Penerapan Teknik Rainforcement Positif Untuk Meningkatkan Kedisiplinan Belajar Siswa

Author(s):  
Hasbahuddin Hasbahuddin

Research that examines the picture of student discipline before and after the application of positif reinforcement techniques and the effect of the application of positif reinforcement techniques to increase student discipline in SMA Negeri 20 Pangkep. This study aims to determine the level of student discipline as well as determine the effect of positif reinforcement techniques on increasing student discipline in SMA Negeri 20 Pangkep. Data collection techniques in this study used a questionnaire with a sample of 35 students from all grade X students with a population of 162 students in SMA Negeri 20 Pangkep. This type of research used in this study is an experimental study with one group pretest-posttest village design research design. The results showed that there was a difference between the test results before and after being given a positif reinforcement technique treatment of 0.660 at a significance of 0.879> 0.05. While the value of t arithmetic is smaller than t table (21,707 <1,697) at a significance level of 5%, it means that there is an influence on the application of the Positif Reinforcement technique to the discipline of student learning in SMA Negeri 20 Pangkep

2020 ◽  
Vol 3 (1) ◽  
pp. 8-10
Author(s):  
Salmiati ◽  
Mardianti ◽  
Hasbahuddin

This study aims to determine the level of student discipline as well as determine the effect of positif reinforcement techniques on increasing student discipline. Data collection techniques in this study used a questionnaire with a sample of 35 students from all grade X students with a population of 162 students in SMA Negeri 20 Pangkep. This type of research used in this study is an experimental study with one group pretest-posttest village design research design. The results showed that there was a difference between the test results before and after being given a positif reinforcement technique treatment of 0.660 at a significance of 0.879> 0.05. While the value of t arithmetic is smaller than t table (21,707 <1,697) at a significance level of 5%, it means that there is an influence on the application of the Positif Reinforcement technique to the discipline of student learning in SMA Negeri 20 Pangkep


2021 ◽  
Vol 3 (2) ◽  
pp. 69-75
Author(s):  
Ida Sriyanti ◽  
M Rama Almafie ◽  
Leni Marlina ◽  
Jaidan Jauhari

The creative innovation in education in the era of revolution 4.0 is the use of electronic-based teaching materials as a source of student learning. This study aims to examine the effect of using a flipbook-based e-module on transverse wave material with a one group pretest posttest design research design. The research method that has been used is quasi-experimental research design with one group pretest posttest design. The research sample was students of Sriwijaya University Physics Education. Data were analyzed using N-gain analysis, normality test, homogeneity test and Paired Sample T-test. The results showed that the posttest test results were higher than the pretest tests with an average of 33.28, while the normality test results obtained pretest data of 0.026 and posttest data of 0.257. Finally, the N-gain test results were obtained at 0.466 in the moderate category, it was concluded that there was an effect of using flipbook-based e-modules on dynamic electricity on student learning outcomes, so the use of flipbook-based e-modules was effectively used as teaching material on student learning outcomes.


2018 ◽  
Vol 6 (1) ◽  
pp. 59
Author(s):  
Teuku Badlisyah

In the learning process, most students have difficulties to understand the chemistry subject that delivered by the teacher. One thing that caused the difficulties of student learning was the minimum used of an appropriate learning model by the the teacher. This study was conducted to know the influence of Two Stay Two Stray learning model towards the improving of student learning result of Oxidation and Reduction Reaction Material, the student activity, and student response towards the study model of Two Stay Two Stray in SMA Bina Bangsa. The sample in this research was the students in class X of SMA Bina Bangsa. This research used the quantitative approach with a design research of Pre-Eksperimen. Data collection was done by multiple choice test, observation and student response questionnaire. The result showed that there was an increasing in student learning that taught by using learning model of Two Stay Two Stray at the test of normality with a significant level X2 count < X2 table or 1.467 < 11,1 states that the test has a normal distribution, whereas the t test with significance level of Tcount > Ttable or 8.251 > 2.13 that states there was an influence towards the students study research by using the Two Stay Two Stray model, while by n-Gain test the average students reaches the high criteria. The observation result of student activity has increased from 79.14% at the 1st meeting to become 88.33% at the 2nd meeting, the students also have a positive response towards the application of Two Stay Two Stray model study on Oxidation and Reduction Reaction material, with the student response percentage of “Yes” was 84% which means the students were interested with the Two Stay Two Stray model study.


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.


2018 ◽  
Vol 12 (2) ◽  
pp. 1
Author(s):  
Abdul Kadir

This study aims to produce the valid SETS-based science teaching materials for the practical and effective use in improving student learning outcomes on environmental pollution materials. This research is Research and Development with pretest-posstest one group design implemented at VII class’ students of MTsN 1 Kendari in the second semester of academic year 2015/2016. The instruments of the study are valid and reliable observations, questionnaires and cognitive tests to obtain the required data. Meanwhile, the data analysis technique is using descriptive and inferential analysis after meeting the normality and homogeneity requirements test. The results indicate; 1) the results of the validity of the SETS-based science test materials by the material and media experts which are valid and highly feasible materials to use, 2) the product practicality test results in small and large group samples which include all aspects considered to be generally implemented as a whole, and 3) the product effectiveness test results obtained through the average test of student learning outcomes before and after treatment which is significantly different, meaning that students' learning outcomes after treatment is increase. While the response of students and teachers on teaching materials used both in small and large group samples are both very good and suitable to use as a learning material on environmental contamination material in MTsN 1 Kendari.


