scholarly journals Pengaruh PENGARUH METODE OUTDOOR LEARNING BERBANTUAN MEDIA BENDA KONKRET TERHADAP HASIL BELAJAR MATEMATIKA

2021 ◽  
Vol 1 (01) ◽  
pp. 31-43
Author(s):  
Ita Kurniawati ◽  
Tria Mardiana

This study aims to determine the affect of outdoor learning methods assisted by concrete objects media on the learning outcomes of mathematic students in grade V at SDN Kalisalak Salaman. This research method is Pre-experimental with a One Group Pretest-Postest Design. The subject was 19 students in grade V at SDN Kalisalak chosen by saturated sampling. The method of data completion is done by testing. Validity test of product-moment and reliability test using cronbach alpha formula by SPSS for Windows 25.0.  The prerequisite test consists of a normality test by SPSS for Windows 25.0. Data analysis using parametric statistic technique that is Paired Sample T-Test by SPSS for Windows 25.0. The result shows that the outdoor learning method was assisted by concrete object media affected on learning outcomes of  mathematic. This is evidenced by the results of the Paired Sample T-Test with a probability value of 0,000 < 0,05. Based on the results of the analysis and discussion, there are differences in the mean pretest 0f 58,95 and post-test of 87,89. Based on these studies it can be concluded that the application of the outdoor learning method assisted by concrete objects media affects the learning outcomes of mathematic.

2020 ◽  
Vol 4 (1) ◽  
pp. 108
Author(s):  
Retno Dwi Astuti

This study aims to describe the effectiveness of the development of outdoor learning method learning tools through miniature outbound activities to develop the physical aspects of motoric early childhood. The design of this research is research and development (R&D). The learning device development model used in this study is to use the 4D instructional development design proposed by Thiagarajan which consists of 4 stages of development namely Define, Design, Develop, and Disseminate. The findings of this research and development are in the form of learning tools that have previously been tested, evaluated, until they meet the desired criteria. Learning tools developed include the Semester Program (Prosem), Weekly Learning Implementation Plan (RPPM) and Daily Learning Implementation Plan (RPPH). The results of hypothesis testing using the paired sample t-test test formula obtained tcount = 4.131 and ttable = 2.045. Because tcount> ttable, Ho was not accepted and Ha was accepted. Based on SPSS results and paired sample t-test test manual formula shows that Ha is accepted, so it can be proven that there are significant differences in learning outcomes between group B children before using an outdoor learning method with group B children after using the outdoor learning method learning device.


2020 ◽  
Vol 4 (2) ◽  
pp. 119
Author(s):  
Diah Hany Hany Retnosari ◽  
Musaadatul Fithriyah

Abstract: This research discusses the effectiveness of the Gallery Walk learning method in improving the learning outcomes of Hajj fiqh. ThisIresearchIis motivatedUbyItheIlowEstudentIlearningIoutcomes of class V. The problem formulation inIthisIstudyIisIHowIis theIapplicationIofIthe Gallery Walk method in the subject of Hajj fiqh in MI Fathul Huda class? In class V MI Fathul Huda ?. This study uses quantitative research, using a Noniquivalent Control_Group Desig_Experiment research design. The sample in this research is VB and VA grade students, amounting to 40 students. Data collection techniques and instruments: (1) Interview, (2) Test of learning outcomes, (3) Documentation. To find out student learningIoutcomesIusingIpre-test and post-test questions. The instrument, before being used in the study, was first validated and reliably. After that, the hypothesis test uses the t-test is the Independent Sample T-Test. TheIresultsIofIthisIstudyAindicateI"the effectiveness of the Gallery Wak method in improving student learning outcomes," thisIisIevidencedIbyItheIresultsIof the significance of 0,000 <0.05 and the average learning outcomes before using the Gallery Walk learning method 48,75 and after using the Gallery learning method Walk to 80.5. BasedIonItheseIresultsIitAcanIbeIconcludedIthatIthe implementation of the Gallery Walk method of learning outcomes of Hajj fiqh material in class V MI Fathul Huda


Author(s):  
Maria A. F. Mbari ◽  
Marianus Yufrinalis ◽  
Theresia Nona

This study aims to determine the effect of the use of inquiry learning methods on the learning outcomes of fifth grade students in science subjects of light traits in Catholic Elementary School Nita I. This research is a quasi-experimental study. The sample of this study was 39 students consisting of 20 VA students as the experimental class and 19 VB students as the control class. Learning outcomes tests and learning motivation questionnaire sheets were used to obtain data in this study, with a t-test performed to test hypotheses preceded by a prerequisite analysis test in the form of a normality test. The results of this study indicate that the implementation of the inquiry learning method has a positive and significant effect on the students’ learning outcomes. The group of students who took part in the learning with inquiry learning method obtained a better post test score which was equal to 76.25 compared to the group of students who followed conventional learning who obtained a post-test average score of 65.26.


