scholarly journals Pengaruh Integrasi Model Pembelajaran Think-Pair-Share dengan Make A Match terhadap Aktivitas dan Hasil Belajar Siswa

Author(s):  
Dayu Janua Lestari ◽  
Taufik Samsuri ◽  
Siti Rabiatul Adawiyah

This study aims to determine the effect of the integration of think pair share learning models with make a match toward the students’ activities and cognitive learning outcomes of class X MA Raudlatusshibyan NW Belencong. This study was a quasi-experimental research with posttest-only control group design. The population in this study were 55 students of class X which were divided into 2 classes. The sample in this study is class X.1 and class X.2 using saturated sampling techniques. Data collection is done by using instruments in the form of observation sheets and student learning outcomes tests. Based on the data analysis, the results of the observation of the learning activities of the experimental class students with an average value of 10.70 are in the active category, while the average value of the control class is 4.96 in the moderately active category. Based on the results of the data analysis it can be seen that the student learning activities of the experimental class are categorized as active while in the control class they are quite active. The cognitive learning outcomes of the experimental and control class students after being analyzed using the t-test were obtained for the tcount of (1.73) the value was smaller than the value of ttable (2,000). Based on these results it can be seen that there is no effect of the integration of the think pair share learning model with make a match toward the cognitive learning outcomes of class X MA Raudlatusshibyan NW Belencong.

2021 ◽  
Vol 4 (2) ◽  
pp. 214-222
Author(s):  
Farralia Ramadhani ◽  
Yetri Yetri ◽  
Irwandani Irwandani

This study aims to see the effect of using the two stay two stray learning model assisted by an innovative module on the cognitive learning outcomes of students on the topic of simple machines. This quantitative study used a quasi-experimental design with a pretest-posttest control group design. This study consisted of 2 classes, class VIII A as the experimental class and class VIII B as the control class. The results showed that the average of the cognitive test of the experimental class was 80.00 and the control class was 72.67. The results of data processing using the Mann Whitney test with a sig level of 0.05 revealed that the results of sig.2 tailed were 0.000, less than 0.05, which means that there is a difference in the posttest average value of students’ cognitive learning outcomes in the control and experimental classes.


2020 ◽  
Vol 4 (1) ◽  
pp. 153
Author(s):  
Sukini Sukini ◽  
Wan Syafii ◽  
Yustina Yustina

This study aims to determine the effect of the Guided Inquiry (GI) learning model with Thingking Empowering By Questioning (TEQ) on student cognitive learning outcomes. This study was a quasi-experimental study with a pretest posttest control group design. The population of this research was the students of class XI MIPA SMAN 3 Dumai in the academic year 2018/2019. Sampling method was done using random sampling techniques to get experiment and control class. The parameters measured were cognitive learning outcomes and the instrument used was an objective test. The data analysis technique for testing hypotheses was independent t-test. Data analysis showed sig ˂ 0.05 then H0 was rejected, this shows that student learning outcomes with the Guided Inqury model with Thingking Empowering By Questioning were significantly different from student learning outcomes with conventional models. Student learning outcomes using the Guided Inqury learning model with Thingking Empowering By Questioning are better than student learning outcomes using conventional learning. The average value of student learning outcomes in the experimental class was 81.82 while the control class was 61.29. The average N-gain of the experimental group was 0.70 with a high category and the control group was 0.38 with a moderate category.


