scholarly journals PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN KOMIK TERHADAP PENINGKATAN HASIL BELAJAR MATEMATIKA SISWA KELAS VII DI SEKOLAH MENENGAH PERTAMA NEGERI 10 PALEMBANG

2018 ◽  
Vol 6 (1) ◽  
pp. 45-56
Author(s):  
Bubin Florayu ◽  
Muhammad Isnaini ◽  
Gusmelia Testiana

Tujuan dari penelitian ini adalah untuk mengetahui pengaruh media pembelajaran komik untuk meningkatkan matematika siswa hasil belajar pada siswa kelas VII SMP Negeri 10 Palembang. Penelitian ini menggunakan desain exprimental benar dengan desain kelompok kontrol pretest-posttest. Populasi penelitian ini adalah semua siswa kelas VII SMP Negeri 10 Palembang di 2014/2015 tahun akademik yang terdiri dari dua belas layani dengan 480 siswa. Dari dua belas kelas populasi diambil dua kelas, itu VII.5 yang yang terdiri dari 40 siswa sebagai kelompok kontrol dan VII.4 yang yang terdiri dari 40 siswa sebagai kelompok eksperimen. Penelitian ini dilakukan dalam pertemuan ketujuh. Pada pertemuan pertama, pretest penelitian ini dilakukan di kelompok eksperimen dan kontrol whith tujuannya adalah untuk mengetahui dasar kemampuan siswa sebelum diberikan pengobatan. kedua sampai pertemuan keenam, kedua kelas diberi perlakuan pada kelompok eksperimen dengan media pembelajaran komik dan kelompok kontrol dengan model konvensional dengan kesetaraan materi dan pertidaksamaan linear satu variabel. Sebagai bahan subjek dalam pertemuan ketujuh, kedua kelas diberi posttest untuk mengetahui peningkatan hasil belajar siswa setelah pengobatan yang diberikan. Data penelitian ini diambil oleh tes. Berdasarkan hasil penelitian ini, dapat disimpulkan bahwa siswa hasil belajar matematika setelah belajar t_test Media appliec komik showec belajar = 1.14> tabel = 1,667 sehingga hipotesis nol (H0) diterima, berarti ada perbaikan siswa belajar hasil komik setelah media pembelajaran tidak Kenaikan untuk siswa kelas VII SMP N 10 Palembang.The aim of this study was to know the effect of comic learning media to increase students’ mathematics learning outcomes at the seventh grade students of SMP Negeri 10 Palembang. This study used true exprimental design with pretest-posttest control group design. The population of this study were all of seventh grade students of SMP Negeri 10 Palembang in 2014/2015 academic years which consisted of twelve clases with 480 students. From twelve classes population were taken two classes, it was VII.5 which consisted of 40 students as a control group and VII.4 which consisted of 40 students as an experimental group. The study was done in seventh meetings. In first meeting, this study done pretest in experimental and control group whith the aim was to know the basic of students’ ability before given a treatment. The second until sixth meetings, both of classes was given treatment in experimental group with comic learning media and control group with conventional model with material equality and inequality linear one variabel. As the subject material in seventh meeting, both of classes were given posttest to know the improvement of students learning outcomes after was given treatment. The data of this study was taken by a test. Based on the result of this study, it can be concluded that the students learning outcome in mathematics learning after comic learning media appliec showec t_test= 1,14 > ttabel = 1,667 so the null hypotheses (H0) was accepted, it means that there is an improvement students learning outcomes after comic learning media no increase at seventh grade students of SMP N 10 Palembang.

2015 ◽  
Vol 2 (1) ◽  
Author(s):  
Alri Marasut

<p>This research aims to study how the learning outcomes of students <br />in learning mathematics using technology media watch, compared with <br />expository teaching. The design of the study is the design of experimental <br />and control group pretest-posttest imposed on the subject of study, consisting <br />of 21 students of the experimental group and control group of 20 students <br />randomly selected 41 students of Class X Manado Irene Christian High <br />School. The results showed an average group of students learning outcomes <br />that follow mathematics learning using technology media watch group is <br />higher than the students in the expository teaching to all learning materials <br />are programmed in this study. <br /> <br /><br /></p>


2021 ◽  
Vol 2 (2) ◽  
pp. 85-94
Author(s):  
Helmi Rahmawati ◽  
Moh. Supratman ◽  
Zema Yuliana Aulan

