scholarly journals Perbedaan Hasil Belajar Siswa yang Menggunakan Multimedia Interaktif dengan Buku Teks dalam Pembelajaran Biologi di SMA

Mangifera Edu ◽  
2019 ◽  
Vol 4 (1) ◽  
pp. 62-70
Author(s):  
Asrizal Wahdan Wilsa

Learning is a process that requires resources as a support in the success of learning. As an educator, teachers must be careful in choosing the learning resources needed by students, so that the learning process can be achieved according to the purpose of learning. But in fact, the learning that teachers do in schools is still not utilizing the media as an appropriate learning resource for students, especially in the understanding of abstract biological concepts that require supporting media for student learning. This study aims to describe differences in student learning outcomes that use interactive multimedia with textbooks in biology learning at senior high school. The method used in this study is quasi-experimental, with Control Group Pretest - Posttest Design. Population in this research is class XI-MIPA I and XI-MIPA II. Class XI-MIPA I as experimental class and class XI-MIPA II as control class. The data were obtained by using a multiple choice test instrument of 30 questions. Based on the results of the pretest and posttest it was found that the average value of the experimental class was greater than the control class. Based on these findings, it can be concluded that there are differences in student learning outcomes that use interactive multimedia with textbooks in biology learning at senior high school.

2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Arpina Saleha ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Okviyoandra Akhyar

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh media permainan ular tangga senyawa terhadap hasil belajar siswa.Penelitian ini menggunakan nonequivalentcontrolgroupdesign. Populasi dalam penelitian ini adalah seluruh siswa kelas X MIA, sedangkan sampel penelitian yang digunakan yaitu X MIA 2 dan X MIA 3.Pada penelitian ini kedua kelas diberikan perlakuan yang berbeda,kelas X MIA 2 dibelajarkan tanpa menggunakan permainan media ular tangga senyawa, sedangkan kelas X MIA 3 dibelajarkan menggunakan media permainan ular tangga senyawa.Teknik pengumpulan data yang digunakan adalah soal tes pilihan  ganda.  Data  yang diperoleh dianalisis  menggunakan  uji mann whitney u.Data hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas kontrol lebih rendah daripadanilai rata-rata kelas eksperimen.Sehingga dapat disimpulkan bahwa terdapat pengaruh media permainan ular tangga senyawa pada materi tata nama senyawa terhadap hasil belajar siswa di SMA Negeri 1 AlalakThis study aimed to determine whether or not the influence of snake and compound compound media play on student learning outcomes. This study used nonequivalent control group design. The population in this study were all students of class X MIA, while the research samples used were X MIA 2 and X MIA 3. In this study both classes were given different treatments, class X MIA 2 was taught without using snake ladder compound media games, while classes X MIA 3 was taught using the media game snake ladder compound. Data collection techniques usedwere multiple choice test questions. The data obtained were analyzed using the Mann Whitney test. The data of the research showed that the average value of the control class post-test is lower than the average value of the experimental class.  So  it  can  be  concluded  that  there  were  the influence  of  snake  ladder compound  media  on  compound  nomenclature material  on  student  learning outcomes in SMA Negeri 1 Alalak.


2020 ◽  
Vol 8 (3) ◽  
pp. 358-366
Author(s):  
Armi Nuridah ◽  
Partaya Partaya

The problem that occurs in the education world right now is the low learning outcomes and student creativity. Based on references, the roles playing method is an effective learning method for increasing student creativity and learning outcomes. The purpose of this study is to determine the effectiveness of the roles playing method on creativity and student learning outcomes and to find out the effectiveness of the roles playing method on learning the immune system. This research is a quasi-experimental research with nonequivalent control group design. The population are all students of grade 11 in MIA MAN 2 Semarang 2018/2019 school year. The sample is determined by purposive sampling and 2 classes have selected as the experimental class and the control class. In this study the experimental class carried out immune system learning using the roles playing method while the control class used the lecture method. The results showed that 85.56% of the experimental class students has creativity with creative to very creative categories while the control class is only 41.67% of students included in the creative and very creative categories. Student learning outcomes data show that the classical learning completeness of the experimental class is higher than the control class with a difference of 36.12%. The average value of learning outcomes and the average N-Gain score of the experimental class students also have a higher average value of the control class. The implementation of learning the roles playing method gained a score of 95.56%. Based on the description it can be concluded that the role playing method is effective on the creativity and learning outcomes of high school students and it can be concluded that the role playing method is effectively applied to learning the immune system because the results of the study already meet all the indicators that have been set.


