scholarly journals PENERAPAN METODE PEMBELAJARAN STUDENT FACILITATOR AND EXPLAINING BERBASIS PETA KONSEP UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR SISWA

Author(s):  
Masjudin Masjudin ◽  
Ni Ketut Resna Arini

Students' learning activity and achievement are very low. This is because the teaching method used by the teacher is always monotonous and boring. Therefore, the purpose of this study is to describe the steps of learning methods Student Facilitator and Explaining-based Concept Map in order to improve the activity and learning outcomes of students of grade VII B SMPN 1 Jonggat on the subject matter of square. This research is a classroom action research consisting of two cycles containing planning, implementation, observation and reflection phase. Subjects of this study amounted to 28 students. The research instrument used is the learning achievement test given at the end of each cycle, the observation guideline to get a direct description of the learning activities through the application of learning methods of student facilitator and explaining based on concept maps, as well as interview guidelines to strengthen the research results obtained. The data obtained were analyzed using learning mastery. Indicators of this study is an increase in the average score of student learning outcomes and student learning activities. The results showed an increase in the average score of student learning outcomes in the first cycle of 79.29 with classical completeness 85.71% increased in cycle II to 88.08 with 92.86 classical completeness. The average score of student learning activity in cycle I was 16.48 (active category) increased in cycle II to 18,11 (active category). We conclude that by applying the steps of student learning methods facilitator and explaining based on concept maps in teaching and learning process can improve student activity and learning outcomes

2018 ◽  
Vol 1 (3) ◽  
Author(s):  
Nur Faridah Ilmianah

The development of technology and knowledge requires critical thinking, systematic, logical, creative and willingness to cooperate effectively. The teacher is the main motor who has direct responsibility to translate the curriculum into teaching and learning activities. This study aims to (1) increase learning activity of digital simulation of students through the application of ARIAS learning model, (2) improve student digital simulation learning result through application of ARIAS learning model, and (3) application of ARIAS learning model in digital simulation learning. This research was conducted in SMK Negeri 1 Sidoarjo by using action research class (PTK) consisting of 4 stages namely stage of planing, implementation, observation and reflection. The subjects of this study are class X TE2 SMK Negeri 1 Sidoarjo consisting of 35 students, 32 male students and 3 female students. The instruments used are observation sheets of student learning activities, student learning outcomes, and interviews. The results of this study indicate an increase in average student learning activity that continues to increase starting from the prestudy stage of 1.92 in the category of activity enough, in the first cycle of 2.54 with the category aktvitas enough. Cycle II of 3.42 with good category activity and cycle III increased by 4.29 with very good category activity. For the results of the final test also experienced an increase in the average score of student learning outcomes given in each cycle end In the first cycle the average learning outcomes of students is 61.8, the second cycle of 71.59 and the third cycle of 83.86 and no students who score below 75. So that the implementation of ARIAS learning model can improve activity and student learning outcomes SMK country 1 Sidoarjo. 


Author(s):  
Moch Sukardjo ◽  
Lipur Sugiyanta

Web usability, if evaluation done correctly, can significantly improve the quality of the website. Website containing multimedia for education shoud apply user interfaces that are both easy to learn and easy to use. Multimedia has big role in changing the mindset of a person in learning. Using multimedia, learners get easy to obtain information, adjust information and empower information. Therefore, multimedia is utilized by teachers in developing learning techniques to improve student learning outcomes. For students with self-directed learning, multimedia provides the ease and completeness of the courses in such a way that students can complete the learning independently both at school and at home without the guidance of teachers. The learning independence takes place in how students choose, absorb information, and follow the evaluation quickly and efficiently. The 2013 Curriculum 2013 for Vocational High School (SMK) requires teachers to create engaging teaching and learning activities that students enjoy in the classroom (also called invitation learning environment). The creation of learning activity environment is still problem for most teachers. Various researches reveal that teaching and learning activities will be more effective and easy when assisted by visual tools. Using multimedia, learning material can be presented more attractively that help students understand the material easily. The opposite is found in the learning activity environment who only rely on ordinary lectures. Usability is a quality level of multimedia with easy to learn, easy to use and encourages users to use it. The website Multimedia Interactive Learning for Mathematics SMK Class X is targeted object. Usability website in Multimedia Interactive Learning for Mathematics SMK Class X is important indicators to measure effectiveness, efficiency, and student satisfaction to access the functionality of website. This usability measurement should be done carefully before the design is implemented thoroughly. The only way to get test with high quality results is to start testing at the beginning of the design process and continuously testing each of the next steps. This research performs usability testing on of website by using WAMMI criterion (Website Analysis and Measurement Inventory) and will be focused on how convenience using the website application. Components of Attractiveness, Controllability, Efficiency, Helpfulness, and Learnability are applied. The website in Multimedia Interactive Learning for Mathematics SMK Class X can be in accordance with the purpose to be accepted by student to improve student learning outcomes. The results show that WAMMI method show the usability value of Multimedia Mathematics SMK Class X is about from 70% to 90%.


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%.