Penelitian ini bertujuan untuk mendeskripsikan pengaruh model siklus belajar hipotesis-deduktif terhadap hasil belajar matematika siswa. Penelitian ini merupakan penelitian eksperimen semu dengan pretest-posttest control group design. Sampel penelitian ini melibatkan 66 siswa di dua kelas pada Madrasah Aliyah Darul Mahmudien NW Lombok Tengah sebagai sampel. Kelompok eksperimen (29 siswa) dan kelompok control (37 siswa) dipilih menggunakan teknik cluster random sampling. Data hasil belajar siswa dianalisis sesara statistic menggunakan independent t-test dengan bantuan software IBM SPSS versi 23. Hasil penelitian menunjukkan bahwa model siklus belajar hipotesis-deduktif berpengaruh signifikan (p < 0,05) terhadap hasil belajar matematika siswa. Temuan tersebut didukung hasil skor rata-rata kelompok eksperimen (mean= 81,0345) yang lebih tinggi dari kelompok control (mean= 76,9730) sehingga dapat disimpulkan bahwa model siklus belajar hipotesis-deduktif berpengaruh signifikan terhadap hasil belajar matematika siswa. The Effect of Hypothetical-Deductive Learning Cycle Model on Mathematics Learning Outcomes of High School Students Abstract This study aims to describe the effect of the hypothetical-deductive learning cycle model on students' mathematics learning outcomes. This research is a quasi-experimental research with pretest-posttest control group design. The sample of this study involved 66 students in two classes at Madrasah Aliyah Darul Mahmudien NW Central Lombok as a sample. The experimental group (29 students) and the control group (37 students) were selected using cluster random sampling technique. Data on student learning outcomes were analyzed statistically using an independent t-test with the help of IBM SPSS version 23 software. The results showed that the hypothesis-deductive learning cycle model had a significant effect (p < 0.05) on students' mathematics learning outcomes. This finding is supported by the average score of the experimental group (mean = 81.0345) which is higher than the control group (mean = 76.9730) so it can be concluded that the hypothetical-deductive learning cycle model has a significant effect on students' mathematics learning outcomes.


2017 ◽  
Vol 3 (2) ◽  
pp. 138
Author(s):  
Sri Rohartati

<p><em>The low learning outcomes in mathematics at the State Elementary School in the material </em><em>Sukasari </em><em>summation of integers and the results of their study have not yet reached KKM (minimum completeness criteria) to overcome these problems, the researchers used instructional media as a tool to improve the learning outcomes of students. The research design used in this study are nonequivalent control group design. This research was conducted in two classes, experimental and control classes. Both of these classes are treated differently, grade control using conventional learning while the experimental class using the Media Chips Color. Data collection techniques used in this research is the observation and tests. To collect data in this study, the use of research instrument shaped observation sheets and test questions. Based on the analysis of data there are significant differences between the results of the pretest and posttest experimental class and there are differences in learning outcomes between the control group and the experimental group after treatment so that there are significant media use colored tile to the study of students in mathematics in elementary school then the hypothesis can be accepted</em><em>.</em><em></em></p>


2020 ◽  
Vol 3 (1) ◽  
pp. 50
Author(s):  
Linda Sekar Utami ◽  
Johri Sabaryati ◽  
Ni Wayan Sri Darmayanti ◽  
Eka Fitriani

Abstract:  This study aims to find out the results of physics learning between students who follow the learning with simple folding comic Physics with students who follow conventional learning in grade IX B students at MTs Nurul Ishlah Gegelang. This type of research is included in experimental quasi design research. The population used is all grade IX students in MTs Nurul Ishlah Gegelang. In this study, two classes were taken as a sample of research divided into experimental classes and control classes. obtained samples are class IX B MTs Nurul Ishlah Gegelang as an experimental group and class IX A MTs Nurul Ishlah Gegelang as a control group. Research data in the form of physics learning results in the cognitive sphere was collected using a test of learning results, this research using the design of Pretest-Posstes. The collected data were then analyzed using t-related tests to determine significant differences in learning outcomes between the two sample classes. Based on the results of the study obtained the initial ability of students for both groups is homogeneous shown by Fhitung < Ftabel (1.07 < 2.14) and the differences between the two groups are insignificant on the subject of energy changes with units and the final ability test ruler shown by thitung > ttabel (3,134 > 2,005), so Ha was accepted.Abstrak: Penelitian ini bertujuan untuk mengetahui pngaruh hasil belajar fisika antara siswa yang mengikuti pembelajaran dengan komik lipat sederhana Fisika dengan siswa yang mengikuti pembelajaran konvensional pada siswa kelas kelas IX B di MTs Nurul Ishlah Gegelang. Jenis penelitian ini termasuk dalam penelitian quasi eksperimental design. Populasi yang dipergunakan adalah seluruh siswa kelas IX di MTs Nurul Ishlah Gegelang. Pada penelitian ini diambil dua kelas sebagai sampel penelitian yang terbagi dalam kelas eksperimen dan kelas kontrol. diperoleh sampel yaitu kelas IX B MTs Nurul Ishlah Gegelang sebagai kelompok eksperimen dan kelas IX A MTs Nurul Ishlah Gegelang sebagai kelompok kontrol. Data penelitian berupa hasil belajar fisika pada ranah kognitif dikumpulkan menggunakan tes hasil belajar, Penelitian ini menggunakan desain Pretest-Posstes. Data yang terkumpul selanjutnya dianalisis menggunakan uji-t related untuk mengetahui perbedaan hasil belajar yang signifikan antara kedua kelas sampel. Berdasarkan hasil penelitian diperoleh kemampuan awal siswa untuuk kedua kelompok adalah homogen yang ditunjukkan dengan Fhitung < Ftabel (1,07 < 2,14) serta perbedaan yang dimiliki antara kedua kelompok tidak signifikan pada pokok bahasan perubahan energi dengan satuan dan pengkuran  tes kemampuan akhir yang ditunjukkan dengan thitung  > ttabel (3,134 > 2,005), sehingga Ha diterima.