2018 ◽  
Vol 2 (2) ◽  
pp. 123
Author(s):  
Husnul Khotimah ◽  
Hernawati Hernawati

Abstrak: Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar siswa menggunakan geoboard dan geopuzzle pada materi segiempat dan segitiga di kelas VII SMP. Penelitian ini merupakan penelitian eksperimen dengan menggunakan 2 kelas eksperimen yang pada tiap kelas menggunakan alat peraga berbeda. Sampel penelitian diambil dari dua kelas yang terdiri dari 54 siswa dengan menggunakan teknik Simple Random Sampling. Sedangkan instrumen hasil belajar siswa berupa post-test dengan taraf signifikan 5%. Berdasarkan analisis data, dapat disimpulkan bahwa ada perbedaan hasil belajar siswa yang signifikan antara nilai rata-rata kelas eksperimen 1 dengan menggunakan geoboard sebesar 71,70 dan kelas eksperimen 2 dengan menggunakan geopuzzle sebesar 62,04. Hasil penelitian ini dikuatkan oleh uji-t yang diperoleh t-hitung sebesar 2,26 dan t-tabel sebesar 2,00. Hal ini menunjukkan bahwa terdapat perbedaan hasil belajar siswa menggunakan geoboard dan geopuzzle pada materi segiempat dan segitiga di kelas VII SMP.Abstract:  This study aims to determine the differences in student learning outcomes using Geoboard and Geopuzzle on quadrilateral and triangular material in Senior High School. This research is an experimental research using 2 experimental classes which use different props in each class. The research sample was taken from two classes consisting of 54 students using the Simple Random Sampling technique. While the instrument of student learning outcomes in the form of post-test with a significant level of 5%. Based on data analysis, it can be concluded that there are significant differences in student learning outcomes between the average value of the experimental class 1 using geoboard of 71.70 and experimental class 2 using a geopuzzle of 62.04. The results of this study are corroborated by the t-test obtained by t-count of 2.26 and t-table of 2.00. This shows that there are differences in student learning outcomes using geoboard and geopuzzle on quadrilateral and triangle material in grade 7 of Senior High School


2019 ◽  
Vol 1 (2) ◽  
pp. 107
Author(s):  
Frindly Makarawung ◽  
I Dewe Ketut Anom ◽  
John Lombok

This research aims to determine the effect of mind mapping learning methods on the basic laws of chemistry toward learning outcomes of students of class X MIPA in SMA Negeri 2 Langowan. The sample used in this study were all students of class X MIPA of SMA Negeri 2 Langowan. This research uses an experimental method, with the research method used is Quasi Experiment  with Nonequivalent Control Group Design design. The research data were obtained from post-test results. Obtained the average value of student learning outcomes Experiment class is 85. The results showed the value of tcount = 15.7> ttable = 2.21, so H0 was rejected and H1 was accepted. Based on the results of the research it can be concluded that there is an influence on student learning outcomes on the basic laws of chemistry using mind mapping learning methods.


TAMAN VOKASI ◽  
2016 ◽  
Vol 4 (2) ◽  
pp. 206
Author(s):  
Muh Fredy Hermawan ◽  
Tarto Sentono

The purpose of this research to imporove the activity and student learning outcomes of class XI Islam Salak Brojo Pekalongan Vocational High School by audio-visual menthod on the brake system subjects.This education is clasroom action researsh that been conducted in Islam Salak Brojo Pekalongan.Vocational High School in the academic year of 2014/2015. The subject in this research is a class XI student of Light Vehicle Engineering Islam Salak Brojo Pekalongan Vocational High School that amounted to 26 student. The data collection techniques used observation and tests are divided into pre-test and post test. The data were anilyzed using descriptive statistics.The research result showed that the application of audio-visual method on the brake system subjects can improve activity and student learning outcomes class XI Islam Salak Brojo Pekalongan Vocational High Shool. The result can be seen in the successful development of the I cycle, the average value of learning activities amounted to 53,84 increased in the II cicle to 56,34 then on the III cycle increased to 59,42. On the learning outcomes of I cycle on average reached 5,11 increased in the II cycle to 6,51 then on the III cycle increased to 18,32. Therefore can be concluded that audio-visual method can increase the activity and student learning outcomes on the  break system subjects of class XI student of Islam Salak Brojo Pekalongan Vocational High School.


