scholarly journals Peningkatan Sistim Instrinsik Siswa dalam Pembelajaran Bilangan Pecahan dengan Model Manajemen Kelas Kooperatif

2018 ◽  
Vol 1 (2) ◽  
pp. 182-197
Author(s):  
Efianti Efianti

The aim of the study was to know the improvement of math learning achievement though cooperative classroom management model. It was a classroom action research (CAR).  The data were collected through observation. The subject was the sixth grade students consist of 10 males and 10 females. The study was conducted by quantitative approach. The result showed that the average score in the first cycle was 3 or above 6 for 45%, in the second cycle was 6.4 , in the third cycle was 7.5 with the average score above 6 reached 85%. The third cycle was complete because the average score reached 76.5 and showed the improvement. In summary, the application of cooperative classroom management model can improve math learning achievement. Keywords: Cooperative Classroom Management, Intrinsic System, Math Teaching

2014 ◽  
Vol 6 (1) ◽  
pp. 14
Author(s):  
Zulyetti Zulyetti

This research aims at understanding factual depiction regarding implementation of learning method of active debate in improving speaking skills on the subject of Bahasa Indonesia at the sixth grade of Primary School 2 of Klieng, Aceh Besar Regency in 2012/ 2013 School Year. The research uses two cycles of the action research which are each cycle consists of four stages such as : planning, acting and observing, reflecting and revising. The object of the research is the 30 pupils of sixth grade of Primary School 2 of Kling, Aceh Besar Regency, Province of Aceh. The data collected here are test result, observation sheet of learning processes. In the first cycle the achieved average score was 6.57, as in the second cycle the average score climed to 7.57, and experienced an increasing again in third cycle on 8.33 score. Except the average score, the students activity also experienced elevating quality such as asking question at first cycle agregates 16.67 percent, then 10 percent at the second cycle, and 25 percent at the third cycle. Whereas responsing of clasmates askings, at the fist cycle agregates 21.67 percent, then 13.34 percent at the second cycle, and 18.43 at the third cycle. Furthemore aspect of paying attention on teacher explanation at the first cycle agregates 71.67 percent, then 85 percent at the second cycle, and finally 96.67 percent at the third cycle. While, aspect of discussion at the first cycle agregates 81.67 percent, then 86.67 percent at the second cycle, and 100 percent at the third cycle.


Author(s):  
Nurmi Nurmi ◽  
Hadi Putra ◽  
Penti Nursida ◽  
Khoiro Mahbubah ◽  
Neni Hermita

This study aims to improve 3rd grade students’ science learning outcomes bylearning to use visual multimedia. This research method uses classroom actionresearch. The subject of this research was the third grade students of secondsemester of elementary school which conducted 30 students. Based on theresults of research by using visual media, it have been found that theimprovement learning outcome, seen from the initial average score before theaction of 3rd grade class students from 65.5 to 83.83. The results of this studyindicate that with the use of visual media can improve student learningoutcomes.


2018 ◽  
Vol 2 (2) ◽  
pp. 225
Author(s):  
Titik Umiyati

Abstrak:Tujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika danmenganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metodepenelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blorapada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptifkomparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasilpenelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematikadengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehinggaaktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkatditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus IInilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaranmatematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistarbilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semuasiswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkandalam permainan mistar bilangan. Abstract:The purpose of this research is to study the learningprocess ofmath and analyseincreasing of learning achievement through rulernumbers game. The method usedin thisresearch is class action which is done in2 cycles. The subject of the research are fourth gradestudents of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semesterof the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle,first cycle and second cycle. The results of the research that is done two cycles indicate thatmath learning process by using ruler numbers game can make the students feel pleased sothatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease,it can be showed from the average score of the first cycle is 60.48 and the completeness scorereaches57.1%. The average score of thesecond cycle is 75.24 and the completeness scorereaches 85.7%. The conclusion of the research ismath learning about addition and deductionof integer through ruler numbers game can improve learning activity and the results of studentlearning show that all students are interested to obtain the task and get moreenjoyableexperience in using rulernumbers game.


