scholarly journals Metode Permainan Bingo Matematik pada Materi Operasi Hitung Pecahan Terhadap Hasil Belajar Siswa Kelas IV

2018 ◽  
Vol 6 (2) ◽  
pp. 101
Author(s):  
Hery Setiyawan

Abstrak Penelitian ini bermaksud mengembangkan dan mengimplementasikan permainan bingo matematik untuk meningkatkan keterampilan berhitung operasi pecahan siswa SD. Selain itu penelitian ini akan mendeskripsikan hasil belajar, aktivitas belajar respon siswa dalam pembelajaran matematika dengan menggunakan permainan bingo matematik. Metode yang digunakan dalam penelitian ini adalah metode permainan bingo matematik dengan subjek dalam penelitian ini adalah siswa kelas 4 SDN Pakis V Surabaya. Hasil yang didapat dari penelitian ini berupa data aktivitas siswa yang dikumpulkan menggunakan lembar pengamatan aktivitas siswa yang menunjukkan bahwa siswa aktif dalam mengikuti pembelajaran. Data respon siswa yang dikumpulkan melalui angket terhadap pembelajaran dengan menggunakan metode permainan bingo matematik adalah positif. Data hasil belajar siswa menggunakan tes hasil belajar yang menentukan ketuntasan belajar baik individu maupun klasikal Aktivitas rata-rata peserta didik aktif lebih besar dari rata-rata aktivitas peserta didik pasif (66,44% > 52,62%), respon yang ditangkap oleh siswa kelas IV SDN Pakis 5 Surabaya selama proses pembelajaran menggunakan metode permainan bingo matematik adalah positif dan memiliki minat dalam mengikuti pembelajaran. Hasil perolehan belajar siswa kelas IV SDN Pakis 5 Surabaya selama proses pembelajaran menggunakan metode permainan bingo matematik adalah sebesar 89,18% sehingga secara klasikal dapat dinyatakan tuntas. Kata kunci: Operasi hitung pecahan, metode permainan bingo matematik, hasil belajar siswa sekolah dasar. Abstract This study intends to develop and implement mathematical bingo games to improve numeracy skills of elementary school students fractional operations. In addition, this study will describe the results of study before, after and learning activities of students in the learning of mathematics using mathematical bingo game. The method used in this research is the method of mathematical bingo game with the subjects in this study is the 4th grade students of SDN Pakis V Surabaya. The results obtained from this research is a student activity data were collected using observation sheet student activity indicating that the student is active in the following study . Student response data were collected through questionnaires to learning by using mathematical methods bingo game is positive. Data of student learning outcomes using achievement test that determines whether individual mastery learning and classical Activities average active learners greater than average activity passive learners (66,44% > 52,62%), responses were captured by fourth grade students of SDN Pakis 5 Surabaya during the learning process using mathematical methods bingo game is positive and has an interest in participating in learning. The result of the acquisition of the fourth grade students of SDN Pakis 5 Surabaya during the learning process using mathematical methods bingo games amounted to 89.18 %, so the classical can be declared complete.

2019 ◽  
Vol 10 (2) ◽  
pp. 166
Author(s):  
Hajarudin Al Fikri

This study aims at producing a literature module of children based on nationalism character to improve the critical thinking ability of fourth grade students MIN Boyolali, and measuring the effectiveness of the module use in classroom toward critical thinking ability of fourth grade students MIN Boyolali. Set within the research and development type, this study adapts 10 (ten) stages of development procedure as formulated by Borg and Gall (1983). The subjects of the research were students and teachers of grade IV MIN Boyolali. Data collection was conducted through interview and observation, product validation, teacher and student response questionnaire, and performance of pre-test and post-test—which was analyzed using independent sample t-test. Meanwhile, product effectiveness was tested through quasi experiment. The result of the research showed that the module was categorized as “fit” by material and language expert; while the media expert categorized it as "very fit". In the other hand, teacher and student responses to the use of learning module were categorized as "excellent". Further, the output of the independent sample t test showed that the p value (0.000) was less than the 0.05 significance level (p≤0.05), indicating that the module was effective to improve students' critical thinking skills.


