PEMBELAJARAN MATEMATIKA DENGAN MENGGUNAKAN MEDIA GAMBAR DI KELAS 1 SDN 017 SEBERANG CENGAR KECAMATAN KUANTAN MUDIK

2018 ◽  
Vol 2 (3) ◽  
pp. 419
Author(s):  
Rosmayanti Rosmayanti

This research is motivated by the low learning result of mathematics. The purpose of the study is to improve thelearning outcomes of mathematics through the use of image media. The design of this research is a classroomaction research by using the media of images in learning mathematics. The results of this research are teacherobservation data at meeting 1 of 65%, meeting 2 by 75%, meeting 3 by 85%, and meeting 4 by 90%. Studentactivity data at meeting 1 is 55%, meeting 2 is 60%, meeting 3 is 75%, and meeting 4 is 85%. Results ofmathematics learning seen from the results of the average class on the initial data of student learning outcomesof 62.05 after used the image media in learning on the daily test 1 student learning outcomes with an average of77.56, and increased in daily repeat 2 to 88,03 average class. The conclusion of this research is the use of imagemedia in learning can improve the learning result of mathematics.

2020 ◽  
Vol 5 (3) ◽  
pp. 338-346
Author(s):  
Aji Madia Abdurrahman

According to Trianto, one of the main problems in learning mathematics in schools today is the low absorption of students. The way that can be used to overcome these problems is by using media in learning mathematics. From the results of writing conducted by Luh Made Suriwati, et al, it was found that learning with the help of visual media is more effective in improving student learning outcomes compared to conventional learning methods. One of the media that can be used in learning mathematics is Congklak game media. This type of writing is action research aimed at developing an action plan to improve what is being done now. This writing is descriptive writing, where this writing is writing that really only describes what is contained or occurs in a particular scene, field, or region, namely SD N 1 Toyareka. This writing uses data collection techniques in the form of interviews, observation and documentation while the technical analysis of data uses data reduction, data presentation and data conclusion. The purpose of this writing is to describe the use of Congklak game media in learning mathematics in class IV and the use of Congklak game resources in instilling student character. The results of the writing show that the Congklak media can be used in learning Mathematics of Multiples Small Guilds. Where in the use of the media, the authors modify the game board by giving writing numbers in each hole of the board. Through the use of these media students can actively and enthusiastically participate in chases that have an impact on improving student learning outcomes. In addition, through the use of the Congklak game media can help teachers to convey the concept of Multiple Small Guilds (KPK) easily and at the same time be more acceptable to students. Through the use of congklak game media can also instill the character of students' curiosity. Keywords


2020 ◽  
Vol 5 (3) ◽  
pp. 338-346
Author(s):  
Aji Madia Abdurrohman

According to Trianto, one of the main problems in learning mathematics in schools today is the low absorption of students. The way that can be used to overcome these problems is by using media in learning mathematics. From the results of writing conducted by Luh Made Suriwati, et al, it was found that learning with the help of visual media is more effective in improving student learning outcomes compared to conventional learning methods. One of the media that can be used in learning mathematics is Congklak game media.This type of writing is action research aimed at developing an action plan to improve what is being done now. This writing is descriptive writing, where this writing is writing that really only describes what is contained or occurs in a particular scene, field, or region, namely SD N 1 Toyareka. This writing uses data collection techniques in the form of interviews, observation and documentation while the technical analysis of data uses data reduction, data presentation and data conclusion. The purpose of this writing is to describe the use of Congklak game media in learning mathematics in class IV and the use of Congklak game resources in instilling student character.The results of the writing show that the Congklak media can be used in learning Mathematics of Multiples Small Guilds. Where in the use of the media, the authors modify the game board by giving writing numbers in each hole of the board. Through the use of these media students can actively and enthusiastically participate in chases that have an impact on improving student learning outcomes. In addition, through the use of the Congklak game media can help teachers to convey the concept of Multiple Small Guilds (KPK) easily and at the same time be more acceptable to students. Through the use of congklak game media can also instill the character of students' curiosity.


2021 ◽  
Vol 8 (3) ◽  
pp. 431
Author(s):  
Amlin Amlin

This study aims to describe the improvement of student learning outcomes in mathematics subjects in statistics through Google Classroom and WhatsApp media. This research is a classroom action research in which the teacher plays a direct role in the online learning process. The subjects in this study were 32 students of class XII Busana 2 SMK Negeri 3 Baubau and the object of this research was to increase student learning outcomes with Google Classroom and WhatsApp media. The research instrument uses a test (daily test) in the form of an essay. The test is used to find out the results of learning mathematics. Based on the data analysis of students' mathematics learning outcomes in cycle I, there were 23 students who completed (71.88 %) and those who had not completed 9 (28.12 %), while in cycle II who completed it became 27 students (84.38 %) and unfinished 5 students (15.62 %) with an increase in the average value of the cycle I is 73.13 while the average value of the cycle II is 81.56 which has increased significantly, so based on the results of the data analysis obtained it can be concluded that with Google Classroom and WhatsApp media can improve student learning outcomes for class XII Busana 2 SMK Negeri 3 Baubau