2021 ◽  
Vol 2 (1) ◽  
pp. 36-45
Author(s):  
Rahayu Winingsih

The purpose of this study is to find out the improvement of elementary school students' learning achievement through the medium of picture word cards. The problem in this study is still the low learning achievement of students seen from the initial test of learning achievement. This research took place in class I SDN Babatan IV/459 Surabaya. The school is located at Jalan Raya Menganti Babatan Wiyung District of Surabaya City. The research time was carried out in semester 1 (odd) in October of the 2020/2021 School Year. The subject of this study was a student of class I SDN Babatan IV /459 Surabaya which amounted to 28 students. This research design is class action research (PTK) through stage flow (planning, research action, data collection and data analysis) carried out with two cycles. The result of this study is an increase in student learning achievement in each lesson cycle with a minimum completion criteria (KKM) of 70, cycle I completed learning of 15 students or 60% of students who have achieved the minimum completion criteria with an average score of 72.95. While cycle II has increased, 28 students completed their studies or 100% of students have achieved the minimum completion criteria with an average score of 85.4.


2016 ◽  
Vol 2 (2) ◽  
pp. 111-116
Author(s):  
Lia Kencana

The purpose of study was to determine the ability in comprehending anecdote text through discovery learning method. The subject of this research is the students grade X MIPA 2 SMAN 3 Bengkulu city academic tear 2015/2016. Kind of the research is classroom action research. The data of this research is the ability in comprehending anecdote text and students and teacher’s abservation sheet. Based on the research that discovery learning can increase ability in comprehending anecdote text for the students grade X MIPA 2 SMAN 3 Bengkulu City. The result can be seen in score action research cycle I with the average score 70,42 it is good category and in action research cycle II 80,85 it is the best category. The classical learning achievement in cycle I 48,39% and in cycle II 87,05%, it means that there is significant increase between cycle I and cycle II. 


2020 ◽  
Vol 16 (2) ◽  
pp. 155
Author(s):  
Iwan Darmawan ◽  
Lilis Nurteti ◽  
Sri Meidawaty

This research is motivated by the low learning outcomes of students of grade V Madrasah Ibtidaiyah Thoriqun Najah on learning Indonesian language subject matter elements. In an effort to improve student learning outcomes, researchers used the "Omaggio strategy". Classroom management can be done by approach through variations of learning strategies. Learning strategy has a very big role in the learning process. Such learning strategies include "Omaggio strategy". The objectives of this research are: 1) To improve the ability of teachers in preparing the Lesson Plans on Indonesian subjects listening to the subject matter elements by using "Omaggio strategy", 2) To improve the ability of teachers in the process of learning the language Indonesia aspects of listening to the subject elements of the story by using "Omaggio strategy", 3) To improve student learning outcomes on the subjects of Indonesian language aspects of listening to the subject elements of the story by using "Omaggio strategy". The method used is Classroom Action Research Method model Kurt Lewin. Data collection techniques used are observation, test or assessment techniques and description analysis techniques. After conducting the research, the final result data can be obtained as follows: 1) the ability of teachers in designing the learning aspect listening Indonesian language with an average value of 96.15. 2) the skills of teachers in the implementation of learning Indonesian listening aspects with an average value of 97.22. 3) Students' learning outcomes on Indonesian subjects listened to an average score of 82.19. This proves that "Omaggio strategy" can improve student learning outcomes in Indonesian subjects listening aspect of the story elements in class V Madrasah Ibtidaiyah Thoriqun Najah Sukadana District Ciamis Regency. The results of the analysis show that the proposed hypothesis is acceptable