2020 ◽  
Vol 4 (1) ◽  
pp. 29-42
Author(s):  
Muhammad Mushfi El Iq Bali

The study aimed to improve the learning activeness of fourth-grade students through the application of the Two Stay Two Stray learning model. This research design is qualitative research. The instrument of data collection uses observation of teacher and student activities and interviews. The results of the study indicate that: this learning model must form groups of 4 people. Then discuss with the group that has been determined. After discussing, two people from each group visited other groups to get information on the results of discussions from each group. While the task of two members who settled in their group must give the results of their discussion to other groups. The learning process using the learning model Two Stay Two Stray can improve the learning activeness of fourth-grade students of MIN 1 Probolinggo. By using this learning model, students become enthusiastic in learning and they are no longer passive because each individual has their respective duties, so this learning model is declared successful in increasing student learning activeness.


2020 ◽  
Vol 12 (1) ◽  
pp. 37-50
Author(s):  
Jenny Nugraheni Irawan ◽  
Aditya Nanda Priyatama ◽  
Afia Fitriani

Tangram constructive game is one of the games that can be used to train creative thinking. The purpose of this study was to know the effect of tangram constructive game on creative thinking in elementary school student. The hypithesis of this study is that there is a significant effect of tangram constructive game on creative thinking before and after intervention. This research is an experimental study with nonequivalent crontrol group design. Data collection uses figural creativity test. Data analysis used the Mann-Withney technique with the SPSS statistical program. The result of the study show that the value of Z count = -2,363 with p = 0,18 (p<0,05). So, if can be concluded that there is a significant effect on creative thinking after intervention


2020 ◽  
Vol 21 (2) ◽  
pp. 148-155
Author(s):  
Megawati Adinda Rizkiningrum ◽  
Wilda Liona Suri ◽  
Erliyani Erliyani

This research aimed to examine the effectiveness of the use of discovery learning method in writing Japanese sentences. This research used the quasi-experiment method with pretest and posttest design. The population in this research was the students of class X Tourism major with a total of 24 students. The data of this research were obtained from students learning outcomes before and after being treated using the discovery learning method. After three treatments, the students' average pretest score was 17,166 and the average posttest score was 89,583 so that an average difference of 72,417 was obtained. T-test results obtained t-table with a significance level of 5% at the degree of freedom = 46 was 30.82. Therefore, t-count was greater than t-table which meant that Ha was accepted and H0 was rejected. After calculating the average normalized gain, a value of 0.89 was obtained, which was interpreted as a very effective criterion. The results of the research proved that there was an increase in the students learning outcomes after using the discovery learning method. The use of the discovery learning method in Japanese sentence writing skills proved to be very effective and had a great contribution to improve the students’ learning outcomes.


2020 ◽  
Vol 3 (3) ◽  
pp. 179-182
Author(s):  
Diniyah Maftuchah ◽  
Nur Efendi2

The leading madrasah formulation or effective madrasah in darussalam mi is not exclusive from the effective management management implementation. In this research is some of the problems that can be taken (1) how does the implementation of effective madrasah management management in the "darussalam" mi? ; (2) how is the implementation of effective madrasah activities in mi "darussalam" sugihwaras candi sidoarjo? ; the main instruments in this research are own research and help instruments including observation guidelines, interview guidelines, interview guidelines and documentation guidelines. On the data collection techniques used are observation techniques, interview techniques and documentation techniques. This research uses a qualitative descriptive research design. This research results shows in effective school management management implementation in "darussalam" mi all are not exposed from madrasah vision and mission and madrasah management management is mentioned in madrasah work plan. In addition, the forms and programs made by madrasah implemented in the development of activities associated with student learning in this thing including school culture or madrasah


2020 ◽  
Vol 1 (2) ◽  
pp. 132-138
Author(s):  
Eko Budi Hartanto

This research is motivated by the difficulties of MTs students.  Sunan Bonang Sarang-Rembang both in speaking and making Arabic conversation texts.  So this research was carried out using pantomime  media to improve students' speaking ability in Arabic, it aims to find out how the application of pantomime, what are the challenges and how to overcome them, and whether there are differences in the ability of students before and after pantomime. This study uses quantitative research and the target is students of class IX MTs.  Sunan Bonang Sarang, Rembang.  And to find out the results of the problem formulation, the authors use several data collection methods, including interviews, documentation, questionnaires, tests, and observations.  The data analysis technique used in this study is parametric statistical analysis with the t test formula. By using the data collection method, it can be concluded that there is an influence between before applying the pantomime game and after applying the pantomime game, it can be seen from the percentage of student questionnaires stating 75.31% they agree and support the application of this game, they also think that  they are easier and more confident when speaking and making muhadatsah texts after playing pantomime. The influence of the application of this pantomime game is very strong seen from the correlation result which is 0.95. As for the t test results from the application of this game is 5.482, when compared with t tables with a significant level of 0.05% which is worth 2,000.  Then t count > t table.  This means that Ha is accepted and Ho is rejected, or there is an increase in students' ability to speak Arabic between before and after the implementation of the mime game.


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