scholarly journals PENGARUH MODEL PEMBELAJARAN ROLE PLAYING BERBANTUAN MEDIA PEMBELAJARAN KOMIK DIGITAL TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPA TERPADU KELAS VIII SMP NEGERI MANDALA RAIMANUK TAHUN AJARAN 2018/2019

2021 ◽  
Vol 3 (2) ◽  
pp. 83-91
Author(s):  
Viktoria Isa ◽  
Agus Maramba Meha ◽  
Melkias Manggoa

The purpose of this study was to determine the effect of role playing learning models assisted by digital comic learning media on student learning outcomes. The method used is quasi experiment. The research design used was posttest only control design. Data collection techniques using the Learning Outcomes Test. Data management and analysis using the polled variance t-test formula with SPSS version 16 statistical test. Based on the results of data analysis, it shows that there is a significant effect with tcount greater than ttable, 6.488> 1.674, it can be concluded that H1 is accepted and H0 is rejected, meaning there is a significant influence in the use of role playing learning models assisted by digital comic learning media towards student learning outcomes.

2019 ◽  
Vol 4 (1) ◽  
pp. 58-71
Author(s):  
Sutrisno

This study aims (1) to describe the learning process with Discovery Learning models among students; and (2) Improve the learning outcomes in subject of Bahasa Indonesia by application of discovery learning models. The subjects of this study were students of class X MIPA 5 SMA N 1 Bantul at 2018/2019 Academic Year. The study was conducted in three months from January to the end of March 2019. This study was a classroom action research (CAR), carried out in two cycles. Each cycle consists of four activities: (1) planning, (2) implementation, (3) observation, and (4) reflection. There are five types of data collection techniques used in this study, i.e. (1) observation, (2) questionnaire, (3) guided interviews, and (4) documentation. The results of this study show that (1) Discovery learning learning models improved teacher performance in learning, improved the performance of students in learning, and obtained excellent responses from students; (2) Implementation of discovery learning models improved student learning outcomes. The average value of student learning outcomes with the discovery learning model in cycle I was 82 with sufficient predicate, then increased to 94 in cycle II with very good predicate. The learning completeness in cycle I was 81.25% and increased to 100% in cycle II.


2020 ◽  
Vol 5 (3) ◽  
pp. 183-198
Author(s):  
Nuning

This study aims to improve the students’ outcomes in learning to write English procedural texts through the Picture Word Inductive Model (PWIM). The research subjects were 27 students of MTs Negeri 1 Jepara. This research was conducted in 3 cycles in which the students worked in groups of four. In first cycle, the students describe a picture of a certain food or drink menu using the PWIM, while in second cycle the students explain the procedure of making food/drink recipes as in cycle 1. In the third cycle, the students ask for or provide information on food/beverage recipes using the PWIM. Data collection was carried out simultaneously with observation during the action, while the data analysis was carried out simultaneously at the time of reflection on the action. From the results of analysis/reflection, it reveals whether the action will be terminated (if it has reached the target) or continues to achieve the target. The data analysis was performed using the triangulation method. The results showed that there was an increase in student learning outcomes in participating in learning English writing with the PWIM. In the original situation, there were only 8 students (22.22%) out of 27 students who could describe certain objects/people/ places. In the first cycle of action, there were 10 students (37.04%) who could make the procedure text more correctly. In the second cycle, 17 students (62.96%) could write procedural texts correctly. In the third cycle, there was an increase in student learning outcomes. There were 27 students (100%) who could write the procedural text correctly.    


2021 ◽  
Vol 1 (2) ◽  
pp. 181-191
Author(s):  
NOOR HAYANTI

This research is conducted to improve the student learning activity and learning outcomes by using role playing method at MAN 5 Sleman. The improvement of the student learning activity and learning outcomes has been done by using role playing method. This research is classroom action research which was conducted in two cycles. Each cycle consisting of planning, action, observation, and reflection. The subject of this research is the twelve science graders with the total number of students are 29. The data collection techniques used in this study were observation and written test. Observation is used to determine the activeness of students, while test is used to determine learning outcomes. The results showed that by the implementation of the role playing method, the activeness of students from the former condition, cycle 1, and cycle 2 increased. This can be seen from the percentage of activity in the low category that continues to decline from 62,1% - 50,0% - 8,6%, the medium category increased from 34,5% - 43,1% - 53,4% and the high category increased from 3,4% - 6,9% - 38%. An increase also occurred in the score of student learning outcomes. From the former conditioncycle 1 to cycle 2 has increased. Students who completed in the former condition were 20,7% increased to 62,1% in cycle 1 and in cycle 2 increased to 82,8%. The results of this study showed that the implementation of role playing strategy has been successful since there was an increase in students learning activity and learning outcomes. ABSTRAKPenelitian ini dilaksanakan untuk meningkatkan keaktifan dan hasil belajar siswa dengan menggunakan metode role playing di MAN 5 Sleman. Peningkatan keaktifan belajar dan hasil belajar siswa dilakukan dengan menggunakan metode role playing.  Penelitian ini merupakan penelitian tindakan kelas yang dilaksanakan dalam dua siklus. Setiap siklus terdiri dari perencanaan, tindakan, observasi, dan refleksi. Subyek penelitian ini adalah siswa kelas XII IPA yang berjumlah 29 siswa. Teknik pengumpulan data yang digunakan dalam penelitian ini yaitu observasi dan tes tertulis. Observasi digunakan untuk mengetahui keaktifan belajar siswa, sedangkan tes digunakan untuk mengetahui hasil belajar. Hasil penelitian menunjukkan bahwa dengan penerapan metode role playing, keaktifan belajar siswa dari kondisi awal, siklus 1, dan siklus 2 meningkat. Hal ini terlihat dari persentase aktivitas pada kategori rendah yang terus menurun dari 62,1% - 50,0% - 8,6%, kategori sedang meningkat dari 34,5% - 43,1% - 53,4% dan kategori tinggi meningkat dari 3,4% - 6,9% - 38%. Peningkatan juga terjadi pada skor hasil belajar siswa. Dari kondisi awal, siklus 1 ke siklus 2 mengalami peningkatan. Siswa yang tuntas pada kondisi awal sebesar 20,7% meningkat menjadi 62,1% pada siklus 1 dan pada siklus 2 meningkat lagi menjadi 82,8%. Hasil penelitian ini menunjukkan bahwa penerapan metode role playing telah berhasil karena adanya peningkatan aktivitas belajar dan hasil belajar siswa.


