PENERAPAN METODE BRAINSTORMING DENGAN BANTUAN MEDIA GAMBAR GRAFIS UNTUK MENINGKATKAN HASIL BELAJAR PKn SISWA KELAS V SD NEGERI 009 PULAU KECAMATAN BANGKINANG KABUPATEN KAMPAR

2019 ◽  
Vol 3 (1) ◽  
pp. 18
Author(s):  
Fatma Khaulani ◽  
Eddy Noviana ◽  
Gustimal Witri

ABSTRACTThis research was conducted issuing the low learning outcomes on Civics subject by the fifth grader students of SD Negeri 009 Pulau Bangkinang District, Kampar Regency with an average score of 63.40. It was seen that out of 16 students, there were only 7 students who passed the test (43.75%), while the other 9 students (56.25%) did not. The result was established according to the KKM (minumum score) determined by the school which was 75. The students' low performance might occur because of several reasons: (a) the way the presentation of the material delivered by the teacher did not really involve the students activity; (b) the teacher did not use learning media in explaining the learning material; and (c) the teacher applied an approach, model, or method that was less attractive to the students. This study aims at improving the students' achievement in Civics by using brainstorming methods with the help of graphic image media. The research is a classroom action research (CAR) consisting of three cycles with research subjects of grade V students of SDN 009 Pulau Bangkinang District, Kampar Regency. The results showed improvements in each cycle. The score increased from an average score of 62.50 to 69.06 in the first cycle. In the second cycle, the score increased to 75.93 and in the third cycle increased to 80.94. The increase of the score that occurred in the baseline score of  Daily Test I was 10.49%, then 21.49% in the Daily Test II and 29.50% in the Daily Test III. In other words, the brainstorming method with the help of graphic image media can improve the students learning outcomes in Civics subject. 

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.


2019 ◽  
Vol 3 (1) ◽  
pp. 225
Author(s):  
Anasril Anasril

The background of this research is the low learning outcomes of science subjects. Of 36 students, only 36.11% or 13 students whose learning outcomes were completed, besides that the average score of students was 54.60. Based on this, researchers conducted classroom action research by applying problem-based learning models. This research was conducted in SD Negeri 006 Kelawat Kecamatan Sungai Lala, with research subjects of class II students with 36 students. The results of the study stated that the learning outcomes experienced a marked increase in the number of students who completed were 13 people on the basic score to 25 people on the daily test I and increased to 30 people on the daily test II. This means that the sample class has finished classically. There was an increase in the average learning outcomes from basic scores, namely 36.00 to 64.00 in the first cycle and 84.00 in the second cycle.


Author(s):  
Lusni Tampubolon

Penelitian ini bertujuan untuk memperbaiki kualitas proses belajar melalui pendekatan cooperative learning berorientasi forward looking sehingga dapat meningkatkan hasil belajar mata diklat Mengendalikan Hama Tanaman. Metode yang digunakan dalam penelitian ini adalah metode Penelitian Tindakan Kelas (PTK) yang terdiri dari 3 (tiga) siklus. Langkah-langkah dalam setiap siklus terdiri dari perencanaan (planning), pelaksanaan (acting), pengamatan (observing), dan refleksi (reflecting). Hasil penelitian menunjukan bahwa sebelum ada intervensi tindakan cooperative learning berorientasi forward looking hasil belajar pada ulangan harian pertama, nilai rata-rata siswa adalah 6,0. Setelah dilakukan intervensi secara berturut-turut selama tiga siklus, nilai aspek kognitif berangsur meningkat. Pada siklus pertama nilai rata-rata 6,6, pada siklus kedua 6,7 dan pada siklus ketiga 7,1. Presentase ketuntasan siklus pertama 30%, siklus kedua 50% dan siklus ketiga 75%. Setelah diselenggerakan remidiasi menjadi tuntas 100% dengan nilai berkisar 7,0 sampai 8,0. Perkembangan tugas rumah, unjuk kerja, dan laporan praktek selalu meningkat antara 7,0 sampai 9,0. Ketuntasan pada aspek sikap masih rendah, pada siklus pertama 5,3%, siklus kedua 18,4% dan siklus ketiga 34,2%. Pada akhir periode penelitian, ternyata ada 14 peserta didik yang memenuhi standar kompetensi atau baru mencapai 36,8%. Kata Kunci: Pendekatan CLFL (Cooperative Learning Berorientasi Forward Looking), Hasil Belajar, dan Mengendalikan Hama This research aimed at improving students’ learning outcomes by implementing cooperative learning forward-looking-oriented in the material of plants’ pest. This is a Classroom Action Research which consisted of three cycles. The steps in each cycles were planning, acting, observing, and reflecting. The results showed that before treatment of cooperative learning forward-looking oriented, the students’ learning outcomes for the first daily test got the average score of 6.0. After the treatment in three cycles, the average score of cognitive aspect was increased gradually, they were 6.6, 6.7 and 7.1. The Percentage of completeness for the first cycle was 30%, meanwhile, the second and the third ones were 50% and 75%. After remedial was conducted, the percentage of completeness reaches 100% with scores range from 7.0 to 8.0. The development of homeworks, performance, and practice report were improved from 7.0 to 9.0. The completeness of the aspects of attitude was still low. It reached 5.3% in the first cycle, 18.4% in the second, and 34.2% in the third one. At the end of the study, there were 14 students who met the standards of competence or only reached 36.8%. Keywords: CLFL Approach (Cooperative Learning Oriented Forward Looking), Learning Outcomes, and Controlling Pests


