scholarly journals Upaya Meningkatkan Hasil Belajar Ips dengan Menggunakan Metode Pembelajaran Learning Start with a Question pada Peserta Didik Kelas VII-A MTS Miftahul Jannah Palangka Raya

2019 ◽  
Vol 4 (2) ◽  
pp. 6-11
Author(s):  
Tarwiyah Tarwiyah ◽  
Setyo Wibowo

This study aims to find out: (1) How to increase the learning activities of students when using the learning method of Learning Start With a Question (LSQ) on social studies learning in class VII-A MTs Miftahu Jannah Palangka Raya, (2) Is there an increase in social studies learning outcomes students after using the learning method Learning Start With a Question (LSQ) in class VII-A MTs Miftahul Jannah Palangka Raya. The research method used in this study is the Classroom Action Research (CAR) method. The research subjects were class VII-A MTs Miftahul Jannah Palangka Raya with subjects as many as 24 students. Data collection techniques in this study used observation and tests. Data analysis techniques are based on the results of each learning process cycle. The results of this study are: (1) an increase in learning activities when using the Learning Start With a Question (LSQ) learning method for students of class VII-A MTs Miftahul Jannah Palangka Raya Tahun to be better, namely the score of learning activities of students in the first cycle Individuals have 15 students who get a score of = 75, and 9 students who score <75 with an average score of 2.67. Scores of learning activities of students in the second cycle there were 23 students who obtained a score of = 75, and 1 student who scored <75 with an average of 3.86, so that the learning activities of students in the second cycle had been categorized as good or already achieving indicators of success, (2) There is an increase in social studies learning outcomes after using the Learning Start With a Question (LSQ) learning method for students of class VII-A MTs Miftahul Jannah Palangka Raya. This can be seen from the data on student learning outcomes during the pre test obtaining an average value of 30.20 with completeness in classical 0%. Post test cycle I obtained an average score of 78.95 with completeness in classical 62.5%, and in cycle II increased with an average value of 90.41 with classical completeness 95.83%.

2018 ◽  
Vol 3 (1) ◽  
pp. 17-22
Author(s):  
Sapti Chusniati ◽  
Aidin Najihi

This study aims to find out: How learning activities and improving student learning outcomes by using the Team Games Tournament Cooperative learning model (TGT) Assisted by Visual Media in class VII-5 of Palangka Raya Muhammadiyah Middle School. This research is classroom action research (CAR). The number of research subjects was 23 students. The results of this study are: There is an increase in student learning activities, namely the score of learning activities of students in the second cycle there are 21 students who get a score of 00 3.00 and 2 students who get a score of 00 3.00 with an average score of 33, 36, so that the learning activities of students in the second cycle have been said to be good or have achieved indicators of success. learning outcomes of Social Sciences (IPS) when Pre Test obtained an average value of 39.34 with completeness in classical 4.34%. In the post-test, the first cycle obtained an average value of 53.47% with completeness in classical 30.43%. And the post-test cycle II increased with an average value of 81.30 with completeness in classical 91.30%.