2017 ◽  
Vol 2 (2) ◽  
Author(s):  
Raudatus Solihah ◽  
Agus Abhi Purwoko ◽  
Erin Ryantin Gunawan

This research aims to know the effect of group investigation learning on student’s science process skill based on their IQ in SMAN 1 Mataram for eleventh grade students. This is a quasi experimental study using pretest postest control group design design. Pretest was taken to get data of student’s IQ. Posttest was also conducted to measure student’s science process skill. Sample was taken using nonprobability sampling from the population of eleventh grade student in SMAN 1 Mataram.The sample was two group of student each from two class, class XI sains 6 and as experimental group and class XI sains 5 as control group. The average os Student’s IQ on experimental group and control group were equal, both at 112. Learning processes were 12 x 45 minutes long in total. The experimental group showed better average score on posttest where they scored 82.40 on average, while control group only scored 74.83 on average. This value is statistically significant, at p = 0.007, less that 0.005. This result shows that implementation of group investigation can increase student’s science process skill.Keywords: Group investigation, science process skill, intelligence Quotient (IQ)ABSTRACT


Vidya Karya ◽  
2020 ◽  
Vol 34 (2) ◽  
pp. 148
Author(s):  
Agung Ma'rufin ◽  
Syahmani Syahmani ◽  
Mella Mutika Sari

Abstract.  This study aims to determine the differences in learning outcomes and students' science process skills between classes using PBL models based on virtual simulations, PBL models based on practicum, and conventional learning. This quasi-experimental research uses nonequivalent control group design. The population of this research is VIII grade students of MTsN 2 Banjarmasin. The research sample is class VIII E as the control class, class VIII F as the experimental class I, and class VIII G as the experimental class II. Data collection uses test and observation techniques. Data analysis techniques use the Kruskall-Wallis test and descriptive analysis. The results showed that (1) There were differences in knowledge learning outcomes between experimental class I, experimental class II, and control class (2) There were differences in students' science process skills between experimental class I, experimental class II, and control class. Keywords: Problem Based Learning, Virtual Simulation, Practicum, Knowledge Learning Results, Science Process Skills Abstrak. Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar dan keterampilan proses sains siswa antara kelas dengan menggunakan model PBL berbasis simulasi virtual, model PBL berbasis praktikum, dan pembelajaran konvensional. Penelitian eksperimen semu ini menggunakan nonequivalent control group design. Populasi penelitian ini adalah siswa kelas VIII MTsN 2 Banjarmasin. Sampel penelitian adalah kelas VIII E sebagai kelas kontrol, kelas VIII F sebagai kelas eksperimen I, dan kelas VIII G sebagai kelas eksperimen II. Pengumpulan data dengan menggunankan teknik tes dan observasi. Teknik analisis data menggunakan uji Kruskall-Wallis dan analisis deskriptif. Hasil penelitian menunjukkan bahwa (1) Terdapat perbedaan  hasil belajar pengetahuan antara kelas eksperimen I, kelas eksperimen II, dan kelas kontrol (2) Terdapat  perbedaan keterampilan proses sains siswa antara kelas eksperimen I, kelas eksperimen II, dan kelas kontrol. Kata kunci: Problem Based Learning,  Simulasi Virtual, Praktikum, Hasil Belajar Pengetahuan, Keterampilan Proses Sains


2015 ◽  
Vol 5 ◽  
pp. 46-54
Author(s):  
PARUL AGRAWAL ◽  
PRANAV PANDYA

Aim of the present study was to examine the effect of yogic practices in managing libidinal impulses among adolescents and improving their quality of life. Experimental and control group design was used. Eighty samples were collected through accidental sampling (40 in experimental group and 40 in control group) from Mother Teresa Public School, Delhi. The students those who had high levels of libidinal impulses were selected. The age of the subjects ranged from 14-19 years. The students in the experimental group were made to do yogic practices regularly for 40 days. Libidinal Impulses Scale and PGI General Wellbeing Scale were used. The obtained values of t-test for Libidinal Impulses and General Wellbeing are significant at 0.01 level of confidence. The  result  of  the  study  shows  that  yogic practices  are  significantly  effective  in  reducing  the  levels  of  libidinal impulses  and  improve the level of quality of life of adolescents.