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).


Author(s):  
Mei Kurnia Fitriani

<p><em>The purpose of this study is to improve the learning outcomes of the third graders using Quizizz at SD Negeri 3 Kebumen Pringsurat subdistrict Temanggung regency Academic Year 2020/2021. The type of this research is Classroom Action Research (CAR) using Quizizz media with two cycles. Each cycle consists of four stages, namely planning, implementation, observation and reflection. The research subjects are grade III students of SD Negeri 3 Kebumen Pringsurat subdistrict Temanggung regency. Data collection techniques is using tests and observations. Data analysis techniques using quantitative data and qualitative data. Based on the results of the study, the average score of the study results in cycle I is 73,33 and completion of 10 students with a percentage of 55,56 %. On the implementation of cycle II measures averaged 78,89 and completed 15 students with a percentage of 83,33 %. The conclusion of this Classroom Action Research is that using Quizizz media can improve the learning outcomes of the third graders of SD Negeri 3 Kebumen.</em></p>


2014 ◽  
Vol 3 (1) ◽  
pp. 40
Author(s):  
Lazim. N ◽  
Zulkifli ' ◽  
Rima '

The problem on this research was that the low score of students’ learning on social science study. There werestill a lot of students that did not understand basic concepts and tended to memorize examples. It was showed by58,07% from 31 students achieving minimum criteria completeness (KKM) from students’ test score in IVCclass of SDN 108 Pekanbaru for Koperasi subject. The students’ average score was 62,4, and the KKM stated byschool was 68. Based on this problem it was needed to do an action research using cooperative learning modelsTeams Games Tournaments (TGT) type. This research aims to know whether the implementation of cooperativelearning models Teams Games Tournaments (TGT) type can improve students’ social science learningoutcomes at IVC class of SDN 108 Pekanbaru in 2013/2014 with 31students. This research was done in twocycles. First cycle consists of three meetings with one daily test and first tournament, and cycle II consists ofthree meetings with one daily test and second tournament. Instruments to collect data in this research areteacher’s observation sheets, students’ observation sheet, and tests. By implementing using cooperative learningmodels Teams Games Tournaments (TGT) type can improve students’ mathematics learning outcomes.Percentage of completeness in basic score was 54,8% (62,40 in average), and it changed into 77,4% (75,6 inaverage) in cycle I and 87,1% (81,1 in average) in cycle II. Percentage of teacher’ activity in cycle I was 81,9%and 92,3% in cycle II. Then percentage of students’ activity in cycle I was 75,4% and 92,2% in cycle II. Fromthose data it proves that the implementation of cooperative learning models Teams Games Tournaments (TGT)type can improve students’ learning outcomes at IVC class of SDN 108 Pekanbaru.Key Words : cooperative teaching and learning model, Teams Games Tournaments (TGT),learning outcomes


Author(s):  
Nurmi Nurmi ◽  
Hadi Putra ◽  
Penti Nursida ◽  
Khoiro Mahbubah ◽  
Neni Hermita

This study aims to improve 3rd grade students’ science learning outcomes bylearning to use visual multimedia. This research method uses classroom actionresearch. The subject of this research was the third grade students of secondsemester of elementary school which conducted 30 students. Based on theresults of research by using visual media, it have been found that theimprovement learning outcome, seen from the initial average score before theaction of 3rd grade class students from 65.5 to 83.83. The results of this studyindicate that with the use of visual media can improve student learningoutcomes.