2017 ◽  
Vol 5 (3) ◽  
pp. 506
Author(s):  
Nurya’adi '

The background of this study is the low yields of fourth grade students learn civics SD Negeri006 Tri Mulya Jaya Kecamatan Ukui. This is evidenced by the acquisition value of theaverage student learning outcomes Civics only 55 besides the percentage of students learningcompleteness sebasar 50%. This study is a class action that aims to improve student learningoutcomes Civics through the implementation of cooperative learning model NHT. This studywas conducted in two cycles, the data used in this study is the activity data of students andteachers as well as the results of PKN learn some vital lessons. Based on the results ofresearch carried out showed that the learning outcomes and activity data of teachers andstudents has increased at each cycle. It is characterized by: (a) activity increased teachers, inthe first cycle of meetings I have a 47%, in the first cycle of meetings II gained 56%, thesecond cycle of meetings I gained 69% and the second cycle II meeting gained 73%.Increased student activity data, in the first cycle of meetings I gained 50%, in the first cycle ofmeetings II gained 57%, the second cycle of meetings I gained 65% and the second cycle IImeeting gained 82%; (B) increased student learning outcomes on the basis of scores obtained55 student learning outcomes in UH I with an average of 79 learning outcomes, while theaverage student learning outcomes at the UH second cycle was 80.


2018 ◽  
Vol 2 (5) ◽  
pp. 704
Author(s):  
Sutini Sutini

The background of this research is the low learning outcomes of science at the fourth grade students of SDN 016Beringin Jaya. The purpose of this study is to improve the learning outcomes of grade IV science through theadoption of cooperative learning model type make a match. This research is a classroom action researchconducted at SDN 016 Beringin Jaya, the subject of this research is the fourth grade students with 25 students.The results showed that after applying the cooperative learning model, make a match type can improve studentlearning outcomes. Seen in the acquisition of teacher activity data in the first cycle of the 1st meeting with apercentage of 56%, the second meeting with a percentage of 69.5%, in the second cycle at the third meeting thepercentage was 83%, and at the 4th meeting the percentage obtained 95%. Data on student activity in the firstcycle of the 1st meeting was 55.5%, the second meeting was 66.5%, in the second cycle the third meeting was80%, and the fourth meeting was 93%. Data on the improvement of learning outcomes in the initial dataobtained an average of 68.5, in daily I repetitions at 78, and on daily tests II at 87.MODEL PEMBELAJARAN KOOPERATIF TIPE MAKE A MATCHUNTUK MENINGKATKAN HASIL BELAJAR IPASISWA KELAS IV SDN 016 BERINGIN JAYA KECAMATAN SINGINGI HILIRKABUPATEN KUANTAN SINGINGI


2021 ◽  
Vol 4 (1) ◽  
pp. 113-126
Author(s):  
Fardillah Zarani Putri ◽  
Zetra Hainul Putra ◽  
Munjiatun Munjiatun

This study aims to develop domino card media of fraction for independent learning of fourth grade elementary school students in the new normal era. This research was motivated by the lack of learning media that can be used for students, especially when studying independently at home. The development of fraction domino card media was carried out using the method Research and Development (R&D) with the ADDIE (Analysis, Design, Develop, Implement, Evaluate) development procedure. The trial subjects of this study consisted of one-on-one trials with 3 student and limited trials with 4 students. This research was conducted in one of the homes of the fourth grade students of SDN 147 Pekanbaru in October 2020. The assessment of the validation of fraction domino card media products got a validation percentage score, namely media experts at 95.83% in the "Very Valid" category, and from material experts 89.06% with the "Very Valid" category. The overall student response to the fraction domino card media that was developed was 90.625% in the "Very Good" category and the response of the parents to the fractioned domino card media developed overall got a percentage score of 95.13% in the "Very Good" category. The implication of this research is that fraction domino card media has the potential to support students learning from home