Author(s):  
Try Ade Jumita Wulandari ◽  
Abdul Muin Sibuea ◽  
Sahat Siagian

Abstrak: Penelitian ini bertujuan untuk :”menghasilkan produk media pembelajaran berbasis multimedia interaktif yang layak digunakan, mudah dipelajari pebelajar dan dapat dipakai untuk pembelajaran individual”. Jenis penelitian pengembangan menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model desain pembelajaran Dick dan Carey. Subjek uji coba terdiri dari dua ahli materi pelajaran Biologi, dua ahli desain pembelajaran, dua ahli media pembelajaran, tiga orang siswa untuk uji coba perorangan, Sembilan siswa untuk uji coba kelompok kecil dan 69 orang siswa untuk uji lapangan terbatas. Hasil penelitian produk akhir menunjukkan: (1) uji ahli materi berada pada kualifikasi sangat baik (83,08%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (84,12%), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (83,51%), (4) uji coba perorangan berada pada kualifikasi sangat baik (91,67%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (93,00%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (94,24%), dan layak untuk digunakan dalam proses pembelajaran Biologi. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran berbasis multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan konvensional. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh thitung = 25,08 > ttabel= 2,0105, dengan dk = (n1+n2-2) pada taraf signifikansi α =0,05. Disimpulkan efektivitas penggunaan media interaktif sebesar 78,32% sedangkan media konvensional 67,00%. Kata Kunci: Media Pembelajaran Interaktif, hasil belajar biologi Abstract: This study aims to: "produce interactive multimedia-based learning media products that are feasible to use, easily learned by students and can be used for individual learning". This type of development research uses the Borg and Gall product development model combined with Dick and Carey's learning design models. The trial subjects consisted of two experts on Biology subject matter, two learning design experts, two instructional media experts, three students for individual trials, nine students for small group trials and 69 students for limited field testing. The final product research results show: (1) the material expert test is in very good qualification (83.08%), (2) the learning design expert test is in very good qualification (84.12%), (3) learning media expert test are in very good qualifications (83.51%), (4) individual trials are in very good qualifications (91.67%), (5) small group trials are in very good qualifications (93.00%), and (6) limited field trials are in very good qualifications (94.24%), and are suitable for use in the Biology learning process. The results of hypothesis testing prove that there are significant differences between student learning outcomes learned by using interactive multimedia-based learning media with student learning outcomes that are taught using conventional learning. This is indicated by the results of data processing obtained by t = 25.08> t table = 2.0105, with dk = (n1 + n2-2) at the significance level α = 0.05. It was concluded that the effectiveness of interactive media use was 78.32% while conventional media was 67.00%. Keywords: Interactive Learning Media, biology learning outcomes


2018 ◽  
Vol 1 (1) ◽  
pp. 271
Author(s):  
Lilis Retno Sundari ◽  
Suroso Suroso ◽  
Yustinus Yustinus

Abstrak:: Penelitian ini bertujuan 1)mengembangkan multimedia interaktif menggunakan Adobe Flash CS3 Profesional untuk meningkatkan hasil belajar IPS Kelas 4 SD. 2) pengembangan multimedia interaktif menggunakan Adobe Flash CS3 Profesional dapat meningkatkan hasil belajar IPS Kelas 4 SD. Penelitian ini menggunakan jenis penelitian pengembangan dengan Model pengembangan ASSURE. Hasil validasi pakar materi 70% (tinggi) dan validasi pakar media 92% (sanggat tinggi). Kemudian Rata-rata nilai tahun 2017 dan tahun 2018 mengalami kenaikan  74 menjadi 81. Hasil uji T diperoleh taraf signifikansi α 0,017. Berdasarkan perolehan hasil belajar siswa setelah menggunakan multimedia interaktif lebih tinggi dari sebelum menggunakan multimedia interaktif. Abstrak:: This study aims to 1) develop interactive multimedia using Adobe Flash CS3 Professional to improve learning outcomes IPS Class 4 SD. 2) development of interactive multimedia using Adobe Flash CS3 Professional can improve learning result of IPS Class 4 SD. This study uses a type of development research with ASSURE development model. Expert material 70% (high) material validation and media experts validation 92% (high conformity). Then the average value of 2017 and 2018 increased 74 to 81. T test results obtained significance level α 0.017. Based on the acquisition of student learning outcomes after using interactive multimedia is higher than before using interactive multimedia.