2021 ◽  
Vol 1 (1) ◽  
pp. 1-14
Author(s):  
Dewo Adhi Guminto ◽  
Maria Assumpta Evi Marlina

This research is an event study that aims to determine the differencein the average Abnormal return (AR) before, during, and after the MakoBrimob riot. The subject of this study is the LQ45 index company that hasfulfilled the criteria. The company does not conduct corporate actions suchas the announcement of stock split, right issue, merger & acquisition, anddividend in the observation period, which is five days before the riot, oneday during the riot (May 9, 2018) and five days after the riot. The results ofthe data normality test found that the data in this study were normallydistributed. P-value shows the number 0.412. The results of the differenttests using independent Sample T-Test (H1) showed no difference in theaverage abnormal return before, and during the Mako Brimob riots (ρ =0.050). The results of different tests using independent Sample T-Test (H2)were no difference in the average abnormal return during and after the incidentof the Mako Brimob riots (ρ = 0.117). The results of different testsusing Paired Sample T-Test (H3) were no difference in the average abnormalreturn before and after the incident of the Mako Brimob riots (ρ = 0.77).


2019 ◽  
Vol 7 (2) ◽  
pp. 38-43
Author(s):  
KARIMATIN NURISA ◽  
MUHAMMAD ABDUL GHOFUR

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes


2021 ◽  
Vol 2 (2) ◽  
pp. 280-287
Author(s):  
Fajar Dwi Fadillah ◽  
Donny Anhar ◽  
Ibnu Fatkhu Royana

The background of this research is the ability of learning outcomes in the psychomotor, cognitive and affective aspects of both the XI IPS 1 grade students who are still many who are below KM. The learning method that will be used by researchers in conducting research is the learning model using the STAD and TGT models. The results showed: (1) there was an effect of the learning model on learning outcomes in class XI IPS 1 (STAD) as evidenced by the results of the paired simple t test with a significant value of Sig. (2-tailed) 0.039> 0.05 and the average post-test graph value of learning outcomes. (2) there is an effect of the learning model on learning outcomes in class XI IPA 1 (TGT) as evidenced by the results of the paired simple t test with a significant value of Sig. (2-tailed) 0.039> 0.05 and the average post-test graph value of learning outcomes. The conclusions of this study indicate that the results of the study of the STAD or TGT learning model applied to class XI IPS 1 and class XI IPA 1.Even by simple paired simple t test class XI IPS 1 Significance level: ? = 5% = 0, 05 Testing Criteria: If Sig. (2-tailed)> ? then H0 is accepted. For Class XI IPA 1 TGT Significance Level: ? = 5% = 0.05 Testing Criteria: If Sig. (2-tailed)> ? then H0 is accepted.


2020 ◽  
Vol 9 (3) ◽  
pp. 127-132
Author(s):  
Peggi Utami

Observasi dikelas V SD Negeri Krapyak menunjukkan bahwa guru belum memanfaatkan media pembelajaran khususnya berbasis IT, yang berpengaruh pada rendahnya hasil belajar siswa. Sehingga dilakukan pengembangan media Aplikasi Belajar Cerdas berbasis android. Penelitian ini bertujuan menguji kelayakan dan keefektifan media pembelajaran Aplikasi Belajar Cerdas berbasis android pada mupel IPS SD Negeri Krapyak. Jenis penelitian ini adalah penelitian pengembangan (R&D), dengan subjek penelitian siswa kelas V SD Negeri Krapyak. Teknik pengumpulan data menggunakan teknik tes, observasi, wawancara, angket dan dokumentasi. Teknik analisis data menggunakan deskriptif persentase, uji normalitas, uji t-tes dan uji n-gain. Hasil penelitian ini menunjukkan bahwa (1) media Aplikasi Belajar Cerdas berbasis android telah dikembangkan; (2) media Aplikasi Belajar Cerdas berbasis android dinyatakan sangat layak oleh ahli media dan ahli materi; (3) media Aplikasi Belajar Cerdas berbasis android terbukti efektif meningkatkan hasil belajar siswa pada ranah kognitif dengan uji t-test paired sample test dan n-gain. Berdasarkan hasil penelitian, dapat disimpulkan bahwa Aplikasi Belajar Cerdas berbasis android dinyatakan layak dan efektif meningkatkan hasil belajar IPS siswa kelas V. Observation in 5th grade of SD Negeri Krapyak shows that the teacher have not utilized learning media especially IT-based. As a consequence, students learning outcomes were not maximal. Based on that observation, the development media Application Smart Learning based on android is carried out. This study aims to test the feasibility and effectivity of the Application Smart Learning based on android, on social science studies in SD Negeri Krapyak. This type of research is a research and development (R&D), with the subject of research is students of fifth grade at SD Negeri Krapyak. Data collection techniques used test techniques, observation, interviews, questionnaires and documentation. Data analysis techniques used descriptive percentages, normality test, t-test and n-gain test. The results showed that (1) media Application Smart Learning based on android had been developed; (2) media Application Smart Learning based on android is clarified very feasible by experts; (3) media Application Smart Learning based on android is proven to be effective in increasing student learning outcomes in cognitive domain with t￾test paired sample and n-gain. Based on the results of the study, it can be concluded that the Application Smart Learning based on android is feasible and effective to improve the students learning outcomes on social science studies.