2021 ◽  
Vol 4 (1) ◽  
pp. 15-21
Author(s):  
Tri Wiyoko ◽  
Aprina Detika

This research is motivated by the low process and learning outcomes of elementary school students in grade IV SD Negeri No. 002/XI Pasar Sungai Penuh. So it is necessary to do research with the aim of improving the process and learning outcomes of science after using the cooperative model of the snowball throwing type. The research was carried out using classroom action research (CAR) which consisted of two cycles. Each cycle consists of four stages, namely planning, implementation, observation, and evaluation. The subject of this research is the fourth grade students of SD Negeri No. 002/XI Pasar Sungai Penuh as many as 28 people. Data collection instruments in the form of observation sheets and learning outcomes test questions. Analysis of the data used is descriptive qualitative analysis method. The results showed that (1) an increase in the learning process carried out by teachers from the first cycle reached 83% and an increase in the second cycle reached 94.04%. In addition, the student learning process also experienced a very good increase, where in the first cycle it reached 71.4% and increased in the second cycle it reached 89.3%. (2) there is an increase in students' science learning outcomes with the achievement of learning outcomes test scores in the first cycle reaching 76.6% and experiencing a very good increase in the second cycle reaching 88.6%. Thus, the use of the cooperative model of the snowball throwing type can improve the process and learning outcomes of fourth grade science students.


2021 ◽  
Vol 1 (1) ◽  
pp. 47-52
Author(s):  
Fiqih Athaini

This study aims to improve the students' story writing skills and increase the activeness in writing stories for the fourth grade students of SDN 02 Kalirejo through the application of the picture and picture method. This research is a Classroom Action Research (CAR). This research was carried out in two cycles, each cycle consisting of planning, implementing actions, observing, and reflecting. The research subjects were the fourth grade students of SDN 02 Kalirejo Pekalongan, totaling 18 students. The results showed that using the picture and picture method could increase the students' activeness and ability to write stories from pre-cycle to cycle I and from cycle I to cycle II. The results showed that: 1) learning by using the picture and picture method on the subject of writing stories can increase student activity. This can be seen from the results of observations of the student learning process, namely, before the action of 45%, the second cycle of 65% and the second cycle of 80%. 2) Learning using the picture and picture method can improve students' story writing skills. The improvement of students' mastery learning outcomes in writing stories can be seen from the results of students' work, namely, before the action of 44.44%, the first cycle of 66.67%, and in the second cycle of 88.89%. 


Author(s):  
Yetty Fatri Dewi ◽  
Rayandra Asyhar ◽  
Bambang Hariyadi

The purpose of this study was to develop an instrument to measure the knowledge and skills of fourth grade students in conducting scientific activities on the sub-theme of animals and plants around my house. The instrument consists of a number of items that lead the students to scientific activities (e.g.observe, ask, gather information, process and communicate information) that is equipped by a scoring rubric. The development model used is a model 4-D consists of 4 stages, namely define, design, develop, and desimanate. The validation and limited testing result shows that the scientific approach based-assessment instrument is feasible to use. The developed instruments can be used to evaluate the learning process and assists teachers in developing the competences of the students’s knowledge and skills in conducting scientific activities.


