scholarly journals The Effect Of Physical Integrated Educational Teaching Materials Using Ismuba for Muhamadiyah Elementary School Students

2019 ◽  
Vol 4 (2) ◽  
pp. 107
Author(s):  
Agung Widodo ◽  
Muhammad Thariq Aziz

This study aims to determine the impact of the use of Physical Education teaching materials that are integrated with Al-Islam Kemuhammadiyahan Arabic (ISMUBA). The study sample was 19 students of class I of Muhammadiyah 1 Elementary School in Sukaraja (Muturaja) and 16 people of Elementary School ‘Aisyiyah of Sukabumi City. The research method used pre-experimental with one group pre test-posttest design. The treatment given is teaching using ISMUBA integrated physical education teaching materials. Data collection techniques with tests and observations. The data analysis technique with paired t-test was preceded by the prerequisite test, namely the normality and homogeneity test with the mini tab software. The results of the Muturaja School normality test pre-test obtained p-value 0.150> 0.05 and post-test obtained p-value 0.150> 0.05 while 'Aisyiyah School pre-test obtained p-value 0.051> 0.05 and post-test obtained p-value 0.150> 0.50, meaning that data is normally distributed. The results of the Muturaja School homogeneity test obtained p-value 0.821> 0.05 and ‘Aisyiyah School obtained p-value 0.452> 0.05, proving that the sample was homogeneous. Test the hypothesis with table t at a significant level = 0.05 at Muturaja School obtained t count = 12.90 and ‘Aisyiyah School t count = 18.82. Because t count> t table, the null hypothesis (H0) is rejected and the alternatif hypothesis (Ha) is accepted. Thus it can be concluded that there is the influence of Physical Education teaching materials integrated with ISMUBA on the learning outcomes of class I students of Muturaja Elementary School and ‘Aisyiyah Elementary School Academic Year 2018/2019.  

Author(s):  
Gita Febria Friskawati ◽  
Agus Santosa ◽  
Reza Sanjaya

Healthy lifestyle knowledge becomes a foundation that should be owned by elementary school students to improve their life wellbeing level in the future. This research aimed to find out the impact of Physical Education learning on the healthy life style knowledge of elementary school students. The research used an ex-post facto descriptive method on the population consisting of 112 grade six students of elementary public schools in Cimahi City. The samples of the study were 78 elementary students chosen through a convenience sampling technique. The instrument used was The Clean and Healthy Behavior Scale (TCHBS) with the reliability p=0.87. The data analysis used a descriptive percentage and one sample t-test on the SPSS 19.0 program. The result shows that the Physical Education instruction significantly affects the healthy life style knowledge of elementary school students, mostly on the student knowledge of dietary habit and physical activity.  The healthy lifestyle knowledge of elementary school students was not merely the responsibility of Physical Education teachers, but also their parents and surroundings. A further research is needed to examine the effectiveness of Physical Education program related to the school support and gender in improving knowledge as well as to implement the healthy lifestyle of the students.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-7
Author(s):  
Rinaldi Aditya ◽  
Filli Azandi ◽  
Benny Aprial M

In general, the purpose of this action research study is to improve learning outcomes of dribbling in a football game through a play approach to physical education. In addition, this study was conducted to obtain information about the application of the play approach for grade VI elementary school students and find out the effectiveness, efficiency and improvement of learning outcomes of dribbling in football games for physical education for 6th grade elementary school students. This action research research uses a qualitative approach. The subjects in this study were grade VI students of SD Negeri Janji, North Sumatra. To test the effectiveness of playing approach patterns can be seen from psychomotor data and results of dribbling tests in football games. In the results of the previous learning test (pre-test) obtained 30% of the expected criteria. While the level of effectiveness in the pre-test through the play approach was obtained 70% of the suggested criteria. Then proceed through the pattern of playing approaches in the game of football, the level of effectiveness in the post test obtained 86% of the expected criteria, meaning an increase of 66%. Based on the results of this study it can be concluded that: (1) with a play approach to physical education, students can learn more effectively and efficiently, and improve learning outcomes dribbling. (2) with a play approach pattern, students are more motivated and active in following the learning process.


2021 ◽  
Vol 9 (2) ◽  
pp. 1221-1240
Author(s):  
Hui Gu ◽  
Jijun Yao ◽  
Ping Bai ◽  
Longjun Zhou ◽  
Alan C.K. Cheung ◽  
...  