2018 ◽  
Vol 2 (2) ◽  
pp. 225-246
Author(s):  
Titik Umiyati

Abstrak:Tujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika danmenganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metodepenelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blorapada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptifkomparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasilpenelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematikadengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehinggaaktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkatditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus IInilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaranmatematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistarbilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semuasiswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkandalam permainan mistar bilangan. Abstract:The purpose of this research is to study the learningprocess ofmath and analyseincreasing of learning achievement through rulernumbers game. The method usedin thisresearch is class action which is done in2 cycles. The subject of the research are fourth gradestudents of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semesterof the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle,first cycle and second cycle. The results of the research that is done two cycles indicate thatmath learning process by using ruler numbers game can make the students feel pleased sothatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease,it can be showed from the average score of the first cycle is 60.48 and the completeness scorereaches57.1%. The average score of thesecond cycle is 75.24 and the completeness scorereaches 85.7%. The conclusion of the research ismath learning about addition and deductionof integer through ruler numbers game can improve learning activity and the results of studentlearning show that all students are interested to obtain the task and get moreenjoyableexperience in using rulernumbers game.


1993 ◽  
Vol 76 (2) ◽  
pp. 547-553 ◽  
Author(s):  
Lori Folk ◽  
Jan Pedersen ◽  
Salvatore Cullari

Pubertal development has been implicated as the point of origin for decreased body satisfaction and self-concept for girls from prepubertal levels and an increase in body satisfaction and self-concept for boys. Two groups of boys and girls in Grades 3 and 6 completed a Body Satisfaction Questionnaire and the Piers-Harris Self-concept Scale to test this assumption. The third graders were considered to be prepubertal and sixth graders as early pubertal. The sixth-grade boys scored lower on body satisfaction than third-grade boys, and their self-concept scores were positively correlated with body satisfaction scores. For girls, body satisfaction scores were correlated with self-concept in both grades, and few significant differences were found between grades. For girls apparently the relationship between body satisfaction and self-concept may be present before the onset of puberty.


2018 ◽  
Vol 2 (6) ◽  
pp. 856
Author(s):  
Munira Hayati ◽  
Otang Kurniaman ◽  
Zufriady Zufriady

This research is motivated by the problem of students not being able to place precisely the conjunctions in writing compoundsentences, and students have not been able to make compound sentences according to subject criteria, prediction, objects,and information. The purpose of this study was to describe the ability of sixth grade students of SD Negeri 105 Pekanbaru towrite compound sentences. This research has been carried out in July 2018 which uses descriptive quantitative methods withresearch subjects consisting of 142 students. Data collection techniques use test techniques, by giving 10 questions of essayquestions as an instrument. The results of the ability to write compound sentences for grade VI students from 142 studentsshowed 47 students who were categorized as very capable with a percentage of 33.09%, 22 students who were able to get acategory with a percentage of 15.50%, 34 students got enough categories with percentages 23.94% and 39 students got theless category with a percentage of 27.46%. Overall, the sample of 142 students obtained an average score of 67.61 in thecategory of quite capable. This shows that the ability to write compound sentences for students in grade VI of SD Negeri 105Pekanbaru as a whole has been categorized as quite capable.


2018 ◽  
Vol 2 (2) ◽  
pp. 225-246
Author(s):  
Titik Umiyati

AbstrakTujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika dan menganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metode penelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2 siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blora pada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptif komparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasil penelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematika dengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehingga aktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkat ditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus II nilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaran matematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistar bilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semua siswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkan dalam permainan mistar bilangan. AbstractAbstract: The purpose of this research is to study the learningprocess ofmath and analyse increasing of learning achievement through rulernumbers game. The method usedin this research is class action which is done in2 cycles. The subject of the research are fourth grade students of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semester of the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle, first cycle and second cycle. The results of the research that is done two cycles indicate that math learning process by using ruler numbers game can make the students feel pleased so thatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease, it can be showed from the average score of the first cycle is 60.48 and the completeness score reaches57.1%. The average score of thesecond cycle is 75.24 and the completeness score reaches 85.7%. The conclusion of the research ismath learning about addition and deduction of integer through ruler numbers game can improve learning activity and the results of student learning show that all students are interested to obtain the task and get moreenjoyable experience in using rulernumbers game.  


Sign in / Sign up

Export Citation Format

Share Document