2017 ◽  
Vol 2 (2) ◽  
pp. 32
Author(s):  
Ilmiawan Mubin

Penelitian  ini bertujuan untuk mengetahui bagaimana proses pembelajaran sejarah  pada siswa kelas XI IPS 1 MAN 2 kota dengan menggunakan metode Inkuiri dapat menumbuhkan kecintaan pada bangunan bersejarah. Metode penelitiannya adalah Penelitian Tindakan Kelas, subyek penelitian adalah siswa kelas XI IPS 1 MAN 2 Kota Bima, sedangkan obyeknya hasil pengamatan kegiatan proses belajar mengajar melalui tahapan  Planning, Acting, Observing dan Reflecting. Masing-masing siklus terdiri dari dua kali pertemuan. Masih rendahnya hasil belajar siswa, dikarenakan oleh pembelajaran yang kurang melibatkan siswa. Setelah dilakukan tindakan dan berdasarkan nilai post test hasil belajar siswa mengalami peningkatan pada setiap siklusnya. siklus I persentase ketuntasan 77,14% dengan nilai rata-rata 75,02,  siklus II persentase ketuntasan 85,71% dengan nilai rata-rata 79 sedangkan Siklus III persentase ketuntasan 100% dengan nilai rata-rata 82,85. Nilai sikap dari data angket setiap siklus mengalami peningkatan dari siklus I pencapaian ketuntasan 77,14%  nilai rata-rata 80,54, siklus II pencapaian ketuntasan 88,57% nilai rata-rata 82,71 sedangkan pada siklus III pencapaian ketuntasan 100% nilai rata-rata 84,57. This study aims to find out how the process of learning history in students class XI IPS 1 MAN 2 cities using Inkuiri method can foster a love of historic buildings. The research method is Classroom Action Research, the research subjects are the students of class XI IPS 1 MAN 2 Kota Bima, while the object is the observation of teaching and learning activities through Planning, Acting, Observing and Reflecting. Each cycle consists of two meetings. Still low student learning outcomes, due to the less learning involving students. After the action and based on the value of post test student learning outcomes have increased in each cycle. cycle I 77.14% percentage of completeness with an average value of 75.02, cycle II percentage of 85,71% completeness with an average value of 79 while Cycle III percentage of 100% completeness with an average value of 82.85. Attitude value of the questionnaire data each cycle has increased from the cycle I achievement mastery 77.14% average value 80.54, cycle II achievement 88.57% average value of 82.71 while in cycle III achievement 100% average 84.57.


2018 ◽  
Vol 3 (2) ◽  
pp. 52-57
Author(s):  
Salya Marshanda ◽  
Santi Endriani

This study aims to determine the learning activities of students and increase learning outcomes of social studies students. The method used in this study was to use the Classroom Action Research (CAR) design. The subjects needed in this study were students of class VII-3 of SMP Negeri 2 Palangka Raya, amounting to 29 students, for data collection techniques used observation and tests. While in this study using qualitative and quantitative data analysis. The results of the study show that: (1) Student learning activities are good. This is evidenced by the increase in the average score of learning activities of students in the first cycle obtaining an average score of 3.86 with the criteria of Good. (2) There is an increase in learning outcomes as evidenced by an increase in classical completeness from pre-action (pre-test), learning outcomes of students get an average score of 36.89 with completeness of 0% or no students complete or score =75 and post-test cycle I learning outcomes students get an average value of 80.51 with completeness 96.55% or get a value of =75.


2022 ◽  
Vol 9 (1) ◽  
pp. 69
Author(s):  
Ahmad Sardan

This study aims to improve the activities and learning outcomes of students of SMKN 1 Praya Tengah Class X Multimedia through cooperative learning, thinking in pairs and sharing. This research method uses classroom action research with 20 students as research subjects. The instruments of this research are observation sheets and tests. While the data analysis technique used quantitative descriptive analysis. The results showed an increase in student activity and learning outcomes, namely in the first cycle the average score of student learning activities was 10.3 with a fairly active category, while the average value of student learning outcomes was 66 and the percentage of completeness was 80%. In cycle II the average score of student learning activities is 14.22 with a very active category, while the average value of student learning outcomes is 75 and the percentage of completeness is 90%. So that the results of this study conclude that cooperative learning in thinking in pairs and sharing can increase the activity and learning outcomes of mathematics students at SMKN 1 Praya Tengah Class X Multimedia.


2016 ◽  
Vol 5 (2) ◽  
pp. 365
Author(s):  
Mohamad Suparno

The background of this study is the low results of social studies class V SD Negeri 010 Silikuan Hulu Kecamatan Ukui. This is evidenced by of 26 students only 11 (41.67%), which reached KKM, to research the learning improvement by implementing cooperative learning model Jigsaw. This research is a class act who do as much as two cycles. The collection of data in research adalag with the testing techniques. The study states that the implementation of cooperative learning model jigsaw can improve learning outcomes IPS, it is seen from: the average student learning outcomes which increased 20.25% from the average value of the basic score is 69.58 into 83.67 at UH the first cycle, and the average value UH second cycle increased 31.50% from the average score of 69.58 into 91.50 basis. The percentage of classical completeness achievement has been as expected. Which, on the basis of completeness klasikalnya score is 41.67% with the category is not exhaustive and the UH first cycle increased to 87.50% with the category completely, then at UH second cycle increased to 91.67% with the category completely.