2020 ◽  
Vol 5 (8) ◽  
pp. 1183
Author(s):  
Bayu Bramasta Giri ◽  
Suhadi Ibnu ◽  
Sutrisno Sutrisno

<p><strong>Abstract:</strong> The purpose of this research is to produce an electrochemical contextual chemoentrepreneurship module that is validated according to the criteria of BSNP materials eligibility, namely content eligibility, linguistic feasibility, presentation feasibility, and the feasibility of the graft and knowing Effectiveness of student learning outcomes. The development model adopted the Model 4-D with the stages of defining, designing, developing, and desimination. Data on the feasibility of teaching materials is obtained from content and material validation, individual test, field test is limited while the effectiveness data is obtained from the difference learning outcomes between the experimental and the control group. The validation and test results are obtained as follows (1) the average value of the content expert validator and learning material is very decent criteria, (2) individual trials with excellent criteria, and (3) limited field trials is Very good criteria. The development module is well-deserved to be used as a learning resource and effectively improve student learning outcomes.</p><strong>Abstrak:<em> </em></strong>Penelitian ini bertujuan menghasilkan modul elektrokimia kontekstual <em>Chemoentrepreneurship</em> tervalidasi sesuai kriteria kelayakan bahan ajar BSNP, yakni isi, kebahasaan, penyajian, dan kegrafisan serta mengukur efektivitas modul terhadap hasil belajar. Model pengembangan mengikuti model 4-D dengan tahapan pendefinisian, perancangan, pengembangan, dan desiminasi. Data kelayakan modul diperoleh dari validasi isi dan materi, uji perorangan, uji lapangan terbatas sedangkan data efektivitas diperoleh dari perbedaan hasil belajar antara kelompok eksperimen dengan kelompok kontrol. Hasil penelitian (1) nilai validasi isi dan materi pembelajaran memiliki kriteria sangat layak, (2) uji coba perorangan kriteria sangat baik, dan (3) uji coba lapangan kriteria sangat baik. Modul efektif digunakan dalam pembelajaran hal ini ditunjukkan oleh ketuntasan hasil belajar peserta didik kelompok eksperimen lebih tinggi daripada kelompok kontrol.


2021 ◽  
Vol 2 (5) ◽  
pp. 528-535
Author(s):  
Tamam Syaifuddin ◽  
Luthfiyah Nurlaela ◽  
Sukma Perdana P

The purpose of the study was to analyze the improvement of student learning outcomes with the Contextual Teaching and Learning (CTL) learning model at Senior High School of Model Terpadu Bojonegoro in Civics subjects. The experimental study used a factorial design using pre-test and post-test. Collecting data using observation, documentation, and test methods. The research sample was carried out in class XI of Bojonegoro Model Terpadu Senior High School, a total of 120 students were in 4 (four) classes, each class consisted of 30 students. The technique used to check the validity in this study is triangulation and review of informants. Based on the results of research and discussion, it can be concluded that the application of the Contextual Teaching and Learning (CTL) learning model can improve Civics learning outcomes for XI grade students at Senior High School of Model Terpadu Bojonegoro. Increase in student learning outcomes by 7.08% in the second cycle.


Author(s):  
Iwan Yulianto ◽  
Warsono Warsono ◽  
Nasution Nasution ◽  
Dwi Bagus Rendy A.P

Social studies education as a science combines a number of selected concepts from branches of social science and other sciences. Students are less motivated in learning history. This condition arises because the variation in historical learning is still lacking because teachers only use traditional methods that place the teacher as the center of information. The Quizizz media-assisted STAD model has the potential to overcome the problems of motivation and student learning outcomes at Trimurti High School. The study was conducted to determine the effect of the STAD (Student Team Achivement Division) learning model assisted by the Quizizz media on motivation and learning outcomes in Indonesian History subjects class XI at Trimurti High School Surabaya. This research is an experimental study using pretest-posttest control group design. The treatment in the experimental class was the application of the STAD (Student Team Achievement Division) learning model assisted by the Quizizz media and the direct learning model (MPL) applied to the control class also assisted by the Quizizz media. T test shows the value of sig 0.03 <0.05, so there are differences in the value of the motivation of students in the control class with the experimental class. T test shows the value of sig 0.002 < 0.05, so there are differences in the value of student learning outcomes in the control class with the experimental class.


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