2021 ◽  
Author(s):  
Jurnal Julak

This study aims to improve the learning activities and mathematics learning outcomes of students in class XI MIPA in the 2021/2022. This study uses differentiated learning by involving three elements, namely visual, auditory, and kinesthetic. This research is a classroom action research which is divided into two cycles. Each cycle consists of planning, implementing actions, observing, evaluating, and reflecting. The research was carried out on students of class XI MIPA 1 at SMA Negeri 8 Barabai in the 2021/2022. The results of the research carried out on 29 students, the activities in the first cycle showed an increase in learning activities from the previously applied learning, with an average student learning activity of 9.92 while the average score of student learning activities in the second cycle was 16 ,80. While student learning outcomes have increased from cycle I to cycle II, in the first cycle the number of students who completed 15 students (51.72%) while students who had not completed were 14 students (48.28%) with an average score of 66.55 . Then in the second cycle, there was a very high increase compared to the previous cycle, namely students who had reached the KKM totaled 28 students (96.55%), while students who had not completed was 1 student (3.45%) with an average score of 80. .This study shows that the application of differentiated learning can improve the activities and learning outcomes of mathematics students in class XI MIPA at SMA Negeri 8 Barabai in 2021/2022.


2021 ◽  
Vol 8 (3) ◽  
pp. 10-20
Author(s):  
Dessy Angreni

AbstrakPenelitian  ini  bertujuan  untuk  meningkatkan  aktivitas  dan  hasil  belajar  siswa  dalam  pembelajaran Matematika dengan menerapkan pendekatan Realistics Mathematics Education. Jenis penelitian ini adalah Penelitian Tindakan Kelas. Subjek penelitian yaitu siswa kelas VIII G SMP Negeri 16 Kota Bengkulu semester genap  tahun  ajaran  2019/2020.  Pengumpulan  data  dilakukan  dengan  menggunakan  lembar observasi aktivitas self checklist dan tes hasil belajar siswa. Peningkatan aktivitas belajar  dapat  dilihat  dari rata-rata skor    pada  lembar  observasi  self checklist aktivitas belajar siswa siklus I sampai siklus III secara berturut-turut: 20,5 (kreteria cukup); 25 (kreteria baik); 30,5 (kreteria baik). Hasil belajar siswa dapat ditingkatkan dengan cara mengingatkan pada materi melalui masalah kontekstual, mengkaitkan manfaat belajar materi melalui masalah kontekstual, memberikan soal latihan, memberikan bimbingan kepada siswa yang mengalami kesulitan. Peningkatan hasil belajar siswa dapat dilihat dari nilai rata-rata tes hasil belajar dan latihan siswa siklus I sampai siklus III yaitu 59,24; 70,41; 80,76 dengan persentase ketuntasan belajar klasikal dari siklus I sampai siklus III yaitu 36%; 56%; 80%.Kata kunci: Aktivitas Belajar, Hasil Belajar, Pendekatan Realistics Mathematics Education (RME). AbstractThis study aims to improve the activities and student learning outcomes in Mathematics learning by applying the Realistics Mathematics Education approach. This type of research is Classroom Action Research. The research subjects were class VIII G SMP Negeri 16 Kota Bengkulu even semester academic year 2019/2020 Data collection was carried out using observation sheets for self checklist activities and student learning outcomes tests. Increased learning activities can be seen from the average score on the observation sheet of the self checklist of learning activities of students in cycle I to cycle III in a row: 20.5 (sufficient criteria); 25 (good criteria); 30.5 (good criteria).  Student  learning  outcomes  can  be  improved  by  reminding  the  material  through  contextual problems,  linking  the  benefits  of  learning  material  through  contextual  problems,  providing  practice questions, providing guidance to students who are experiencing difficulties. Improvement of student learning outcomes can be seen from the average test scores of learning and training results of students cycle I to cycle III, namely 59.24; 70,41; 80,76 with the percentage of classical learning completeness from cycle I to cycle III which is 36%; 56%; 80%.Keywords: Learning Activity, Learning outcomes,  Realistics Mathematics Education (RME).


2020 ◽  
Vol 1 (1) ◽  
pp. 149-153
Author(s):  
Nadia Qatrunnada ◽  
Haris Supratno ◽  
M. Bambang Edi Siswanto

The method of learning outside the classroom based on problem solving is a learning activity that takes place outside the classroom that involves a variety of problem solving activities. In this case the research is focused on how student learning outcomes in the classroom use the lecture method, how student learning outcomes with methods of learning outside the classroom based learning problem solving, as well as how the influence of learning methods outside the classroom based on problem solving on student learning outcomes. By knowing this the researcher aims to be able to contribute to the learning methods in schools so that the method can be applied in schools and can benefit both parties.Researchers use quantitative methods. This research was conducted at SDN Kedulumpang Mojoagung in 2 classes with 25 students in each class. Data collection used in this study are: observation and written test. Observations were made during the learning activities took place and the written test was carried out after the learning activities. Researchers validate all instruments used to education experts before the research instruments are used. Analysis of the data collected in this study uses perametric and non-parametric data analysis.Based on the analysis of the data obtained shows that the control class get good value criteria by getting an average grade of 72, while for the experimental class get very good criteria by obtaining a class average value of 84. Researchers also do man whitney analysis because the data berdistribisi obtained is not normal, indicating that the mean rank class experiment more substantial than classroom control and value Asympotic Significancy ujinya worth 0.004 or more smaller than the level of real 5%. It is demonstrated that the value of the exam students classroom experiment is higher than the value of the exam students grade control . so it can be concluded that the outdoor learning method based on problem solving can have a positive influence on student learning outcomes.