2019 ◽  
Vol 7 (1) ◽  
pp. 29
Author(s):  
Ummi Laila Nurjannah

The purpose of the study was to describe: the application of the ARCS model of learning mathematics using STAD and NHT in SMP Negeri 3 Malang Ampelgading, activities of teachers and learning activities of students during the learning process, as well as student learning outcomes and student motivation. The approach taken in this study is a qualitative and quantitative approach. The experiment was conducted in the first semester of 2013-2014 academic year on 28 October to 16 November 2013 in which the application of the ARCS model of learning using STAD and NHT to see the activities of the teacher and student learning activities as processes of learning, student learning outcomes are seen from individual tasks and daily test as well as the student's motivation to learn the subject while in the eighth grade students of SMP Negeri 3 Malang Ampelgading as objects. Instrument used is the observation sheet to see the activities of teachers and students’ learning activities, individual assignments and daily test to look at student learning outcomes and questionnaire to see the students' motivation . The results showed that: 1) the application of the ARCS model of learning mathematics using STAD and NHT in SMP Negeri 3 Malang Ampelgading accomplished in accordance with the RPP planned despite having some problems at the beginning of the meeting, 2) the activities of teachers and students' learning activities always have improvement in every meeting, in which the first meeting activities better teacher in class VIII-A, the second meeting better in class VIII-B and the third meeting has the same score, while for student activities, class VIII-B is always more better than VIII-A, 3) there is no difference in learning outcomes between students of class VIII-A that is taught using STAD and the ARCS model of class VIII-B are taught using a model ARCS and NHT, 4) there is no difference between the learning motivation of class VIII-A students who are taught using STAD and the ARCS model of class VIII-B are taught using a model ARCS and NHT .


2018 ◽  
Vol 2 (4) ◽  
pp. 653
Author(s):  
Jumraini Jumraini

The background of this study is the low level of economic learning outcomes of students of class XI SMA Negeri 5Pekanbaru, low student learning outcomes is seen from the average learning outcomes obtained by students is59,40. The low acquisition of student learning outcomes done efforts to improve learning outcomes by applying themodel NHT type cooperative learning. This study is a classroom action research conducted in class XI SMA Negeri5 Pekanbaru with the number of students as many as 40 students, this research conducted two cycles consisting oftwo meetings and two daily test, this research was conducted through four stages: planning, observation, andreflection. Based on the research data, it can be concluded that the implementation of cooperative learning modeltype NHT can improve student's economic learning outcomes, seen from the acquisition of learning data data on theaverage data of student learning outcomes of 59,40, in the first cycle has increased with the acquisition of 69,60,and in the second cycle increased with the acquisition of 75,80. In addition, the number of student completeness alsoincreased, in the initial data the number of completed students amounted to 17(42,50%), in the first cycle increasedby the number 25 (62,50%), and in the second cycle increased by the number 33 (82,50%)


2017 ◽  
Vol 4 (2) ◽  
pp. 87 ◽  
Author(s):  
Lastrijanah Lastrijanah ◽  
Teguh Prasetyo ◽  
Annisa Mawardini

        Penelitian ini dilatarbelakangi pada permasalahan dalam proses pembelajaran selama ini, guru belum menggunakan media pembelajaran yang representatif dan efektif, sehingga siswa tidak maksimal dalam menerima informasi yang diberikan oleh guru. Selain itu, penyajian guru kurang bervariasi dalam pemilihan metode pembelajaran, sehingga pembelajaran terkesan monoton dan berdampak pada hasil belajar siswa yang nilai rata-ratanya masih tergolong rendah. Penelitian ini bertujuan untuk mengetahui pengaruh media pembelajaran Geoboard terhadap hasil belajar siswa dalam pembelajaran matematika. Penelitian ini dilaksanakan di SDN Sindangkarsa 2 Kecamatan Tapos Kota Depok, tahun ajaran 2016/2017. Subjek penelitian ini adalah seluruh siswa kelas 2A dan 2B yaitu sebanyak 78 siswa, kemudian dari 78 siswa tersebut kelas 2B dijadikan sampel dengan jumlah 39 siswa. Teknis penelitian yang digunakan adalah penelitian kuantitatif dengan metode eksperimen desain nonequivalent control group design pretest posttest. Data penelitian dikumpulkan dengan menggunakan teknik wawancara, observasi, tes dan angket. Hasil penelitian diperoleh nilai Ttabel > Thitung sebesar 2.111 > 1.687 yang berarti penggunaan media pembelajaran Geoboard menunjukkan adanya pengaruh positif terhadap hasil belajar siswa dalam pembelajaran matematika.Kata kunci: Media Pembelajaran Geoboard, Hasil Belajar, Matematika.  EFFECT OF GEOBOARD LEARNING MEDIA TO STUDENT LEARNING RESULTSABSTRACT        This research is based on the problems in the learning process so far, the teacher has not used the media of learning that is representative and effective, so that students are not maximal in receiving information provided by the teacher. In addition, the presentation of teachers is less varied in the selection of learning methods, so that learning impressed monotonous and impact on student learning outcomes that the average value is still relatively low. This study aims to determine the influence of Geoboard learning media on student learning outcomes in learning mathematics. This research was conducted in SDN Sindangkarsa 2 Subdistrict Tapos Depok, academic year 2016/2017. The subjects of this study are all students of class 2A and 2B that is 78 students, then from 78 students are class 2B sampled by the number of 39 students. Technical research used is quantitative research with nonequivalent control group design pretest posttest design experiment method. The data were collected using interview technique, observation, test and questionnaire. The result of research is Ttable> Tcount for 2,111> 1,687 which means the use of Geoboard learning media shows the positive effect to the students' learning result in math learning.