2020 ◽  
Vol 8 (2) ◽  
pp. 229
Author(s):  
Asrorul Azizi ◽  
Irwansah Irwansah

The method of role playing in learning is a teaching and learning process in which students themselves are mentally active, building their knowledge, which is based on the cognitive structure they have. The teacher has a more role as a facilitator and mediator of learning. This study aims to determine the effect of role playing methods on cognitive learning outcomes in terms of student learning activities. The research method used is a quasi-experimental method. The research design used a "post-test only control group design" which involved two classes, namely the experimental class and the control class. The population in this study were all students of class X MIA MA Darul Aminin NW Aikmual, Central Lombok Regency. While the research sample was 39 students of class X MIA at the MA. Student learning outcomes were measured using a test in the form of multiple choice questions, and student learning activities were obtained using a questionnaire. Based on the results of the research that has been done, it can be concluded that the role playing method has an effect on student cognitive learning outcomes, because the significance value is 0.046 <0.05. The student learning activity factor for the cognitive domain obtained a significance value of 0.030 <0.05. The data shows that, student learning activities affect student cognitive learning outcomes. The interaction of the role palying method with student learning activities for the cognitive domain obtained a significance value of 0.227 <0.05, so this data shows that there is an interaction between the role playing method and student learning activities on student cognitive learning outcomes.


Author(s):  
Selly Effa Weranti

Based on the results of observation in learning, teachers are still seen to dominate the teaching and learning process. Students only receive information from teachers that can cause a lack of enthusiasm so that makes the learning atmosphere that takes place looks still passive. It resulted in student learning outcomes still have not reached the maximum because of the use of media applied by teachers not in learning. This research is Quantitative research with Quasi Experimental Form Designjenis Nonequivalent control group design. The data collection technique used is the test of cognitive learning outcomes. Based on the results of data analysis obtained: 1) there is the effect of three-dimensional diorama media on the cognitive learning outcomes of the material recognize the use of money in the class III IPS SDN Balong dowo. This is proven by doing the calculation to determine the gain value of the result of unknown gain experimental class III-B with the yield of 9.09% belong to the criteria "high", meaning there is a high influence on the media diorama of three dimensions in 2 students. 90.91% entered into the criterion "medium" means there is influence "moderate" to 20 students. 2) there is a big influence of three-dimensional diorama media on student learning outcomes class III with N-gain analysis Based on the calculation obtained experimental class III-B 0,56. So in this case the influence of three-dimensional diorama media on student learning outcomes class III SDN Balong dowo moderate category because the criteria 0,56 ≤ 0.70 


2021 ◽  
Vol 5 (1) ◽  
pp. 148
Author(s):  
Megiridha Loppies ◽  
Aip Badrujaman ◽  
Sarkadi Sarkadi

This study aims to examine the effect of problem-based learning models on the achievement of student learning outcomes in History subjects. This research was conducted at Pusaka 1 Jakarta Senior High School. The method used in this research is quantitative quasi-experimental with a nonequivalent control group design model. The population in this study were all students of class XI IPS as many as four classes at SMAS Pusaka 1 Jakarta. The research sample was determined by purposive sampling technique to determine one class as an experimental class using a problem-based learning model and another class as a control class using conventional learning models. The results of hypothesis testing using the t test, obtained tcount = 9.25,> from ttable = 1.99. Thus, Ho is rejected and Ha is accepted, so it can be concluded that there is a significant influence between problem-based learning models in online learning settings on cognitive learning outcomes of class XI IPS at SMAS Pusaka 1 Jakarta on History Subjects.


2021 ◽  
Vol 9 (1) ◽  
pp. 34-43
Author(s):  
Rika Wulandari ◽  
◽  
Darlen Sikumbang ◽  
Dina Maulina ◽  
◽  
...  

This study aims to determine the effect of the Discovery Learning model on scientific attitudes and cognitive learning outcomes of students. The design used was an experiment with a Pretest Posttest Non Equivalent Control Group Design. Scientific attitude data were analyzed descriptively in the form of a percentage, while learning outcomes were analyzed using the Independent Sample t-Test at the 5% confidence level. The results showed that the scientific attitude obtained the highest results in the critical aspects with a percentage of 85.4% with very good criteria, while the lowest gain was in the active aspects of asking with a percentage of 70.4% with a fairly good criterion. The pretest-posttest N-gain average value in the experimental class was 0.49 higher than the control class, namely 0.39 with sig. (2-tailed) 0.043 < 0.05 so that H1 was accepted and H0 was rejected. Thus, the discovery learning model has an effect on scientific attitudes and is significant on the cognitive learning outcomes of students.