ABRACADABRA (abbreviated as ABRA) is a software developed by Concordia University in Canada that focuses on natural spelling and aims to improve English reading ability. This research is based on 129 first graders, 213 second graders, and 275 third graders in the elementary school of Lianyungang Ganyu Huajie Bilingual School. We carried out a one-semester pre-and post-test and quasi-natural experimental research design to explore the effect of ABRA on students of different grades. The study results showed that ABRA improved students’ abilities in all grades to varying degrees, but the impact of the first graders got the most significant. The results of classroom observations and interviews with teachers showed that teachers needed to apply systematic teaching strategies and the control of class attention play a key role in it. To improve students’ English ability, teachers need to effectively improve their ability to apply information technology, especially in English class. Particularly in low-grade classrooms, attention should be paid to the management of class discipline to maintain its efficiency.


2021 ◽  
Vol 3 (1) ◽  
pp. 30
Author(s):  
Septian Emma Dwi Jatmika ◽  
Farikhah Nur Laila ◽  
Mufidatusholihah Mufidatusholihah ◽  
Ravika Andinie ◽  
Fitri Rekyan MWH

Children often have problems with snacks. They need health education to be able to choose healthy foods to meet optimal nutritional intake. This study aims to see the effect of using picture book media on increasing knowledge about healthy culinary tourism at Public Elementary School Gedongkiwo Yogyakarta. This type of study is quasi-experimental research. The survey designed is One Group Pretest Post Test Design. The research participants were 25 grade 2 elementary school students. The data analysis technique used the Paired Sample T-Test statistical test. The result obtained is that picture books do not affect knowledge about healthy culinary tourism (p-value 0.770> 0.05). A total of 9 students experienced a decrease in their level, seven students experienced an increase, and nine students did not experience a reduction or increase in knowledge. It is possible because the method used is combining lectures with visual story media during class. The conditions are different if students read pictorial stories themselves during leisure time. The next researcher will be able to study using a more simple method, for example, while having group discussions so that there is a two-way exchange of information.


Author(s):  
Iffatu Wardani ◽  
Herman Tolle ◽  
Ismiarta Aknuranda

At most of elementary school, students learn cube nets from a books and teacher stories. As a three dimentional structure, a cube alsochapter should be taught using three dimentional media. It helps students to imagine the concept of the chapter. A cube has eleven nets, therefore it may be hard to get all of the nets and present them as media in front of students. This paper proposes a media education for cube nets learning. The media is software that developed for desktop utilizing. The software product from this method is tested to elementary school student. A pre test and post test is applied to know student’s skills about cube nets, before and after they used the application. Using Wilcoxon test, the result shows that p-value (0.017) < α (0.05). In other word, the students gain more scores after they use the educational media. The students are also given a questionnaire to valuate the application. From the questionnaire, conclude that the motivational affordance gain 87.14% while the physicological outcome gets 91.67%. Whereas the students give 90.57% for behavioural outcome


2020 ◽  
Vol 7 (7) ◽  
Author(s):  
Constantinia Balia ◽  
Michael Skoumios

<p>This study aimed to investigate the impact of a teaching intervention for electric circuits on the content of elementary school students’ written arguments. Educational material was constructed based on the constructivist approach to learning with the use of science and engineering practices and was implemented with 34 students aged 11 years. A questionnaire that was provided to students before and after the teaching intervention (pre-test, post-test) was used to collect the data. Data analysis was carried out by classifying the sufficiency of the components of the arguments into levels. The analysis of written answers (arguments) was performed with a framework for assessing the content of arguments (appropriateness of their components: claim, evidence, and reasoning). The data analysis showed that the students significantly improved the content of their arguments.</p><p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0698/a.php" alt="Hit counter" /></p>


2019 ◽  
Vol 7 (2) ◽  
pp. 114-127
Author(s):  
Vera Yuli Erviana ◽  
Anjar Purba Asmara

The objective of the study is to describe the effectiveness and the fitness of the STEM-Integrated encyclopaedia as the enrichment for the learning materials of Temperature and Heat among Grade V Students in the elementary school degree. Concerning the objective of the study, the nature of the study is Research and Development (R&D). In conducting the R&D, the ADDIE (Analysis, Design, Development, Implementation and Evaluation) model had been adopted. In overall, the Analysis was directed toward the problems that had occurred among the students, the Design was related to the media that should be presented to the students, the Development referred to the model of the media that had been in accordance to the needs of the students, the Implemented was related to the Development that had been performed and the Evaluation was directed toward the media that had been developed. In gathering the data, several techniques had been applied namely interview, test administration and questionnaire distribution. Then, in analysing the data both of the qualitative and the quantitative approach had been adopted. Furthermore, in testing the hypothesis, the paired t-test had been administrated to identify the results of the effectiveness of the study. Based on the results of the assessment by the media validator, the material validator and the learning validator, it might be concluded that the STEM-integrated encyclopaedia has been fit for the implementation of the learning process among the Grade V students within the elementary school degree. In the same time, the results of the test show that the effectiveness of the STEM-integrated encyclopaedia has been significant since in the conduct of the hypothesis test (t-test) using the paired t-test it is found that the t-count (10.325) > the t-table (2.048). Besides, it is also found that the significance (p-value) has been 0.000, which is lower than the α 5.00% (0.0000 < 0.050) from the results of the comparison between the pre-test and the post-test. Therefore, the use of the STEM-integrated encyclopaedia has been fit for implementation in the elementary school degree.


