sport education models containing leadership content, performance enhancement in a 27% difference in the application of the simulated education model. Meanwhile, there was no difference in handball games performance, which means that both of them were affected. Furthermore, the development of leadership had a greater influence than the increase in handball games performance with a 22% difference. It might be because the students gained valuable values from the handball learning experience through the sports education model that is useful for learners and coaches and can be applied in sports clubs and, most importantly, in educational institutions. 


Author(s):  
Ismu Laily Mufidah ◽  
Anita Rahma Dewi

This research intended to explain the factors of students’ problems at eighth grade of SMP NU Al-Hidayah Maduran on English writing. It aimed to investigate the effect of POEW (Predict, Observe, Explain, Write) strategy used on English writing to enhance student’s English writing skill. In addition, it elaborated the significant after using POEW strategy on student’s narrative English writing. This research conducted using a quantitative design a quasi experimental research by two classes of pre-test and post-test. The researchers implemented this research to eighth grade of SMP NU Al Hidayah Maduran in academic year of 2021/2022. The participants of this study taken from eighth grade of SMP NU Al-Hidayah Maduran, which consisted of two classes and devided by experimental class and control class. It was found from the result of the test that students in experimental class got higher score than students in control class. However, based on the normality testing, this research was not normally distributed. In addition, the data declared that this research was not homogeneous. Thus, the researchers did Mann Whitney U Test. Relating to the test, the result of Asymp. Sig. (2-tailed) was smaller than the probability (0.000<0.05). It meant that Ha was accepted. However, it can be concluded that there was an effect of the use POEW strategy at eighth grade of SMP NU Al-Hidayah Maduran on English writing skill.


Author(s):  
Afita Dewi Prastiwi ◽  
Kinanti Resmi Hayati

Bahasa Inggris memiliki peran penting saat ini terutama bagi mahasiswa teknik kelautan. Penelitian ini bertujuan untuk mengukur keefektifan game android sebagai media pembelajaran untuk meningkatkan kosakata bahasa Inggris mahasiswa teknik kelautan. Sampel penelitian ini adalah 50 mahasiswa teknik kelautan yang telah mengambil mata kuliah Bahasa Inggris. Data penelitian diperoleh dari hasil pre-test dan post-test. Semua kata dalam tes tersebut adalah kosakata permainan. Penelitian ini merupakan penelitian eksperimental semu dengan desain matching only pretest - posttest control group design. Hipotesis penelitian ini dianalisis menggunakan nilai t-test yang dihitung dengan SPSS 16. Nilai sig dari pre-test menunjukkan 0,659 yang berarti lebih besar dari 0,05 dan nilai sig post-test menunjukkan 0,003 yang berarti lebih rendah. dari 0,05. Dari hasil penelitian didapatkan bahwa game android dapat meningkatkan kosakata bahasa Inggris mahasiswa teknik kelautan                                                                                                                                                         Kata Kunci: Efektivitas, game android, media, kosa kata bahasa inggris.   ABSTRACT English has an important role nowadays especially for marine engineering students. This study aims to measure the effectiveness of android game as a teaching media to improve English vocabulary among marine engineering students. The samples of the study are 50 students of marine engineering students who have taken English subject. The data of the study are gained from the result of pre-test and post-test. All the words in those tests are the vocabularies of the game. This study is quasi-experimental research with the matching only pretest – posttest control group design. The hypothesis of this study is analyzed using t-test value counted by SPSS 16. The sig value of pre-test shows 0,659 which means it is higher than 0,05 and the sig value of post-test shows 0,003 which means it is lower than 0,05. From the result of the study, it is found that android game improves the English vocabulary of marine engineering students.                                                                                                   Keywords: Efektivity, android game, media, English vocabulary.


2021 ◽  
Vol 32 (2) ◽  
pp. 131-136
Author(s):  
Jeah May O. Badeo ◽  
◽  
Bee Ching U. Ong Kian Koc ◽  

This study investigated the effect of using a comic-based learning module in Physics as a learning tool on students’ conceptual understanding and motivation. A mixed method approach using a quasi-experimental pre-test-post-test design was used in this study. An adapted 50-multiple choice test items and the physics version of the “Science Motivation Questionnaire-II’ (SMQ-II) were used to measure changes of students” conceptual understanding and motivation respectively. Two intact classes of 68 Grade 8 students in a public school in Cavite, the Philippines participated in this study with corresponding parental consent. Quantitative data were analyzed using Paired-Sample t-test and qualitative data were gathered from students’ interviews. After the integration of the comic-based learning module for 4 weeks, results showed that it provided significant increase on students’ conceptual understanding in Physics. Meanwhile, the four components of students’ motivation such as intrinsic motivation, self-efficacy, self-determination, and grade motivation showed significant increase. Finally, students’ learning experience on the use of the module as revealed on focus group discussion showed that the module helped them to understand better the Physics topics being discussed and to become more motivated to learn Physics. Future studies would have to consider the appropriateness and suitability of comic-based learning module in other subject areas and grade levels.


Author(s):  
Victoria Adeyele ◽  
Francisca Aladejana

This chapter investigated the comparative effectiveness of interactive multimedia, simulation games, and blended learning on science performance of learners with special needs. The study adopted the pre-test post-test control group quasi-experimental research design. The pre-test was used to determine the prior knowledge of the learners. Three intact classes in three schools were assigned to the experimental groups “Interactive Multimedia Platform,” “Simulation Games Box,” and “Blended Learning Parcel.” The post-test was conducted at the end of learners' exposure to the treatment. The data collected were analyzed using t-test. The findings suggested that the use of blended learning enhances the performance of special needs learners better than interactive multimedia and simulation games.


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