scholarly journals IMPLEMENTASI PROBLEM BASED-LEARNING (PBL) DAN PENDEKATAN ILMIAH MENGGUNAKAN MEDIA KARTU UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK TENTANG MENGAJAR IKATAN KIMIA

2020 ◽  
Vol 8 (2) ◽  
pp. 69-76
Author(s):  
RAMLAN SILABAN ◽  
FREDDY TUA MUSA PANGGABEAN ◽  
FELIA MUTIARA HUTAPEA ◽  
ESRIDA HUTAHAEAN ◽  
IRVING JOSAFAT ALEXANDER

This study aims to determine whether there is an influence on the implementation of PBL through a scientific approach that provides a media card for high school students' chemistry learning outcomes. To achieve this goal, quasi-experimental research was conducted using two classes, namely the experimental class and the control class. Data obtained using a validated test instrument in the form of pretest and posttest. The results showed that (1). There was an increase in chemistry learning outcomes from the average pretest 27.2 to 63.95 and 72.5 in the two classes of experiment I and experiment II, respectively. (2). Student learning outcomes that are taught with the Problem Based Learning model and the scientific approach provides higher paired cards than using textbook as a media.

Author(s):  
Lera Kurniatul Aslam ◽  
Suparji Suparji ◽  
Tri Rijanto

The main problem in formal learning is that teachers carry out learning with direct learning models and lectures. The right learning model can maximize student learning outcomes and learning objectives will be achieved. This study aims to determine the effect of the Problem Based Learning (PBL) learning model on the learning outcomes of vocational high school students. This research was conducted through a literature review and relevant research results and was continued through a Focus Group Discussion (FGD). From the research it was found that there was a significant positive influence between the problem-based learning (PBL) model variable and student learning outcomes, which meant that student learning outcomes could be improved through the application of the Problem Based Learning (PBL) learning model.


2021 ◽  
Vol 3 (1) ◽  
pp. 86
Author(s):  
A'in Donasari ◽  
Ramlan Silaban

The aim of this research was to know the feasibility and student learning outcomes of chemistry learning media based on android. This research is a type of research and development which is adapted from the ADDIE Analysis, Design, Development Implementation model. The media developed was tested on 30 students of class XI IPA RK Serdang Murni Lubuk Pakam Private High School. The data was collected through the expert validation sheet of student learning outcomes. The data analysis technique used quantitative and qualitative data analysis. The results of the research and the development concluded that: (1) Android-based chemistry learning media for class XI IPA students in this thermochemical material was developed with a 4D model and designed in the form of an application in the form of an android studio with the java programming language. (2) Android-based chemistry learning media for class XI Senior high school’s students have been declared eligible (valid) to be used in thermochemical learning. Eligibility (validity) of Android-based chemistry learning media for high school students of class XI, is found qualitatively based on the evaluation of material expert validators and media experts in terms of the feasibility of content, presentation, language and graphics according to BSNP with a mean of 4.04. (3) Based on the learning outcomes of students who are taught using Android-based chemistry learning media, it is not the same with the KKM value (75) based on the obtained mean of 90.17 with the highest value of 100 and the lowest score of 80.Thus, Android-based chemistry learning media in thermochemical  is suitable for school use.


Author(s):  
Mira Juwita Eva Distyasa ◽  
Elizabeth Titiek Winanti ◽  
I G P Asto Buditjahjanto ◽  
Tri Rijanto

The main problem in education today is the lack of effectiveness in the learning process. This can be seen from the average student learning outcomes which are always still low. Especially for vocational high school students who emphasize learning skills in order to produce work-ready graduates, but it is inversely proportional to the facts in the field. Low learning outcomes are indicated because the learning conditions are still conventional (lectures, practicum, and discussions) where teachers are still a source of learning (teacher centered). This study aims to determine the effect of the project based blended learning model on learning outcomes of vocational high school students. This research was conducted through a literature review and relevant research results and was continued through a Focus Group Discussion (FGD). From the research it was found that there was a significant positive influence between the variable model of project based blended learning and student learning outcomes, which means that student learning outcomes can be improved through the application of a project based blended learning model.


Author(s):  
Lila Wulandari ◽  
Marchasan Lexbin Elvi Judah Riajanto

Difficulties experienced by students in learning greatly affect the achievement of student learning outcomes. This study aims to describe the results of the identification of the types of difficulties and the causes of student difficulties when solving problems based on Polya stages. This type of research is descriptive qualitative with the instrument used in written tests. The subjects of the research were 36 students of class IX at SMP Negeri 9 Cimahi. Based on the analysis that has been done, it can be concluded that the difficulties experienced by junior high school students when completing the Pythagorean theorem questions in the school are 1) difficulty understanding the problem 100%, 2) difficulty planning the completion of 40%, 3) difficulty implementing the plan 54.4%, and 4) difficulty in re-checking 76.7%. The causes of difficulties include 1) students are not accustomed to writing things that are known and asked of a problem 2) students are not accustomed to drawing conclusions from a mathematical problem 3) Concept errors because students do not understand the concept of the material. So, it is necessary to improve the learning process that prioritizes learning concepts rather than memorizing. Students must be accustomed to solving the application problems of a material. So, students will be able to solve contextual problems related to the material.


