scholarly journals Implementasi Model Pembelajaran Card Sort Pada Mata Pelajaran Akidah Akhlak Kelas IV MI Al-Islam Desa Pranggang Kecamatan Plosoklaten Kabupaten Kediri

2019 ◽  
Vol 9 (01) ◽  
pp. 91-102
Author(s):  
Uswatun Hasanah ◽  
Siti Wahyuni

Learning by using card sort can be through the principle of apperception, the principle of motivation, the principle of self-employment and the principle of regular repetition. With card sort students are more motivated in learning so they are able to understand lessons and improve learning outcomes in accordance with the expected completeness standards. This research method is qualitative. As with the direction of qualitative research, the collected data is analyzed with the provision of intellectual weapons in the form of theory as presented in chapter II to obtain various interpretative descriptions in accordance with the rules of scientific research that are logical and rational. The results of this study are: (1) The application of the Card Sort Method to grade IV students in akidah akhak subjects in MI Al-Islam Desa Pranggang Kecamatan Plosoklaten Kabupaten Kediri, the teacher gives an index card containing the material of moral study. The more students there are, the more card pairs there are. (2) Changes in student learning outcomes after being taught using class IV card sort method in akidah akhlak subjects in MI Al-Islam  Desa Pranggang Kecamatan Plosoklaten Kabupaten Kediri, are the cognitive test results of students getting an average score of 84.14, on the affective aspects of students have a sense of faith and devotion to God in psychomotor students implementing Islamic religious teachings in daily life so as to shape the knowledge, attitudes and skills of all students here according to the target, which is to integrate the cognitive, affective and psychomotor domains in all learning activities. And the students' response to this learning method is very good because of students like the method of learning card sort

2019 ◽  
Vol 2 (1) ◽  
pp. 12-23
Author(s):  
Indah Widyaningrum ◽  
Widiawati W.

The aims of this study to determine student  learning outcomes in mathematical logic material after the application of logic pipe props. This research was conducted in class X.3 of SMA Muhammadiyah Pagaralam. The research method used was the experimental method with the category of one group pretest posttest design. Data collection techniques used in this study was documentation, observation, interviews, and tests. From the results of the study it can be seen that student learning outcomes in mathematical logic material using logical pipe props can be said good. This can be seen during the learning process through observation and the Student Worksheet  that is done by students. In these learning activities, students in the group are active in completing the Student Worksheet  and students look skilled in using the logic pipe props, so students can find out for themselves the concepts of conjunction, disjunction, implications and implications. In addition, student learning outcomes that can be seen from the post test results are classified as having a high average where the average post test score of students is 83.00. From the average score obtained by students and the activeness of students in the learning process, it can be concluded that the logical pipe props are well used in learning mathematical logic material.


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 11 (2) ◽  
pp. 108-116
Author(s):  
Jontono Samosir ◽  
◽  
Regina Sipayung ◽  
Reflina Sinaga ◽  
Darinda Sofia Tanjung ◽  
...  

This study aims to determine the effect of the Take and Give learning model on student learning outcomes with the PrajaMuda Karana theme in grade III SD RK Budi Luhur Medan. The research method used is an experimental method with quantitative research. To obtain the required data, data collection was used in the form of a test of 30 questions, a questionnaire of 17 statements, and documentation. The research at SD RK Budi Luhur Medan in class III was carried out from 17 to 18 May 2021. The number of samples was 30 students based on saturated sampling technique, based on the analysis, the pre test results were obtained with an average score of 68.73 in the sufficient category, the post test results with a score of 68.73. an average of 86.7 in very good category and the Take and Give learning model questionnaire with an average value of 63.3% in the high category. The results of the correlation analysis of the effect of the Take and Give learning model on student learning outcomes obtained a correlation value of rcount = 0.578 with rtable = 0.361. Thus, the value of rcount is greater than the value of rtable, so the correlation is very significant. Hypothesis testing with t-test obtained tcount = 3.268 with ttable = 1.697 at a significant level of 0.05. It can be concluded that there is an effect of the Take and Give learning model on student learning outcomes with the theme of PrajaMuda Karana for grade III SD RK Budi Luhur Medan Denai. Keywords: Take and Give Model, Learning Outcomes, Quantitative


2018 ◽  
Vol 4 (2) ◽  
pp. 185
Author(s):  
Siti Nurohmah ◽  
Nanang Kosim ◽  
Dede Rohaniawati

This study aims to determine student learning outcomes in Arabic subjects before the application of Big Book media, the process of applying Big Book media and student learning outcomes after the application of Big Book media in class IV MI Naelushibyan. The research method used is classroom action research through four repetitive stages of planning, implementation, observation or observation, and reflection. The object of research was 15 students. The research instrument consisted of a teacher activity observation sheet, a student activity observation sheet and a written test. Data collection techniques use observation and test techniques. The results obtained from this study are the learning outcomes of students in the pre cycle get an average score of 53. The first cycle obtained the average value of teacher activity 72.2% and cycle II obtained an average value of 94.4%. Student activity in cycle I obtained an average value of 69.21% and cycle II obtained an average value of 91.07%. Student learning outcomes in cycle I obtained an average value of 77, cycle II obtained an average value of 83.6. It can be concluded that Big Book media can improve student learning outcomes.