2020 ◽  
Vol 13 (01) ◽  
pp. 12-26
Author(s):  
Ana Theriana

The problem in this research was whether there is the effect of the Probing Prompting Learning model on student learning outcomes in the10thgradersof SMANurulAmal Palembang. The purpose of this study was to determine the influence of the Probing Prompting Learning model on student learning outcomes at SMA NurulAmal Palembang. The method used in this study was the experimental method using two classes, namely the experimental class, and the control class. Meanwhile, the data collection technique was done by tests, and documentation techniques, then the data were analyzed by the data analysis technique using t-test analysis. The results showed that the average value of the experimental class was more than 80.24 compared to the control class of 63.6 and the calculations resulted tcountedtableie, 7.02 ≥ 1.667 then Ho was rejected and Ha was accepted. In other words, there was the influence of the Probing Prompting Learning model on learning outcomes.


Author(s):  
Febriani Lukitasari ◽  
Luthfiyah Nurlaela ◽  
Rita Ismawati ◽  
Tri Rijanto

The provision of education provides a positive value for the development of the quality of Human Resources (HR), because global challenges and competition between nations in various aspects of life are increasingly competitive. This study aims to find the effect of learning models find the effect of discovery learning learning models with inquiry learning learning models to increase student learning outcomes; find the effect of student learning independence on student learning outcomes; and find interactions between discovery learning, inquiry learning and student learning independence models on student learning outcomes.This type of research is a quasi-experimental study, which is to examine student learning outcomes in food knowledge subjects using discovery learning and inquiry learning models. The research design used in this study is factorial design. Data collection techniques were carried out by observation and tests. Instrument of student learning outcomes. This study concludes that: (1) there is a significant difference in the effect of discovery learning models compared to inquiry learning models on improving student learning outcomes; (2) there is a significantly higher difference in high learning independence compared to students with low learning independence on student learning outcomes, and (3) there is an interaction between discovery learning, inquiry learning and student learning independence towards student learning outcomes. Based on the above conclusions as a whole shows there are differences in the application of learning models, the level of independence and interaction between the use of learning models, and the level of independence of student learning outcomes.


2019 ◽  
Vol 14 (2) ◽  
Author(s):  
Sriyanto Sriyanto

AbstractIn the Unit Level curriculum Mathematics education needs to be given to all students starting from elementary school to equip students with the ability to think logically, analytically, systematically, critically, and creatively, and the ability to cooperate. The purpose of this study is to increase the activity and student learning outcomes through the Cooperative type STAD learning model. This research is a classroom action research that uses data collection methods with Milles and Hubberman interactive models including data reduction, data presentation, and conclusion drawing. The results of this study indicate an increase in activity in students from 63,21% in the first cycle to 84,28% in the second cycle. The development of activity followed by the development of student learning outcomes reached KKM from 30.43% pre cycle, increased 65.22% in cycle one and 91.30% in cycle two. Based on data analysis, it shows that the indicator of success has been achieved in the second cycle, after achieving the indicator of success that is equal to ≥ 80%, and the average learning outcomes have been above the specified minimum completeness ratio (70).Keywords: Cooperative, Method of teaching, STAD Abstrak Dalam kurikulum Tingkat Satuan Pendidikan  mata pelajaran Matematika perlu diberikan kepada semua peserta didik mulai dari sekolah dasar untuk membekali peserta didik dengan kemampuan berpikir logis, analitis, sistematis, kritis, dan kreatif, serta kemampuan bekerjasama. Tujuan penelitian ini adalah meningkatkan keaktifan dan hasil belajar siswa melalui model pembelajaran Kooperatif tipe STAD. Penelitian ini adalah penelitian tindakan kelas yang menggunakan metode pengumpulan data dengan model interaktif Milles dan Hubberman meliputi reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian ini menunjukan kenaikan keaktifan pada siswa dari 63,21% pada siklus satu menjadi 84,28% pada siklus dua. Perkembangan keaktifan diikuti dengan perkembangan hasil belajar siswa mencapai KKM dari 30,43% pra siklus, meningkat 65,22% pada siklus satu dan 91,30% pada siklus dua. Berdasarkan analisis data, menunjukkan bahwa indikator keberhasilan telah tercapai pada siklus kedua, setelah mencapai indikator keberhasilan yaitu sebesar ≥ 80%, dan rata-rata hasil belajar sudah di atas riteria kelengkapan minimum yang ditentukan (70).Kata Kunci : Kooperatif, STAD, Metode mengajar