2020 ◽  
Vol 15 (2) ◽  
pp. 137-146
Author(s):  
Femmy Nur Assyifa ◽  
Rohita ◽  
Nurfadilah

Tujuan penelitian ini adalah untuk melihat pengaruh video pembelajaran interaktif terhadap kemampuan mengenal warna pada anak usia 4-5 tahun. Metode penelitian yang digunakan adalah pre experimental dengan jenis one group pretest posttest design. Sampel yang digunakan adalah anak usia 4-5 tahun yang berjumlah 20 orang, dengan teknik pengambilan sampel menggunakan sampling jenuh. Indikator kemampuan kognitif yang digunakan adalah kemampuan mengklasifikasikan warna, kemampuan mengurutkan benda berdasarkan 5 seri warna, dan kemampuan menyebutkan warna. Teknik pengumpulan data menggunakan lembar observasi yang digunakan untuk melakukan pretest dan posttest. Analisis data dilakukan menggunakan uji normalitas, uji homogenitas, dan uji paired sample T-test. Hasil penelitian menunjukkan bahwa terdapat perbedaan yang cukup signifikan pada nilai rata-rata hasil pretest dan nilai hasil posttest pada indikator mengklasifikasikan warna memiliki nilai; indikator mengurutkan benda berdasarkan 5 seriasi warna; dan indikator menyebutkan warna. Kesimpulan dari penelitian ini adalah terdapat pengaruh penggunaan video pembelajaran interaktif terhadap kemampuan mengenal warna pada anak usia 4-5 tahun.The purpose of this study was to find out the effect of interactive educational videos on children, specially aged 4-5 years, in recognizing colors. The research used pre-experimental method, with one group pre test post test design. The participants were 20 children aged 4-5 years, which recruited using saturated sampling. Indicators of cognitive abilities used in this research were focusing on the ability to classify colors, to sort objects based on 5 color series, and to name the colors. The data were collected through observation using observation sheets before and after the introduction of the interactive educational videos which was conducted for five days. Data analysis was performed using the normality test, homogeneity test, and paired sample T-test. The results showed that there was a significant difference in the mean value of the pretest and posttest results on each indicator. The conclusion of this study is that there is an effect of the use of interactive educational videos on the ability to recognize colors in children aged 4-5 years.


Alotrop ◽  
2017 ◽  
Vol 1 (1) ◽  
Author(s):  
Julita Sari ◽  
Amrul Bahar ◽  
Dewi Handayani

The average students' chemical learning outcomes are still low, the low learning outcome is influenced by several factors, including students still consider that chemistry as one of the scary, difficult to understand and less interesting lessons. Therefore, the research wants to vary the learning process in the classroom by applying the learning model of Discovery Learning with Group Investigation model. This research was aimed to find out the students’ achievement differences of chemical subject by using Discovery learning and  Group Investigation model. The research is quasi experimental research. The population of this research were class X MIPA in SMAN 9 Bengkulu City, and the sample were X MIPA 2 and MIPA 3. This research using two experimental classes, that is class X MIPA 2 applying Group Investigation model and X MIPA 3 applying Discovery Learning model. Analysis of the data used is mean values, normality test, homogeneity test, and t-test. Post-test mean values for first experiment class is 78,12, but for second experiment class is 81,3. To determine whether the differences of student’s learning outcomes between both of experiment classes or not, we use t-test by using the differences between student’s pretest and posttest values, tcount > ttable (2,17 > 1,67). The result of this research showed that Ha accepted, in other words is a significant differences in learning outcomes of student’s applying Discovery Learning and Group Investigation model.


2018 ◽  
Vol 2 (2) ◽  
pp. 173
Author(s):  
Jaimah Jaimah

The background of this research is the low of mathematics learning result of grade 1 student of SDN 004Tembilahan Kota, for that done perbaiakan learning process by applying method of discussion. This researchwas conducted in SDN 004 Tembilahan Kota with the subject of research is the first grade students with 36students. This research is a classroom action research conducted two cycles. Based on the results of theresearch, it is found that the use of the method of disuksi can improve the students' learning outcomes aboutknowing and determining the length and weight with nonstandard units using concrete objects / concretesituation in the initial data, the total number of completed students is 12 students (33.3%) average 55.83. In thefirst cycle has increased the number of students who complete is 26 students (77.22%) with an average value of80.00. In the second cycle has increased with the total number of students who completed is 32 students (88.89)with an average value of 88.06.


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