scholarly journals THE EFFECT OF ROLE PLAYING AND SNOWBALL THROWING LEARNING MODEL ON STUDENTS’ SPEAKING SKILL AT GRADE III ELEMENTARY SCHOOL IN GUGUS RA KARTINI

2021 ◽  
Vol 5 (5) ◽  
pp. 1377
Author(s):  
Yusmi Yusmi ◽  
Su‘ad Su‘ad ◽  
Murtono Murtono

The purpose of this study was to describe the influence of role playing and snowball throwing learning models on students’ speaking skills at third grade elementary school in RA Kartini cluster. This research was an experimental research. The population in this study were students at grade III of elementary schools in RA Kartini cluster. From this population, the research samples were 60 grade III elementary school students. Data collection techniques included giving questionnaires, observation and documentation. The final analysis utilized descriptive analysis and inferential analysis. Inferential analysis was coducted by operating independent sample t-test to determine the influence role playing and snowball throwing models. The results of the analysis of the first hypothesis test between the role playing class and the conventional class showed a significance value of 0,000 (0,000 <0.05) and the tcount value was 3,943, while the ttable value was 2.024 (3,943> 2,024), meaning that Ha1 was accepted. This indicated that role paying had an effect on speaking skills. The second hypothesis test between the snowball throwing class and the conventional class showed a significance value of 0.02 (0.02 <0.05) and the t-count value of 3.370, while the t-table value was 2.024 (3,370> 2,024) meaning that Ha2 was accepted. This confirmed that the snowball model throwing significantly influenced the students’ speaking skills. The third hypothesis test showed that between the role playing and snowball throwing learning models the significance value of speaking skills was 0.017 (0.017 < 0.05) and the t-count value was 2.498 while the t-table value was 2.024 (2.498> 2.024). Referring to the hypothesis testing, Ha was accepted and Ho3 was rejected while Ha3 was accepted. Thus, it was concluded that role playing learning model was more influential than snowball throwing learning on the students’  speaking skills at the second grade of elementary school in Gugus RA Kartini.

2020 ◽  
Vol 4 (3) ◽  
pp. 463
Author(s):  
A.A.Sg Paramita Ari Putri ◽  
I Wayan Sujana

The problems that underlined this research included: the development of children's social skills was still not optimal, learning models in the classroom were less varied, including in the selection of media and, the interaction of students with other students was still lacking so that learning was still monotonous and less interesting. This study aimed to analyze the effect of the project-based learning model which is assisted with traditional clogs toward the social skills of the fifth-grade elementary school students. The study applied a non-equivalent control group design. Determination of the sample applied random sampling techniques. The population of this study was all students of class V. In this study, the obtained samples were 62 people. Data collection applied observation techniques. The instrument was the observation sheet. The calculation results of average gain in students’ social skills scores were given the treatment of project-based learning models in which learning was assisted with traditional game clogs included 0.295 in the category of very sufficient, while students who were taught conventional learning models had an average score of social skills score of -0.022 , belongs to the less category. Thus, based on these findings, it can be concluded that the project-based learning model assisted by traditional game clogs influences the social skills of fifth grade elementary school students. This model can be used as a choice by teachers to be used as an alternative to improve social skills.


2019 ◽  
Vol 1 (1) ◽  
pp. 29-40
Author(s):  
Riani Ika Oktafianti ◽  
Riawan Yudi Purwoko ◽  
Erni Puji Astuti

The purpose of this study was to develop a culture-based mathematics learning model through traditional Javanese games and find out the feasibility so that it could be used for elementary school students. This development research uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Through these stages of development, it  produce culture-based mathematics learning model through traditional Javanese games products with the main products in the form of model books, student books, teacher books, syllabus, lesson plans, and student worksheets. The research subjects were 19 fourth grade students at Klegenwonosari Elementary School. The data collection techniques in this study were carried out test and non-test. The data analysis technique in this study was in scores and percentages. Starting from the needs analysis of learning models, culture-based needs analysis, and curriculum analysis it is known that the use of mathematical learning models through traditional games has been done but outside learning, students were lack of knowledge about the traditional Javanese culture games that were Gobag Sodor and Engklek. Based on the results of the study, the mathematical learning model through traditional Javanese games fulfills the valid criteria with an average score of 3.79 from the model expert's assessment. Fulfill the effective criteria by obtaining the results of completeness of students 84.21% and get very positive students responses with a percentage of 90.90%. Therefore, Culture-based Mathmatics learning model through traditional Javanese games is suitable for elementary students. Keywords: traditional Javanes games, mathematics models, ethnomatematics