2017 ◽  
Vol 3 (2) ◽  
pp. 240
Author(s):  
Irma Wirnantika ◽  
Budiman Agung Pratama ◽  
Yulingga Nanda Hanief

This study aims to determine the physical fitness of the fourth grade students of SDN Puhrubuh 1 and MI Mambaul Hikam in Kediri Regency academic year 2016/2017.This study uses quantitative approach with test survey technique. The population is 24 students infourth grade in SD Negeri Puhrubuh I and MI Mambaul Hikam in Semen Sub-district. Sampling technique in this research uses saturated sample technique, where all population used as sample. The research instrument in this research uses test and measurement. To know the physical fitness of the students the researchers performed the Tests of Physical Fitness Indonesia (TKJI). Data analysis, the results of the physical fitness level of elementary school students Puhrubuh 1 and MI Mambaul Hikam, there were 11 or 45,83% students who were included in the medium category, 9 or 37,50% students were included in the poor category, 2 or 8,33% students were included in both categories with percentage of, 2 or 8,33% students were included in the category of the least ones. According to the research results and percentage descriptive analysis, it can be concluded that physical fitness of fourth grade students of SDN Puhrubuh I and MI Mambaul Hikam 2016/2017 school year in the category medium reached as many as 11 or 45,83% students.


2020 ◽  
Vol 4 (3) ◽  
pp. 366
Author(s):  
Ni Made Karisma Yulianti ◽  
I Gusti Agung Oka Negara ◽  
I Wayan Sujana

Science competence of students continues to develop because it is influenced by factors of intelligence and participation. Lack of understanding of the importance of student participation in obtaining more optimal learning outcomes is no longer one of the priority factors, so students tend to feel lazy, and find it difficult to express opinions which cause the competence of science knowledge does not increase. This study aimed to analyze the significant effect of naturalist ability on the competence of science knowledge, the significant effect of learning participation on the competence of science knowledge, and the significant effect together of naturalist ability and learning participation on the competence of science knowledge of fourth grade students. This type of research is ex-post facto. The population in this study were all fourth-grade students, amounting to 490 students. The sample was determined by proportional random sampling technique and obtained a total sample of 214 people. Naturalist ability data collection and learning participation were obtained by distributing questionnaires and competence in science knowledge was obtained by recording documents. The data analysis technique used was multiple linear regression analysis. The results showed that there was a significant effect of naturalist ability on the competence of science knowledge with a contribution of 12.68%, there was a significant influence of learning participation on the competence of science knowledge with a contribution of 35.44%, and there was a significant influence on naturalist ability and learning participation. to the competence of science knowledge with a contribution of 48.12%. Based on the results of the study, it can be concluded that naturalist abilities and learning participation contribute to the competence of science knowledge of fourth grade elementary school students


2021 ◽  
Vol 2 (1) ◽  
pp. 46-54
Author(s):  
Risky Tri Amelia ◽  
Muhammad Nuruddin

Developments in the field of technology, especially education, are very influential in life. Educators as one of the main factors in supporting the quality of education must be able to utilize the types of media in an effort to carry out learning innovation strategies. The type of media that can support learning activities is the androidbased quiz game media using quizizz. This quiz game research is a development research. The android-based quiz game using quizziz has the purpose of knowing the design of android-based quiz game development using quizizz, the application of android-based quiz game products using quizizz, and the effectiveness of androidbased quiz games using thematic subjects. This research procedure uses a 4D model, namely define, design, development, and dissemination. SDN Catakgayam 1 Mojowarno was the location chosen to carry out research on a large scale, with 15 students enrolled in the 2020/2021 academic year. The techniques used in this study include media expert validation, material expert validation, RPP expert validation, student response expert validation, and documentation. Analysis of the data used is descriptive analysis. The results of the research on the application of quiz games obtained a total score of 87% which was validated by media experts, material experts and RPP experts. The validation contains media expert validation with a value of 92% which is very good, material expert validation 84% which is very good, RPP expert validation gets a score of 86% which is very good. Meanwhile, the effectiveness of the android-based quiz game obtained a total score of 82% which included student understanding with a value of 81.6% which was very good and student interest obtained a score of 82.5% which was very good. So it can be concluded, that an android-based quiz game using quizizz is stated to be very effective in supporting the learning activities of fourth grade students at SDN Catakgayam 1 Mojowarno.


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