2018 ◽  
Vol 2 (5) ◽  
pp. 789
Author(s):  
Maria Yulianti

The background of this study was the low student learning outcomes of PPKn, from 28 students who achievedthe completeness criteria at least only 11 students (39.29%). The low student learning outcomes are caused bythe high level of individuality between students so that the achievement of competence among studentsexperiences a very distant difference. Based on this, the researchers made improvements to student learningoutcomes through the application of STAD cooperative learning models. This research is a classroom actionresearch, with the subject of class VII of SMP Negeri 3 Teluk Kuantan. The data used in this study is PPKnlearning outcomes data. The results stated that after applying the STAD type cooperative learning model studentlearning outcomes had increased in the initial data the number of students who completed were 11 students, incycle I had an increase with the number of 18 students, and in cycle II the number of students who completedcontinued to increase by the number 22 student.


2020 ◽  
Vol 2 (2) ◽  
pp. 64-72
Author(s):  
Yetri Ningsih

This research conducted caused by students' score at class X MIPA 4 very low in the vector material. The avarage of score of the daily test obtained by students was 60,5 and it had not yet reached mastery learning. One of the efforts to improve learning outcomes was to use powerpoint as a learning media. The purpose of this study was to determine the increase in activity and mathematics learning outcomes on vector material in learning using PowerPoint.This research design used the classroom action research. The research subjects were 36 students of class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year. Data collected by using tests and observations.The test used to obtain student learning outcomes in each cycle, while observation used to determine the learning process in each cycle. Data were analyzed using descriptive statistics. The results showed that the average score of student learning outcomes in the first cycle was 62.2 and 77.3 in the second cycle. The percentage of student learning completeness in the first cycle was 52.8%, in the second cycle it was 80.6%. The percentage of improvement in student learning outcomes after being given action was 15.29%. So it can be concluded that learning mathematics by using powerpoint media can improve student learning outcomes in class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year.


JURNAL RANDAI ◽  
2021 ◽  
Vol 1 (2) ◽  
pp. 79-96
Author(s):  
Wardiah

Low activity, student creativity in the learning process can result in the teaching and learning process being less than optimal so that the material presented is incomplete according to the expected completeness criteria. From the results of observations and discussions with the history subject teacher, information is obtained that the learning system has not fully involved students as the subject of learning consequently the final result to be achieved, namely individual and classical learning completeness with KKM (minimum completeness criteria) has not been achieved. One of the efforts made to improve the process and student learning outcomes, a learning method is used that makes it easier for students to compile and understand information or the content of the lesson text in increasing understanding of social studies subject matter so that learning outcomes are expected to increase, through the use of the SQ3R method. Based on the background of the problem, the formulation of the problem in this study is: "How are the students' learning outcomes increased through the SQ3R method in history learning for students of XII SMA Negeri 1 Tembilahan Hulu Indragiri Hilir? "The purpose of this study is to determine the activities of teachers and students as well as the improvement of student learning outcomes in history subjects through the SQ3R method for class XI SMAN 1 Kateman Indragiri Hilir. The conclusion of this study is that the student learning outcomes, before CAR the average daily test was 64.3, after the CAR based on the daily test cycle I increased to 81.8 and was included in the good category. In the second cycle of daily tests, it increased again to 92.8 and was included in the very good category. Thus, the use of the SQ3R method can improve student learning outcomes in history learning for class XII at SMAN 1 Tembilahan Hulu, Indragiri Hilir Regency


2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Rusnida Rusnida

This research is motivated by teacher-centered learning so that the lack of student activity in solving problems and finding answers together. This study aims to improve mathematical collaborative skills and student learning outcomes through the application of a magic ball-assisted group investigation learning model. This study is a classroom action research study on third grade students at SDN 008 Talang Perigi. The instrument used was the observation sheet and learning outcomes test. The results showed in the first cycle of collaborative mathematical skills students obtained an average of 55.77% with a high category and in the second cycle increased to 73.44% with a very high category. Student learning outcomes in the first cycle had an average of 67.83 with a percentage of classical completeness of 53%, increasing in the second cycle to 75.67 with a percentage of classical completeness of 83%. Based on the results of the study it can be concluded that the application of the learning model of investigation ball assisted by magic ball can improve the collaborative skills of mathematics and learning outcomes of third grade students of SDN 008 Talang Perigi.


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