2017 ◽  
Vol 8 (2) ◽  
pp. 280-294
Author(s):  
Zaki Al Fuad ◽  
Helminsyah ◽  
Aprian Subhananto

Development of Creative Montage Learning Model with View, Scissor, Paste, and Tell Techniques to Improve Speaking Skills of Elementary School Students. The purpose of this study is to find out (1) whether the model of creative montage learning with LGTC techniques can facilitate teachers in improving the skills of elementary students. (2) the design of creative montage learning model with LGTC technique can improve the speaking skill of elementary school students. (3) description of success rate of creative montage learning model with LGTC technique toward students' speaking skill. This research was conducted in class III SDIT Al-Azhar Banda Aceh with population of 31 students. Research begins with early observation to school and discussion with teachers at the school. The next activity is an instrument test. Instruement used in the form of observation sheet of students' speaking skill, skill test sheet and implementation plan of learning model. Data collection techniques used are observations, tests, and interviews. Observations were made to the learning process which included teacher and student activities. While the test is used to measure the level of ability or speaking skills of students after learning by mengguanakan model creative montage with LGTC techniques. The result of the research shows that the improvement of students' speaking skill in grade IV. The test results show, the initial value obtained is 61.65 increased to 80.45 after extensive testing. The response from siswapun shows that this model is very popular with students, and also very helpful for teachers in teaching.   Abstrak Pengembangan Model Pembelajaran Montase Kreatif dengan Teknik Lihat, Gunting, Tempel, dan Ceritakan untuk Meningkatkan Keterampilan Berbicara Siswa Sekolah Dasar. Tujuan dari penelitian ini ialah untuk mengetahui (1) apakahmodel pembelajaran montase kreatif dengan teknik LGTC dapat memudahkan guru dalam meningkatkan keterampilan siswa SD. (2) rancangan model pembelajaran montase kreatif dengan teknik LGTC dapat meningkatkan keterampilan berbicara siswa SD. (3) gambaran tingkat keberhasilan model pembelajaran montase kreatif dengan teknik LGTC terhadap keterampilan berbicara siswa SD.Penelitian ini dilakukan di kelas III SDIT Al-Azhar Banda Aceh dengan populasi 31 siswa. Penelitian dimulai dengan observasi awal ke sekolah dan diskusi dengan guru-guru di sekolah tersebut. Kegiatan selanjutnya ialah uji coba instrument. Instruement yang digunakan berupa lembar pengamatan keterampilan berbicara siswa, lembar tes keterampilan dan lembar keterlaksanaan rencana model pembelajaran. Teknik pengumpulan data yang digunakan yaitu observasi, tes, dan wawancara. Observasi dilakukan terhadap proses pembelajaran yang meliputi aktivitas guru dan siswa. Sedangkan tes digunakan untuk mengukur tingkat kemampuan atau keterampilan berbicara siswa setelah dilakukan pembelajaran dengan mengguanakan model montase kreatif dengan teknik LGTC. Hasil penelitian menunjukkan terjadinya peningkatan keterampilan berbicara siswa kelas IV. Hasil uji coba menunjukkan, nilai awal yang didapat yaitu 61,65 meningkat menjadi 80,45 setelah dilakukan uji coba secara luas. Respon dari siswapun menunjukkan bahwa model ini sangat digemari oleh siswa, dan juga sangat membantu guru dalam mengajar. Kata kunci: Montase Kreatif, Teknik LGTC


2019 ◽  
Vol 7 (2) ◽  
pp. 157
Author(s):  
Elza Pristy Latifah ◽  
Wahyudi Wahyudi ◽  
Yohana Setiawan