2020 ◽  
Vol 3 (2) ◽  
pp. 61
Author(s):  
Lidia Muri

The study aimed to describe the implementation of scaffolding game media to improve learning outcomes of thematic learning in VI-grade at SDN 27 Pontianak (Pontianak 27 State Elementary School). The research method used by researchers was descriptive. The form of research was Classroom Action Research. Data collection techniques in this study were observed and questionnaire responses of students. Research collection tools in the form of observation sheets. This research was conducted for two cycles. The results of this study included the ability of teachers to plan learning using scaffolding game media, namely cycle I (85.81%), increased 9.94% in cycle II (95.75%) with an average value of 87.41% (category very good). The ability of teachers to implement learning in the first cycle (76.19%) increased by 16.27%, and the second cycle to 92.46% with an average value of both cycles of 92.46% (very good category), an increase of 16, 27%. The first cycle learning activities with an average of 76.45% increased by 14.84% in the second cycle with an average value of 89.07%, the average score of the second cycle learning activities 81.65% (once category) and the questionnaire response positive students as much as 85.93% (very good category). The first cycle learning outcomes test with an average value was 76.45, and the second cycle was 79.48%, the average value of the learning outcomes test was 77.97% (good category), and an increase of 30.3%. Based on data analysis of student learning outcomes, shows that the use of Scaffolding Game media can improve student learning outcomes.


2021 ◽  
Vol 4 (2) ◽  
pp. 307
Author(s):  
Rina Yuliana Pratama

When explaining the material, the teacher only uses blackboard learning media and is monotonous. This has an impact on student learning outcomes are low. This study aims to analyze the effectiveness of the Quizizz Game learning media in increasing enthusiasm and learning outcomes. This type of research is classroom action research. The research subjects were fourth-grade students with 23 students. The data in this study were obtained through pretest, post-test questions contained in the Quizizz Game application from observations and documentation. The instruments used to collect data are questionnaires and tests. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of the study were that students obtained a percentage of learning completeness of 43.47%. After being given action I, the average score was 72, with a learning completeness percentage of 60.86% in Cycle I. In Cycle II, the average score increased to 85 with a learning completeness percentage of 95.65%. From the analysis above, it can be concluded that the application of the Quizizz Game learning media can increase students' interest and learning achievement. This research implies that teachers can use the application of the Quizizz Game learning media to increase student interest and learning outcomes.


2019 ◽  
Vol 2 (1) ◽  
pp. 313
Author(s):  
Edy Hariyanto

This research is a Classroom Action Research about the application of STAD cooperative learning (Student Teams Achievement Divisions) with a contextual approach to increase student activity and learning outcomes. The research was conducted in 3 cycles of action. each cycle consisting of one meeting for 3 learning hours. The research subjects were students of class X MIPA-1 odd semester of the 2016-2017 academic year MA Ihyaul Ulum Dukun Gresik. Student learning activities are measured based on an increase in the average percentage of student learning activities, while student learning outcomes are based on the difference in scores between the pretest and post in each cycle. Based on the results of the study, it is known that the application of STAD cooperative learning with a contextual approach can increase activities and learning outcomes. Increased student learning activities are indicated by an increase in the average percentage of student learning activities and the level of success of actions from 55% (less) in the first cycle and in the second cycle increased to 67% (sufficient), and increased again in the third cycle to 75% (good ) While the increase in student learning outcomes based on the average score difference between pre-test and post-test in the first cycle of 28.7 increased to 34.1 in the second cycle and increased again to 34.6 in the third cycle, while the completeness of student learning in the cycle I amounted to 42% then in second cycle it increased to 62%, and increased again to 73% in third cycle.