Author(s):  
Ayu Alfiani

<p><em>Lack of students' understanding of a learning concept can be related to the choice of media in learning activities. The use of audio-visual media can display real objects as well as parts that are difficult to present directly in a short time and played repeatedly to improve students' understanding of learning concepts in large and small groups. This type of research is Classroom Action Research (PTK). The stages carried out in this study include planning, implementing actions and observations, as well as reflection which are carried out in two cycles. This research was conducted on fourth grade students of SD Negeri 3 Menawan, Klambu district, Grobogan district. The results of the study were indicated by the percentage of student learning outcomes that had increased by 13%. In the first cycle it was 67%, while in the second cycle it became 80% and there was an increase in the average score of students from 70 to 75. This shows that the use of audio-visual media can improve understanding of the concept of plant parts, especially in grade IV SDN 3 Menawan.</em></p>


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.


Author(s):  
Erwoko Erwoko

This study aimed to determine the increase in student activity and learning outcomes through the implementation of the Problem Based Learning (PBL) model. This research is based on the fact that the average score of students is deficient; as many as 18 students have not completed, while 16 students have completed learning. This research is classroom action research conducted in 3 cycles. The method of data collection was carried out through observation. Data analysis was carried out by comparing the test results in cycle 1, cycle 2, and cycle 3 with descriptive techniques. The results of this study indicate that the application of the Problem Based Learning model assisted by Edmodo in the subject of Animation can improve student learning outcomes. In the first cycle, it was 47%, in the second cycle, it increased to 74%, then in the third cycle it increased to 88%, so with these data, it can be concluded that the achievement of the research success criteria for student learning outcomes has been achieved. Thus, it can be concluded that class IX students' learning outcomes and learning activities in the Lua-Based Network Technology lesson at SMKN 1 SEMENDAWAI SUKU III have increased.


2018 ◽  
Vol 3 (2) ◽  
pp. 24-30
Author(s):  
Repitae Repitae ◽  
Rita Rahmaniati

This study aims to: (1) describe the learning activities of students in Mathematics learning using problem-based learning models with real media; (2) improving learning outcomes of Mathematics using problem-based learning with the actual press on fourth-grade students of SDN-3 Telangkah. The method and type of research used in this study are Classroom Action Research (CAR). The subjects in this study were 32 students of grade IVA SDN-3 SDN. The data collection techniques in this study were observations and tests. While the data analysis techniques used qualitative analysis and quantitative analysis. The results of the study showed that: (1) Learning activities of students during Mathematics learning used a problem-based learning model with real media to be good. This is by observation data, namely, in the first cycle obtained an average score of 3.4 with suitable criteria. (2) There is an increase in student learning outcomes in learning activities using problem-based learning models with real media on Mathematics which shows pre-action with an average of 58 with a percentage of 47%. And there is an increase in the first cycle with an average of 92 with a rate of 100% with the classification reached.


2020 ◽  
Vol 6 (2) ◽  
pp. 167
Author(s):  
Zakiyah Anwar ◽  
Muhammad Syahrul Kahar ◽  
Rais Dera Pua Rawi ◽  
NurJannah Nurjannah ◽  
Hermanto Suaib ◽  
...  

This study aims to determine the effectiveness and practicality of interactive video-based PowerPoint media implemented in learning. This research and development phase refers to the Research and Development (R&D) method. The assessment instruments consist of: (1) Validity instruments in the form of validity assessment instruments based on interactive video PowerPoint media; (2). Practicality instruments in the form of questionnaires for teacher and student responses to interactive video-based PowerPoint media; and (3) Effectiveness instruments in the form of observations of learning outcomes and student learning outcomes. Based on data analysis, obtained an average level of media validity of 3.99 and included in the valid criteria. Also, the practicality test results are seen from the teacher's response to learning by 4.4 and the response of students by 3.46 with practical criteria. This is supported by the results of students' learning tests on the use of interactive video-based PowerPoint media with an average score of students learning outcomes of 70.29. Therefore, it can be concluded that the interactive video-based PowerPoint media developed is effective and practical in the implementation of learning. On the other hand, the development of this media focuses on the concept of integrated learning video learning using PowerPoint and concentrates on interactive learning.


2019 ◽  
Vol 8 (3) ◽  
pp. 64
Author(s):  
Pebrina Sapitri ◽  
Indrayuda Indrayuda ◽  
Fuji Astuti

AbstractThis article aims to describe and explain about the learning outcomes of students in class X of SMK 3 Padang by using Cooperative Learning model, Type Make a Match. This type of research is Classroom Action Resarch. This research was conducted in 2 cycles, three meetings for first cycle and two meetings for second cycle. At the end of the cycle the students were given a test. For collecting the data, the witer used field notes, documentation and written tests. The analysis of learning activities calculated by percentage. Learning activities for students involved during the learning. The result of the study shows that using the Make a Match type with Cooperative Learning model can be used to help students in learning activities in Cultural Arts subject, especially dancing at SMK 3 Padang. Student learning outcomes in cycle II are more increase than the learning outcomes of cycle I. The first cycle was proved that the learning outcomes of class X BDP students in the first cycle got an average score of 65.71 with the criteria "Enough". The second cycle with an average score of 86.16 can be categorized as "Good". It can be concluded that there was an improvement in using The learning outcomes used the Make A Match type with Cooperative Learning model and the target was reached successfully.Keywords:    improving learning outcomes, cooperative learning, make a match type.


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