2016 ◽  
Vol 3 (2) ◽  
pp. 121
Author(s):  
Afif Ghurub Bestari ◽  
Ishartiwi Ishartiwi

Penelitian ini bertujuan untuk menguji (1) perbedaan pengaruh pembelajaran Desain Busana menggunakan media mood board dan media contoh gambar desain busana terhadap kreativitas dan hasil belajar Desain Busana mahasiswa;  (2) pengaruh positif pembelajaran Desain Busana dengan menggunakan media mood board dibandingkan menggunakan media contoh gambar desain busana terhadap kreativitas desain busana mahasiswa; (3) pengaruh positif pembelajaran Desain Busana dengan menggunakan media mood board dibandingkan dengan menggunakan media contoh gambar desain busana terhadap hasil belajar desain busana mahasiswa. Penelitian ini merupakan penelitian kuasi eksperimen dengan desain Pretest-Posttest, Nonequivalent Control Group Design. Penelitian ini menggunakan kelas eksperimen dan kelas kontrol. Populasi penelitian adalah mahasiswa kelas A dan D semester 2 di Pendidikan Teknik Busana FT UNY. Hasil t-test menunjukkan pretest mahasiswa kelas kontrol dan kelas eksperimen hampir sama. Data hasil belajar posttestmenunjukkan selisih skor rata-rata antara kelas eksperimen dan kelas kontrol berkategori sangat tinggi. Berdasarkan hasil nilai rata-rata diperoleh bahwa terjadi peningkatan hasil kreativitas mahasiswa yang signifikan.Kata kunci: media mood board, hasil belajar, desain busana THE IMPACT OF USING MOOD BOARD MEDIA TO  FASHION DESIGN KNOWLEDGE ON FASHION  DESIGN ENGINEERING STUDENTSAbstractThis research aimed to examine (1) the effect of differences in learning to use media Fashion Design mood board and fashion design drawings media examples in creativity and Fashion Design student learning outcomes; (2) the positive influence of learning by using media Fashion Design mood board than using media examples fashion design drawings for the creativity of fashion design students; (3) a positive influence of learning by using media Fashion Design mood board compared to using the media sample images for learning outcomes of Fashion Design student. This research is a quasi-experimental research with pretest-posttest design, Nonequivalent Control Group Design. This research uses experimental class and control class. The research population was a student of class A and D in the 2nd half of Technical Fashion Education Faculty of Engineering, Yogyakarta State of University. t-test results indicate student pretest control class and experimental class is almost the same. Data posttest study results show the difference in average scores between the experimental class and control class category is very high. Based on the results of the average value obtained that an increase in the creativity of the students are significant.Keywords: fashion mood boards, learning outcomes, fashion design


2018 ◽  
Vol 1 (2) ◽  
pp. 11-19
Author(s):  
Putu Karolina

This study aimed to answer whether using chessboard technique in responding to short story develops student’s speaking skill or not. The method used in this study was one of the quasi-experimental designs: pretest-posttest non-equivalent comparison control group design. The population of the study was the eleventh-grade student at SMA N 12Palembang and the sample were taken from the population by using purposive sampling. The data were collected by using two instruments, test and questionnaire. The test wasgiven twice to the experimental and control group, as the pretest and the posttest. Thequestionnaire was distributed to the experimental group after conducting the treatment to get more information related to the problem of the study. To verify the hypothesis, thedata from pretest and posttest on the experimental and control group were analyzed byusing paired sample t-test and independent sample t-test. The result of the study showed that applying chessboard technique in responding to the short story develops student’s speaking skills. Some students (60%) in the experimental group achieve good category compared to only a few students (20%) in control group. 


2019 ◽  
Vol 8 (2) ◽  
Author(s):  
Selly Minalasari ◽  
Hobri Hobri ◽  
Susi Setiawani

This study aims to know the effectiveness of collaborative learning with gift envelope game media on statistic learning outcomes. Student learning outcomes are measured only on the subject of collection and presentation data. This research is pure experimental research with a posttest only control group design. The population of this study were students of class VII SMP Negeri 12 Jember and the sample was class VII B as the experimental class and class VII D as the control class. The hypothesis testing method used is T-Test (Independent Sample T-test). Based on the results of data analysis, the value of tcount = 5.993 ≥ ttable = 2.00665 or ρ-value = 0,000 < 0.025 at the first meeting, while at the second meeting tcount = 5.069  ≥ ttable =2.00324 or ρ-value = 0,000 < 0.025. Based on the results of these calculations it can be concluded that H0 is rejected and H1 is accepted which means collaborative learning with gift envelope game media is effective for student’s learning outcomes


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