The purpose of this study was to examine the differences in effectiveness of PBL learning models with TPS in terms of the critical thinking skills of elementary school students in mathematics. This research is a quasi-experimental study. In this study, the Non-equivalent Control Group Design design is used to investigate the effects of the two variables used. In this study 19 students at Bacem Elementary School and 19 students at Waru Elementary School, Jepon District, Blora Regency. The two groups were given different treatments, namely the PBL learning model was treated in the experimental group at Bacem SDN, and the TPS model was treated in the control group at Waru Elementary School. Based on the results of the study, H_oditotak and H_a were accepted. The analysis in this study used the Ngain test to determine the increase in the average value of the results of the pretest and posttest. This is based on the results of the NGain analysis showing an increase in value after being given PBL treatment of 0.64, while the increase in value after being given TPS treatment was 0.53. Based on all analysis results, it can be concluded that there are significant differences in effectiveness in this study. Evidently the application of PBL learning models has a higher level of effectiveness when compared to the TPS learning model of the critical thinking skills of fifth grade students in mathematics


2018 ◽  
Vol 1 (1) ◽  
pp. 65
Author(s):  
Kustiarini - Kustiarini ◽  
Pedi - Prasetyo

Abstrak. Tujuan Penelitian Ini adalah untuk meningkatkan hasil belajar matematika siswa kelas IV SD materi lambang bilangan romawi bagi siswa kelas IV semester 2 SDN Sumur 03 tahun 2016/2017 melalui model pembelajaran Role Playing. Penelitian ini merupakan penelitian tindakan kelas (PTK) yang terdiri dari 3 siklus.  Tiap siklus terdiri dari empat tahapan yaitu (1) Perencanaan (2) Tindakan, (3) Observasi  (4) Refleksi. Penelitian ini dilaksanakan selama 4 bulan yaitu Februari  sampai dengan Mei 2017 yang bertempat di SDN Sumur 03, Kecamatan Cluwak, Kabupaten Pati. Subyek penelitian ini  adalah siswa kelas IV semester 2 tahun  2016/2017 yang terdiri dari 13 siswa. Metode pengumpulan data melalui metode observasi, dokumentasi dan tes. Teknik analisis data yang digunakan adalah deskriptif komparatif yaitu dengan membandingkan hasil belajar matematika pra siklus dengan hasil belajar matematika setelah siklus. Kesimpulah hasil penelitian ialah setelah dilakukan penelitian tindakan kelas melalui model pembelajaran Role Playing, hasil belajar mata pelajaran Matematika materi lambang bilangan romawi bagi siswa kelas IV semester 2 SDN Sumur 03 mengalami peningkatan baik secara teoritik maupun empirik. Kata Kunci: Hasil Belajar Matematika, Bilangan Romawi, Role Playing  Abstract. The purpose of this research is to improve the mathematics learning outcomes of the fourth grade elementary school students the material of the Roman numerals for the fourth grade students of semester 2 of SDN Sumur 03 of 2016/2017 through the Role Playing learning model. This research is a classroom action research (CAR) which consists of 3 cycles. Each cycle consists of four stages, namely (1) Planning (2) Action, (3) Observation (4) Reflection. This research was conducted for 4 months, from February to May 2017 which was held at Sumur 03 Elementary School, Cluwak District, Pati Regency. The subjects of this study were fourth grade students in semester 2 of 2016/2017 consisting of 13 students. Data collection method through observation, documentation and test methods. The data analysis technique used was descriptive comparative by comparing the results of pre-cycle mathematics learning with the results of mathematics learning after the cycle. Conclusion the results of the study are after conducting classroom action research through the Role Playing learning model, the learning outcomes of Mathematics subject matter Roman numerals for fourth grade students in semester 2 of SDN Sumur 03 experienced an increase both theoretically and empirically. Keywords: Learning Outcomes of Mathematics, Roman Numbers, Role Playing   


Author(s):  
Andi Kaharuddin

The purpose of this study was to determine the effect of problem-based learning models towards the mathematics learning outcomes of 6th-grade students of an Elementary School accredited B in Kendari City. This study is quantitative experimental research. The population in this were all 6th-grade students of an Elementary School accredited B in Kendari City. The technique of determining the sample was done by cluster random sampling. Data analysis used is descriptive statistics and inferential statistics where the hypothesis test used is the t-test. The results showed the effect of problem-based learning models better than direct instruction and problem-based learning model positive effect on mathematics learning outcomes of 6th-grade students of an Elementary School Accredited B in Kendari City.