Retos ◽  
2017 ◽  
pp. 14-18
Author(s):  
Ruben Navarro-Paton ◽  
Borja Rego Ferreira ◽  
Manuel García García

El propósito de este trabajo fue analizar los efectos de una unidad didáctica de juegos cooperativos sobre el autoconcepto físico en escolares de 5º y 6º de educación primaria dentro de las clases de educación física. Los participantes fueron 101 escolares (10.40 ± .50 años) de Lugo (España). Se empleó un diseño cuasi-experimental pre-post test con un grupo de control. El grupo control y el experimental estuvieron constituidos por 50 y 51 alumnos respectivamente. Para medir el autoconcepto físico se utilizó la escala de autoconcepto físico (PSPP). Los resultados indicaron efectos positivos del programa sobre la condición física (p < .001); apariencia (p = .001); competencia percibida (p < .001) fuerza (p < .001) y autoestima (p = .015). Los datos encontrados sugieren que la aplicación de unidades didácticas o programas basados en los juegos cooperativos podrían incidir de manera positiva en el autoconcepto físico de los escolares dentro de las clases de educación física.Abstract. The purpose of this study was to analyze the effects of a didactic unit of cooperative games on physical self-concept in 5th and 6th grade elementary school students within physical education classes. Participants were 101 schoolchildren (10.40 ± .50 years old) from Lugo (Spain). A quasi-experimental pre-post-test design with a control group was used. The control and experimental groups consisted of 50 and 60 students respectively. The Physical Self-Concept Scale (PSPP) was used to measure physical self-concept. Results indicated positive effects of the program on physical condition (p <.001); Appearance (p = .001); Perceived competence (p <.001); strength (p <.001); and self-esteem (p = .015). Data suggest that the application of didactic units or programs based on cooperative games may positively affect students’ physical self-concept within physical education classes.


2021 ◽  
Vol 4 (3) ◽  
pp. 475-480
Author(s):  
Dwi Christina Rahayuningrum ◽  
Etri Yanti ◽  
Ibul Mardiko

Abstrak Fenomena game online sangat mempengaruhi para pelajar menggunakan waktu yang seharusnya untuk belajar tapi digunakan untuk bermain game online. Sehingga dalam proses belajar mengajar siswa kurang konsentrasi dan menyebabkan turunnya prestasi belajar dan terganggunya kesehatan. Tujuan dari kegiatan ini meningkatkan pengetahuan siswa sekolah dasar mengenai dampak game online. Kegiatan ini dilakukan di Sekolah Dasar Negeri 26 Air Tawar Timur Padang. Kegiatan ini diawali dengan memberikan pertanyaan seputar pengetahuan siswa sekolah dasar mengenai dampak game online. Dilanjutkan dengan memberikan materi menggunakan power point dan memberikan leaflet. Semua siswa antusias dalam mengikuti kegiatan ini terlihat dari banyaknya pertanyaan yang mereka ajukan. Kegiatan ini efektif dilakukan dalam peningkatan pengetahuan siswa dimana terlihat adanya peningkatan siswa sebelum dan sesudah mendapatkan penyuluhan yang terlihat dari koesioner pre dan post test yaitu sebesar 17,03 point.Kegiatan ini merupakan langkah awal untuk meningkatkan pemahaman siswa mengenai dampak game online serta mengantisipasi terjadinya kecanduan game online pada siswa. Kata Kunci : Pendidikan Kesehatan, Tingkat pengetahuan, Game Online, Siswa Sekolah Dasar Abstract  The phenomenon of online games greatly influences students to use the time that should be for studying but used to play online games. So that in the teaching and learning process students lack concentration and cause decreased learning achievement and disruption of health. The purpose of this activity is to increase the knowledge of elementary school students about the impact of online games. This activity was carried out at the State Elementary School 26 Air Tawar Timur Padang. This activity begins with asking questions about elementary school students' knowledge about the impact of online games. Followed by providing material using power points and giving leaflets. All students were enthusiastic in participating in this activity as seen from the many questions they asked. This activity is effectively carried out in increasing student knowledge where there is an increase in students before and after receiving counseling as seen from the pre and post-test questionnaire, which is 17.03 points. This activity is the first step to improve students' understanding of the impact of online games and to anticipate addiction. online games in students.Keywords: Health Education, Level of knowledge, Online Games, Elementary School Students


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