Mimbar Ilmu ◽  
2019 ◽  
Vol 24 (2) ◽  
pp. 247
Author(s):  
Hendi Antika ◽  
Wawan Priyanto ◽  
Iin Purnamasari

AbstrakLatar belakang penelitian ini adalah rendahnya hasil belajar kognitif pembelajaran  tematik peserta didik kelas 2 SD Negeri Tambakrejo 01 Semarang. Sebesar 38,46% peserta didik yang telah mencapai Kriteria Ketuntasan Minimal (KKM). Hal tersebut disebabkan kurangnya variasi dalam penggunaan media dan model pembelajaran saat proses belajar mengajar. Penelitian ini bertujuan untuk mengetahui pengaruh media animasi SANDISKO dengan model Somatic Auditory Visualization Intellectually terhadap hasil belajar tema kebersamaan kelas 2 SD Negeri Tambakrejo 01. Jenis penelitian ini adalah penelitian adalah penelitian kuantitatif dalam bentuk desain quasi experimental design yang digunakan adalah bentuk nonequivalent control group design. Populasi dalam penelitian ini adalah seluruh peserta didik kelas 2 SD Negeri Tambakrejo 01 Semarang yang berjumlah 27 peserta didik yang terdiri dari kelas 2A dan 26 peserta didik dari kelas 2B dengan menggunakan teknik sampling jenuh. Hasil analisis data diperoleh nilai rata-rata pretest kelas eksperimen sebesar 68,65. Setelah diberi perlakuan nilai rata-rata posttest mengalami peningkatan menjadi 80,96. Data tersebut didukung oleh analisis menggunakan analisis regresi linier sederhana dengan r2= 0,541 jadi variabel x (media animasi SANDISKO dengan model SAVI) mempengaruhi variabel y (hasil belajar tema kebersamaan) sebesar 54,1%. Sehingga dapat disimpulkan bahwa media animasi SANDISKO dengan model Somatic Auditory Visualization Intellectually berpengaruh signifikan untuk meningkatkan hasil belajar tema kebersamaan kelas 2 SD Negeri Tambakrejo 01 Semarang. Kata-kata kunci : Animation media, SAVI, learning outcomes AbstractThe background of this study is the low cognitive learning outcomes of thematic learning in grade 2 students of SD Negeri Tambakrejo 01 Semarang. 38.46% of students have reached the Minimum Mastery Criteria (KKM). This is due to the lack of variation in the use of media and learning models during the teaching and learning to process. This study aims to determine the effect of SANDISKO animation media with Somatic Auditory Visualization Intellectually models on learning outcomes of the theme of togetherness class 2 Tambakrejo State Elementary School 01. This type of research is quantitative research in the form of quasi experimental design, design used is the form of nonequivalent control group design. The population in this study were all grade 2 students of SD Negeri Tambakrejo 01 Semarang, amounting to 27 students consisting of class 2A and 26 students from class 2B using saturated sampling techniques. The results of data analysis obtained the average value of the experimental class pretest of 68.65. After being given treatment the post test average value increased to 80.96. The data is supported by analysis using simple linear regression analysis with r2 = 0.541 so variable x (SANDISKO animation media with SAVI model) affects the variable y (learning outcomes of togetherness themes) by 54.1%. So it can be concluded that the animation media SANDISKO with the Somatic Auditory Visualization Intellectually model has a significant effect on improving the learning outcomes of the second grade togetherness theme at SD Negeri Tambakrejo 01 Semarang.Keywords: Animation media, SAVI, learning outcomes