Author(s):  
Isnaeni Isnaeni

<em>The purpose of this study was to improve mathematics learning outcomes for students in grade II elementary schools with the Project Based Learning (PjBL) learning model by making projects in the form of nail boards in groups. The research conducted was a Classroom Action Research (CAR) in three cycles, with each cycle consisting of one meeting. The stages of each cycle are planning, implementing, observing and reflecting. In the first cycle, the students who completed the evaluation were 37,5%. In the second cycle, students who completed the evaluation were 81,25%. In cycle III, students who completed after evaluating were 93,75%. These results indicate that the Project Based Learning (PjBL) learning model by making projects in the form of nailed boards in groups can improve mathematics learning outcomes for Class II students at SDN 1 Randegan.</em>


2021 ◽  
Vol 4 (1) ◽  
pp. 32
Author(s):  
I Putu Windu Pratama ◽  
Ign. Wayan Suwatra ◽  
I Made Citra Wibawa

There have been many studies examining the effect of the two stay two stray learning model on the science learning outcomes of elementary school students, but the results of these studies have not received further studies to summarize and retest the effectiveness of the effect of the learning model used. This study aims to determine the effect of the two stay two stray learning models on the science learning outcomes of elementary school students. This research is library research with a meta-analysis data analysis technique. The subject of this research is a research article totaling 13 articles from various Sinta accredited research journals. Data collection using the library study technique was continued by conducting a study on articles related to the research topic. The data that has been obtained is reprocessed using quantitative methods. Based on the results of the analysis of the use of the two stay two stray learning models in learning, it is proven that it can improve student learning outcomes, the lowest is 0.41 and the highest is 2.67. Based on the results of the study, it can be concluded that the Two Stay Two Stray learning model can improve students' science learning outcomes in the experimental group which is larger than the control group. This shows that the Two Stay Two Stray learning model has an effective influence on science learning.


2021 ◽  
Vol 2 (2) ◽  
pp. 168-175
Author(s):  
Astuti Mulyaningsi ◽  
Ida Bagus Kade` Gunayasa ◽  
Muhammad Irawan Zain

This study aims to determine the effect of the CTL learning model assisted by the Bima folklore on the speaking skills of the fourth grade students at Cluster 1 of Wawo District. The results of this study are expected to be theoretically and practically useful. This study was an experimental research with a quasi experimental design type nonequivalent control group design. The population of this study was all fourth grade students of Elementary School at cluster I of Wawo District academic year 2020/2021 with 86 students in total, consisting of SDN 2 Maria, SDN Inpres Ntori, SDN 3 Maria, and SDN Inpres Kombo. The sampling technique of this research was cluster random sampling type of probability sampling with grade 4 of SDN 3 Maria and SDN Inpres Kombo students as the sample. The data collection method in this study was a test of students' speaking skill used an assessment rubric (pretest-posttest). Data analysis was carried out by using the normality test, homogeneity test and hypothesis test used the polled variance of t-test formula. Hypothesis test at 5% significant level produced tcount = 4.80 while ttable = 1.687, in other words tcount> ttable. Based on the test criteria, if t_count> t_table, then H0 is rejected and Ha is accepted. Therefore, it can be concluded that there is an effect of the CTL learning model assisted with the Bima folklore on the speaking skills of the fourth grade students at cluster I Wawo District in the academic year 2020/2021. Thus it can be stated that the learning model of Contextual Teaching And Learning (CTL) with the help of the Bima folklore can be applied in grade IV elementary school students to improve speaking skills.


2020 ◽  
Vol 5 (2) ◽  
pp. 191
Author(s):  
Lutfiana Ristianisa ◽  
Suhardi Suhardi

The lack of creativity and skills to speak Bahasa Indonesia in grade IV teachers in some elementary schools directly impacts the learning process of Bahasa Indonesia in the classroom. The learning process of Bahasa Indonesia lessons was still delivered with a mixture of mother tongue or daily regional language. The purpose of this study was to explore the significant influence of role-playing models on Indonesian language speaking skills in grade IV elementary school. This type of research was pseudo-experimental research (quasi-experimental) using a quantitative approach. The population in this study was the entire fourth grade of elementary school consisting of 7 elementary schools. The sampling process used the purposive sampling technique, which meant selecting experimental and control classes—the method of extracting data with field observations and live interviews. The results showed on the variable Indonesian language speaking skills; students obtained a value of Fcount  was 81,352 and p = 0,000. So it can be concluded that there is a significant influence on applying role-playing type cooperative learning to the Bahasa speaking skills of grade IV elementary school students. The findings of this study will have implications for improving students' Bahasa speaking skills.


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