2019 ◽  
Vol 3 (01) ◽  
pp. 1-10
Author(s):  
Arlis Arlis

This study aims to improve student learning outcomes in class VI State Elementary School 01 Durian Tinggi, because so far classical learning models have not been able to improve student learning outcomes. Data collection is carried out by observation, tests, and observation sheets. The results of the observations are then analyzed and made as an action planning material in the next cycle and then processed in order to draw conclusions. Based on preliminary observations, the initial data obtained about student learning outcomes is that 4 people get very good grades, 7 people get good grades, 20 people get pretty good grades and 1 person gets bad grades. Then the average grade obtained is 73.125. After being implemented in the first cycle, 10 people got very good grades, 15 people got good grades, 6 people got good grades and 1 person got bad grades. The average score of students in cycle I was 78.75. And after implementing the second cycle, 12 people get very good grades, 21 people get good grades, and no one gets good enough grades and less grades. The average score of students in cycle II is 83.98. Based on the results above we can conclude that student learning outcomes have experienced a very good improvement.Implications of the results of Classroom Action Research (CAR) by using the Demonstration method can improve the students’ learning outcomes and also have a positive effect on the activities of class VI students of SDN 01 Durian Tinggi.


2018 ◽  
Vol 6 (1) ◽  
pp. 45-51
Author(s):  
Novi Marlena ◽  
Renny Dwijayanti ◽  
Muhammad Edwar

This type of research is the development of research. Development using a modification model Borg and Gall (2003), the data collection techniques through technical documentation and questionnaires. Data analysis techniques were the data results of the review and testing of the products as the basis for improvement of media. Than, questionnaire respondents assessment of the effectiveness of media related learning on student results.  From the overall stages of the study showed that there are significant differences in student learning outcomes by using powerpoint compared with the results of classical learning of students by using interactive media flash


2021 ◽  
Vol 4 (2) ◽  
Author(s):  
Purdiyanto Purdiyanto ◽  
◽  
Rambat Nur Sasongko ◽  
Muhammad Kristiawan ◽  
Ahmad Walid ◽  
...  

This research is motivated by the fact in the field that the fourth-grade students' mathematics learning outcomes are still low in Public Elementery School 16 Bengkulu City. This is presumably, the lack of application of demonstration methods and student activeness towards student learning outcomes. On this basis, this study is focused on discussing mathematics learning using demonstration methods. The problem of this research is the low student learning outcomes and the students' lack of understanding of the broad and perimeter material. The purpose of this study was to determine the effect of demonstration methods and student activeness on mathematics learning outcomes of fourth-grade students of SD Negeri 16 Bengkulu City. This type of research is a quantitative study with an experimental method approach. Data collection techniques using observation, tests and documentation. The data analysis technique used the t test. The result of this research is the demonstration method and student activeness have a significant effect. So it can be concluded that the higher the student's activity, the higher the learning outcomes and the demonstration method as well as the learning outcomes, which means that the working hypothesis (Ha) in this study is accepted, that is, there are differences in student activeness in the control and experimental classes.


Author(s):  
DINA FATKHUL JANAH

Based on data obtained by researchers at SDN Parang 4, Banyakan sub-district, it was found the fact that there was a low level of activity and student learning outcomes in the material of digging information from animal tales (Fable).. In addition to this in everyday learning the teacher only conveys the material conventionally. Teachers only tend to give monotonous lectures and do not use learning models when carrying out learning in the classroom. Student activity is also very low, because when the teacher gives practice questions to students there are some students who just sit and don't seem eager to learn. The purpose of this research is toto find out the Application of the Role Playing Method for mimprove student activity and learning outcomes in dig up information from animal tales (Fables). The approach used is qualitative research with Classroom Action Research (CAR) design, with stages: 1) planning, 2) implementation, 3) observation, 4) reflection. This research is planned to last for 2 cycles, each cycle 2 meetings with thematic learning materials. Based on the results of research in the implementation of the first cycle of student learning completeness reached 50% and in the second cycle of student learning completeness increased to 91.60%. Based on the results of the study, it can be concluded that the Role Playing learning model can increase student activity and learning outcomes in extracting information from animal tales (fables) in class II SDN Parang 4, Banyakan District.


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