2021 ◽  
Author(s):  
Yogi Dwi Satrio ◽  
Cipto Wardoyo ◽  
Sheerad Sahid ◽  
Slamet Fauzan ◽  
Dudung Ma’ruf

Learning through interactive media gives additional value to the educational world because it enables learners to represent themselves. Game-based learning promotes learners’ creativity, critical thinking and cognitive skills related to technology use. Previous research discovered that game-based learning has a positive effect on learners. Therefore, in this research, an applied study was conducted on the use of the E-CrowdWar educational game with high school students. The purpose of this study was to determine the effectiveness of using games in learning to improve student learning outcomes. The study was conducted with 100 high school students in Blitar and 100 in Kediri. E-CrowdWar was used during the classroom activities along with in-class learning. An independent sample t-test was used to measure the effectiveness of game-based learning. The integration of games into online learning had a significantly positive effect on student learning outcomes. The pre-test results showed that the average student learning outcome score in both cities was the same, namely 65 points. After implementing game-based learning, student learning outcomes in Kediri increased to 90.74 points and in Blitar to 86.95 points. The study discovered that game-based learning through E-CrowdWar was effective in promoting the students’ academic outcomes, although there were differences in the mean score. Based on the results, game-based learning provides tremendous improvements in learning outcomes and so should be applied, especially in the economic field. Keywords: Gamification, Education, Learning Result


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.


2020 ◽  
Vol 9 (4) ◽  
pp. 147
Author(s):  
Yullya Erlina Eka Putri ◽  
Albertus Djoko Lesmono ◽  
Ismanto Ismanto

Abstract: This article discusses the learning outcomes of high school students using the Problem Based Learning (PBL) model with the STEM (Science, Technology, Engineering and Mathematics) approach. The purpose of this article is to describe how student learning outcomes in the cognitive domain in learning physics at SMA Negeri 2 Jember using the PBL model with the STEM approach. This type of research uses true experiment research and the sample of this study is students of class X MIPA 6 in SMA Negeri 2 Jember. Data collected through the method of Student Worksheets (LKS) and tests. The instrument used in this study was a student learning achievement test in the form of a posttest. The data obtained were analyzed using the N-gain test in order to know the increase in student learning outcomes before and after using the PBL model with the STEM approach. The results of this study is the use of the PBL model with the STEM approach can improve student learning outcomes X MIPA 6 in SMA Negeri 2 Jember.


2020 ◽  
Vol 7 (3) ◽  
pp. 235
Author(s):  
Elsida Aritonang ◽  
Nova Erawati Sidabalok

Based on the list of Mathematics grade X grade students from T.P 2015/2016 to T.P 2017/2018, there can be seen many significant and positive changes with an increase in students' mastery learning from 40.87% to 48.72% to 80.85%. In addition to increased learning completeness, the average student learning outcomes in mathematics also increased. There is a change in the involvement of students to discuss and cooperate with fellow friends in terms of solving problems given by the teacher. Changes in the activity of students to take part in learning mathematics. The seriousness of students in participating in learning has also increased. The activeness of students in answering oral questions has also increased. This is indicated by the increasing number of students who give correct answers. the activeness of students in completing homework is increasing. This is indicated by the increasing frequency of students completing homework on time. The activeness of students to appear in front of the class solving problems on the board also increased. Students begin to believe in themselves and have the ability to solve the problems given. Based on observation, the teacher has a problem where the students are very familiar with the conventional way, the teacher explains in front of the class while students listen, Building a conducive classroom atmosphere by involving students to be more active sometimes inviting a commotion in the classroom where students initially play more than learn. Building a sense of responsibility to students also becomes difficult because students' demands actually become reversed because the teacher explains a little subject matter and students are directed to further develop material insights through discussion activities and so on. The application of the 2013 curriculum also requires students to understand the implementation of the value of the knowledge acquired so that a variety of practical activities are needed as a tangible form of the implementation of students' mathematical knowledge


2019 ◽  
Vol 4 (3) ◽  
pp. 14-16
Author(s):  
Emma Rumahlewang ◽  
Lambertus J. Lokollo ◽  
Beatrix J.M. Salenussa

This study aims to determine the effect of learning motivation and study habits on the learning outcomes of high school students in Ambon City. Survey research was conducted at SMA Ambon samples included 200 students drawn at random(randomsampling).Testing the research hypothesis using multiple regression analysis with SPSS. The results of this study conclude that: (1) there is a significant effect of learning motivation on student learning outcomes, (2) there is a significant effect of learning habits on student learning outcomes, and (3) there is a joint effect of learning motivation and learning habits on learning outcomes students. Based on the results of this study, it was recommended that improving student learning outcomes required increased learning motivation and study habits.


2020 ◽  
Vol 3 (1) ◽  
pp. 13
Author(s):  
Aurelia Sakti Yani

This research was conducted using descriptive methods. Where researchers will describe the work of students to get more detailed results. Before the research was conducted, the pretest was first held to find out more about where the students' ability was about producing short text. After that learning is done by applying the problem-based method, and ends with the posttest as a method of proving that effectiveness. The results showed that after learning to produce short text using this problem method, the ability of students to produce short stories increased. This is evidenced by the achievement of learning objectives and improved student learning outcomes. The increase can be seen from the results of the comparison of the average pretest is 56,5 and the average postest score is 69.2. Thus the posttest average is higher than the average pretest.


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