2019 ◽  
Vol 3 (1) ◽  
pp. 01
Author(s):  
Elsa Farapatana ◽  
Yunita Septriana Anwar ◽  
Abdillah Abdillah

Abstrak: Penelitian ini bertujuan untuk menghasilkan komik dengan metode pembelajaran PQ4R pada materi lingkaran kelas VIII SMP yang memiliki validitas, kepraktisan, dan efektifitas yang baik. Penelitian ini menggunakan model 4-D yaitu tahap pendefenisisan (define), tahap perancangan (design), dan tahap pengembangan  (develop). Instrumen penelitian adalah lembar validasi komik, lembar kepraktisan komik dan lembar efektifitas komik. Hasil penelitian menunjukan bahwa (1) komik matematika dengan metode pembelajaran PQ4R termasuk dalam kategori valid dari aspek materi, bahasa, dan desain dengan skor rata-rata 4.01; (2) komik tersebut termasuk dalam kategori praktis dengan skor rata-rata 4.14; (3) komik tersebut termasuk dalam kategori efektif dengan skor rata-rata 4.06. Kemudian pencapaian aktivitas meliputi (1) aktifitas dalam kegiatan belajar mengajar aktif dengan skor rata-rata aktivitas siswa 4.19; (2) respon siswa terhadap pembelajaran efektif dengan skor rata-rata respon siswa sebesar 4.27; (3) aktifitas dalam kegiatan belajar mengajar aktif dengan skor rata-rata aktivitas guru sebesar 4.42; dan (4) hasil belajar siswa efektif dengan skor rata-rata hasil belajar siswa sebesar 4,00 dan persentase rata-rata siswa yang mencapai nilai ketuntasan minimal 70 adalah 86%.Abstract:  This study aims to produce comics with the PQ4R learning method on the material of the class VIII of junior high school that has good validity, practicality and effectiveness. This study uses a 4-D model, namely the stage of define, design, and  develop. The research instruments were comic validation sheets, comic practicality sheets and comic effectiveness sheets. The results showed that (1) mathematical comics with the PQ4R learning method included in the valid category of material, language, and design aspects with an average score of 4.01; (2) the comic is included in the practical category with an average score of 4.14; (3) the comic is included in the effective category with an average score of 4.06. Then the achievement of activities includes (1) activities in active teaching and learning activities with an average score of student activity 4.19; (2) student responses to effective learning with students' average response scores of 4.27; (3) activities in active teaching and learning activities with an average score of teacher activity of 4.42; and (4) effective student learning outcomes with an average score of student learning outcomes of 4.00 and the average percentage of students who achieve a minimum completeness score of 70 is 86%.


Author(s):  
Tri Mutmainnah ◽  
Munoto Munoto ◽  
Marniati Marniati ◽  
Tri Rijanto

The purpose of this study was to determine the activities of students in the basic learning activities of sewing technology using video media, to determine the learning outcomes of basic students of sewing technology using video media, and to determine students' responses to the basic learning activities of sewing technology using video media. This type of research is Classroom Action Research (CAR). The learning method is implemented using the direct learning method. Data collection techniques use observation to get data about student activities, performance tests to determine student learning outcomes, and questionnaires to determine student responses. Data analysis using quantitative descriptive. The results showed that student activities which include preliminary, core, and closing activities were said to be very good with an average value of 93% in the first cycle and rose to 96% in the second cycle. Student learning outcomes reached 73% grade completeness in the first cycle and rose to 82% in the second cycle. The average percentage of success in cycle I and II was 77% in the good category. The results of students' responses stated that they agreed that video media made them have a high willingness to participate in learning by 56%, with 47% of students strongly agree that learning with video media was very interesting and not boring, 58% agreed that it was easier to understand learning materials with video media, and 39% agree that video media motivate students to excel.


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