2018 ◽  
Vol 2 (3) ◽  
pp. 468
Author(s):  
Zulhamdi Zulhamdi

This research is based on the result of science learning of grade VI students of SD Negeri 018 Kubang JayaKecamatan Siak Hulu Kabupaten Kampar which is still very low. This study aims to improve science learningoutcomes. From the data analysis, there was an increase of both teacher activity, student activity, and studentlearning result. The teacher activity at the 1st cycle meeting percentage was 70% (good) and at the 2nd meetingincreased 5% to 75% (good). In the second cycle of the meeting 3 teacher activities increased 10% from 75%(good) to 85% (very good) and at meeting 4 increased 10% from 85% (very good) to 95% (very good). Judgingfrom the student activity also increased from the 1st meeting of cycle I was 65% (enough) and at meeting 2increased 15% to 80% (good). In the second cycle of meeting 3 it increases 5% from 80% (good) to 85% (verygood) and at meeting 4 increases 10% from 85% (very good) to 95% (very good). Judging from the results of thestudents also experienced preningkat, from the average score of students on a basic score of 62.78. after the firstcycle the student's average score increased to 79.44 with an increase of 16.66 points from the baseline score. Inthe second cycle student learning outcomes also increased as much as 11.67 points from cycle I with averagestudent's grade 91.11. From the data analysis there is an increase both from teacher activity, student activity,and student learning outcomes. It can be concluded that the advancement of contextual learning can improve thelearning outcomes of science students of grade 6 of SD Negeri 018 Kubang Jaya Kecamatan Siak HuluKabupaten Kampar.


2013 ◽  
Vol 14 (2) ◽  
pp. 88-96
Author(s):  
Sumarno Sumarno

The scope of learning material for social sciences (IPS) at Elementary School is very wide, while the time available is very limited. This has been an obstacle for elementary school teachers in achieving the learning objectives. This study aimed to determine whether the application of Mind Mapping learning model on the activities of students learning and the mastery of students learning of IPS. This action research was conducted with three cycles involving 30 students of the fifth grade of elementary school in Kabupaten Kudus. The findings were analyzed using the descriptive qualitative study. The data were collected by using a questionnaires, observation sheets, pretest, and posttest. The results showed that the Learning Model of Mind Mapping can improve the students activity. This indicated an increase in the average score of the class activity to 48.2% in the first cycle, to 56.1% in the second cycle, and to 62.2% in cycle III. The average of the student learning outcomes for IPS also increased from 64 in the first cycle, to 67 in the second cycle, and to 75 in cycles III.   Materi IPS di Sekolah Dasar memiliki cakupan materi yang sangat luas, sedangkan waktu yang tersedia sangat terbatas. Hal ini menjadi kendala bagi guru-guru Sekolah Dasar dalam mencapai tujuan pembelajaran. Penelitian ini bertujuan untuk mengetahui apakah dengan penerapan model pembelajaran Mind Mapping dapat meningkatkan aktifitas siswa dalam belajar. Penelitian tindakan kelas yang terdiri atas 3 siklus dan sampelnya adalah siswa kelas V SD Kabupaten Kudus yang berjumlah 30 siswa. Hasil penelitian dianalisa secara deskriptif kualitatif. Pengambilan data dilakukan dengan cara menggunakan angket, lembar observasi, pre-tes dan posttes. Hasil penelitian menunjukkan bahwa Model Pembelajaran Mind Mapping dapat meningkatkan aktifitas siswa. Hal ini ditunjukkan dengan adanya peningkatan skor rata-rata aktifitas kelas yaitu dari 48,2% pada siklus I, 56,1% pada siklus II, dan 62,2% pada siklus yang ke III. Rata-rata hasil belajar siswa untuk mata pelajaran IPS juga meningkat dari 64 pada siklus I, menjadi 67 pada siklus II, dan 75 pada siklus ke III.


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.


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