2019 ◽  
Vol 1 (1) ◽  
Author(s):  
Fauzan Akbar ◽  
Arsad Bahri

This research is a quasi-experimental study that aims to determine the effectiveness of the implementation of Project-based Learning (PjBL) in improving students' cognitive learning outcomes with different learning styles namely visual, audio and kinesthetic learning styles. The population of this study was all groups at X grade in Public High School 1 Bulukumba. Sample of the study was choosed by random sampling. Each learning model was represented by two groups as PjBL and Direct Instruction. The research sample used was group XI IPA 1, XI IPA 2, XI IPA 3, and XI IPA 4. The design of this study was pretest-posttest nonequivalent control group design factorial pattern 2 x 3. The research instrument consisted of essay tests to measure cognitive learning outcomes and students learning style questionnaire. The research data were analyzed using descriptive and inferential statistics with two-way analysis of covariate (ANCOVA). The results showed that PjBL and learning styles had an effect on students 'cognitive learning outcomes, while the interaction between learning models and learning styles did not affect students' cognitive learning outcomes. This shows that PjBL is effective in improving students' cognitive learning outcomes.Keywords: Project-based Learning, learning styles, cognitive learning outcomes, biology learning


Author(s):  
Riya Wulandari ◽  
Angelia Timara ◽  
Emi Sulistri ◽  
Sumarli Sumarli

ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Role Playing berbantuan media video terhadap hasil belajar kognitif siswa pada materi bunyi. Penelitian dilaksanakan di SD Swasta Torsina III Singkawang. Jenis penelitian yaitu penelitian kuantitatif dengan metode quasi experimental, dalam bentuk Nonequivalent Pre-test and Post-test Control Group Design. Populasi dalam penelitian ini adalah seluruh siswa kelas IV SD Torsina III Singkawang. Sampel diambil menggunakan teknik non probability dengan jenis sampling jenuh. Teknik pengumpulan data menggunakan teknik tes berupa tes objektif materi bunyi dan teknik non tes berupa angket respon. Hasil penelitian menunjukkan bahwa: (1) terdapat perbedaan hasil belajar ranah kognitif antara siswa yang diterapkan model pembelajaran role playing berbantuan media video dengan siswa yang mendapatkan pembelajaran langsung; (2) Penggunaan model pembelelajaran role playing berbantuan media video berpengaruh tinggi terhadap hasil belajar kognitif siswa; (3) Respon siswa positif terhadap model pembelajaran role playing berbantuan media video pada kategori baik. Kata kunci: model pembelajaran role playing; media video; hasil belajar kognitif. ABSTRACTThis study aims to determine the effect of the video media-assisted Role Playing learning model on students' cognitive learning outcomes on sound material. The research was conducted at Torsina III Private Elementary School, Singkawang. The type of research is quantitative research with quasi-experimental method, in the form of Nonequivalent Pre-test and Post-test Control Group Design. The population in this study were all fourth grade students of SD Torsina III Singkawang. Samples were taken using a non-probability technique with saturated sampling type. The data collection technique used a test technique in the form of an objective test of sound material and a non-test technique in the form of a response questionnaire. The results showed that: (1) there were differences in cognitive domain learning outcomes between students who applied the role playing learning model assisted by video media and students who received direct learning; (2) The use of role playing learning models assisted by video media has a high effect on students' cognitive learning outcomes; (3) Positive student responses to the video-assisted role playing learning model in the good category. Keywords: role playing learning model; video media; cognitive learning outcomes.


2020 ◽  
Vol 7 (1) ◽  
pp. 25-31
Author(s):  
Darlen Sikumbang ◽  
Dewi Lengkana ◽  
Rita Foorantika

The existence of laboratory activities in or outside the room can facilitate students in visualizing the imagination to be real. This study aims to determine the effect of using practicum methods on the students' representation ability and cognitive learning outcomes on the subject matter Classification of Living Things. This research was conducted at Junior High School 26 Bandar Lampung. The method uses a quasi-experimental method with Pretest-Posttest Non-Equivalent Control Group Design. A random sampling technique took the sample in this study, and the research subject uses class VII A as experiment class and VII B as a control class. The data in this study are quantitative data that were analyzed using the Independent sample t-test. Based on the results of this study, the effect of practicum methods on the students' representation ability is level 1, and 2 before the treatment then increases to levels 3, 4, and 5 after the practicum with the student answers that have made elements representation such as tables, graphs, icons, and images. Therefore, practicum methods can be used by science educators to facilitate students in conceptual understanding by using elements of representation.


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