2019 ◽  
Vol 5 (1) ◽  
pp. 35-42
Author(s):  
Erma Yenis

Abstractlearning process  good teaching  can create a situation that allows children to learn, so that is the starting point of the success of teaching. The low quality of education depends on the management of the teaching and learning process which can be interpreted as being less effective in the teaching and learning process, the causes: (1) Low learning activities, (2) Inadequate facilities and infrastructure. The case in Solok City Middle School, the low level of student learning activities allegedly influenced the low student learning outcomes. Based on observations on class VIII A which included the superior class had not yet achieved the desired completeness, the class with the least completeness was class VIII B which was 33.33% with KKM 65 criteria. Seeing this reality, teachers were required to motivate students and foster enthusiasm student learning. Therefore, to foster students' enthusiasm for learning, the author tries to apply student learning activities through discussion methods in small groups.Keywords: Learning, discussion AbstrakProses belajar mengajar yang baik dapat menciptakan situasi yang mmemungkinkan anak belajar, sehingga merupakan titik awal keberhasilan pengajaran. Rendahnya mutu pendidikan tergantung pada pengelolaan proses belajar mengajar yang dapat diartikan kurang efektifnya proses belajar mengajar, penyebabnya: (1) Rendahnya aktifitas belajar,  (2) Sarana dan prasarana yang belum memadai. Kasus pada SMP Negeri % Kota Solok rendahnya aktifitas belajar siswa diduga berpengaruh terhadap rendahnya hasil belajar siswa. Berdasarkan pengamatanpada  kelas VIII A yang termasuk kelas unggul belum mencapai ketuntasan yang di inginkan, sedangkan kelas yang paling sedikit ketuntasannya adalah kelas VIII B yaitu sebanyak 33,33 % dengan kriterian KKM 65. Melihat kenyataan tersebut, guru dituntut untuk dapat memotivasi siswa dan menumbuhkan semangat belajar siswa. Karena itu, untuk menumbuhkan semangat belajar siswa, penulis mencoba untuk menerapkan aktivitas belajar siswa melalui metode diskusi dalam kelompok kecil. Kata kunci: Pembelajaran, diskusi


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.


Author(s):  
Nurfarida Ilmianah

The learning process at this time tends to decrease. This is caused by learning that is less interesting.   The Media and methods as a way to overcome monotonous learning need to be developed to improve the quality of  the student learning outcomes. This study aims to improve the activeness and learning outcomes through the implementation of the Creative Proplem Solving (CPS) learning model. "This study uses classroom action research (PTK) consisting of 4 stages,  the stages namely of planning, implementation, observation and reflection. With  the research  subjects XDPIB2 class students consisting of 34 students, 24 male students and 10 female students. The instrument used was an observation sheet of student learning activities, and a test of student learning outcomes. The results of this study indicate an increase in the average of student learning activities that continue to increase from cycle I to cycle III, it can be seen from the average learning activity of students who continue to increase starting from cycle I in the category of sufficient activity, amounting to 2.44. Cycle II was 3.38 with good category activity and Cycle III increased by 4.31 with very good category activity. Learning by using this CPS can improve student learning outcomes. based on observations on cycles I, II and III. From the three cycles, there was an increase in the average test of student learning outcomes in a row starting from cycle I, II and III was 60.65, 72.85 and 85.24 and only 1 student had a score below 75 of 34 students so that the application of the model CPS learning can improve the activities and learning outcomes of students of SMK Negeri 1 Sidoarjo


2020 ◽  
Vol 5 (2) ◽  
Author(s):  
Nurilla Nurilla

Science subject is one of the curricular fields of study at the Elementary School (SD) level. Due to the low understanding of students towards this subject, especially the application of the inquiry method to improve student learning outcomes in class V SD Negeri 4 Kalimas, the writer makes improvements to learning. This study aims to improve students’ learning outcomes and activitiesin science subjects using the inquiry method application material. After carrying out the teaching and learning activities using the inquiry method, student learning outcomes and activities have increased. This was shown from the data collected, that in the pre-cycle learning activities there are only 7 students who got a score ≥ minimun standard achievement with a class average scoreof 41.5. So the description of the data collected can be concluded that the use of the inquiry method can improve students’ learning outcomes and activities in science subjects of class V SD Negeri 4 Kalimas. Thus, the inquiry method is one of the effective learning methods in improving students’ learning outcomes and activities in science subjects.


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