scholarly journals EFFECT OF THE USE OF FRACTIONAL MEDIA PUZZLES IN GRADE III STUDENTS AT SDN PUCANGSIMO I

2020 ◽  
Vol 1 (1) ◽  
pp. 8-17
Author(s):  
Rina Rusdiana ◽  
Udjang Pairin M. Basir ◽  
Muhammad Nuruddin

The study was backed by teachers who did not use the learning media while learning to teach and students felt difficulties in remembering and understanding fractional matter so that many students gained value under the embassy. Based on the background, the research aims to describe the influence of the use of media puzzles on student learning outcomes. This method of research is Pre-Experimental Design with One Group Of Pre-Test Post-Test which only involve one class. The purpose of this research is to learn the students ' learning outcomes before and after using the media puzzle in grade III students at SDN Pucangsimo 1. The samples in this study were grade III students numbering 49 children. This study was conducted for two meetings with a 1-week time interval. The results showed that in pretests activities (without using media) There are 30 students in the category of incomplete, there are 10 students who are in the category completed or reach the value of the KKM and there are 9 students who value above the KKM. As for the average student learning results when Pretests reaches 68 in the classical has not fulfilled the KKM, while in post-test activities There are 35 students who obtained a value above the KKM with an average of 83. The influence of learning the fractional material mathematics of grade III students at SDN Pucangsimo 1 shows that there is a significance difference of 0.00 smaller than the significance of 0.05 (0.000 < 0.05), then the hypothesis (H1) in this study was declared acceptable. This means that the variable use of media puzzles affects students ' learning outcomes before and after using the media puzzle in the learning process.

2021 ◽  
Vol 5 (3) ◽  
Author(s):  
Pondang Elisabet Siallagan ◽  
Asnita Hasibuan ◽  
Patri Janson Silaban

The results of this study show an increase in students' outcomes the Mind Mapping learning model on the theme of Loving Plants and Animals in grade III state elementry school 030441 Pamah. These results are shown in the findings of the study, at the time of the pre-test there were 8 students (27%) achieved the passing grade and 22 students (73%) who did not achieve the passing grade with an average score of 59.93 in learning outcomes. In the post-test cycle I increased to 13 students (43%) who achieved the passing grade while 17 students (57%) did not achieved the passing grade with an average score of 66.4 in learning outcomes. In the post-test cycle II, it increased to 25 students (83%) who achieved the passing grade while 5 students (17%) did not achieve it, with an average student learning outcomes of 80.06. Furthermore, the findings of observations of teachers’ activities in carrying out learning in cycle I acquired a value of 78% (good), the second cycle increased to 92% (very good). The findings of observations of student activities in the first cycle acquired a value of 78% (good), the second cycle increased to 90% (very good).Keywords: Learning outcomes, Mind Mapping


Jurnal Socius ◽  
2015 ◽  
Vol 4 (2) ◽  
Author(s):  
Wahyudin Noor

The purpose of this study was to determine; (1) wheter there is a difference in student’ learning outcomes in the experimental class before and after the treatment of documentary film given (pre-test-post-test), (2) Whether there is an increase (gain) of students’ learning outcomes , (3) Whether documentary film are effective media in improving students’ learning outcomes, (4) how the response of the students  towards the utilization of documentary films in the teaching and learning of Social Science. This study was designed by using Pre Experimental Design of the study One Group Pre-test - Post-test. Based on the results of the study, it was found that (1) there is a significant difference in students’ learning outcomes in the experimental class before and after treatment by using documentary film given (pre-test - post-test), (2) There was an increase of (gain) of students’ learning outcomes in the experimental class after the treatment by using documentary film of 0.53 which was interpreted as moderate, (3) the effectiveness of documentary films as media to improve student learning outcomes can be seen from the increase/ difference of the pre-test and post-test result with an average of 26.48 with a deviation standard of 14.13 tasted on the media feasibility, namely judgment test where the results obtained from the test were of 73.85% from matter experts, 76.47% media expert test, 75% from computer expert so that these percentages showed that the media used in this study were feasible to be utilized (4) The  students’ responses regarding the media used from the questionnaire’s total scores ranged from 36 to 44.Keywords: teaching and learning media, documentary film , learning outcomes.


2018 ◽  
Vol 6 (3) ◽  
pp. 354
Author(s):  
Eka Trisianawati ◽  
Tomo Djudin ◽  
Yayuk Dwi Stianingsih

Penelitian ini bertujuan untuk menganalisis: 1) hasil belajar siswa sebelum dan setelah diterapkan model pembelajaran NHT, 2) perbedaan hasil belajar siswa sebelum dan setelah diterapkan model pembelajaran NHT, dan 3) besar efektivitas model pembelajaran NHT terhadap hasil belajar siswa dikelas X SMAN 1 Sungai Raya. Metode penelitian ialah metode eksperimen (Pre-Experimental Design) dengan One-Group Pretest-Posttest Design. Populasi penelitian adalah seluruh siswa kelas X IPA SMAN 1 Sungai Raya yang terdiri dari 5 kelas. Sampel penelitian ini ialah kelas X IPA5 sebagai kelas eksperimen, dengan menggunakan teknik purporsive sampling.  Instrumen untuk mengukur hasil belajar siswa menggunakan tes essay. Data dianalisis dengan menggunakan uji rata-rata, uji pair sample t-test, dan effect size.  Hasil penelitian menunjukkan bahwa: 1) terdapat peningkatan skor rata-rata hasil belajar siswa dari 45,0 menjadi 77,8, 2) Dari hasil analisis data menggunakan uji pair sample t-test dapat disimpulkan bahwa terdapat perbedaan yang signifikan hasil belajar siswa sebelum dan setelah diterapkan model pembelajaran NHT, dan 3) Nilai Effect Size sebesar 2,2 yang termasuk dalam kategori tinggi. Disimpulkan bahwa penerapan model pembelajaran NHT pada materi gerak lurus berubah beraturan berpengaruh terhadap hasil belajar siswa kelas X SMA Negeri 1 Sungai Raya. This study aims to analyze: 1) student learning outcomes before and after applying the NHT learning model, 2) differences in student learning outcomes before and after applying the NHT learning model, and 3) the effectiveness of NHT learning models on student learning outcomes in class X SMAN 1 Sungai Raya. The research method is the experimental method (Pre-Experimental Design) with One-Group Pretest-Posttest Design. The study population was all students of class X Science at Sungai Raya 1 State High School consisting of 5 classes. The sample of this study is class X IPA5 as an experimental class, using purposive sampling technique. Instrument to measure student learning outcomes using an essay test. Data were analyzed using an average test, pair sample t-test, and effect size. The results show that: 1) there is an increase in the average score of student learning outcomes from 45.0 to 77.8, 2) From the results of data analysis using pair sample t-test can be concluded that there are significant differences in student learning outcomes before and after applying the NHT learning model, 3) Effect Size values of 2.2 which is included in the high category. It was concluded that the application of NHT learning  model affecting the learning outcomes of class X students of  SMAN  1 Sungai Raya, of the subject matter rectilinear motion with constant acceleration.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Arpina Saleha ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Okviyoandra Akhyar

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh media permainan ular tangga senyawa terhadap hasil belajar siswa.Penelitian ini menggunakan nonequivalentcontrolgroupdesign. Populasi dalam penelitian ini adalah seluruh siswa kelas X MIA, sedangkan sampel penelitian yang digunakan yaitu X MIA 2 dan X MIA 3.Pada penelitian ini kedua kelas diberikan perlakuan yang berbeda,kelas X MIA 2 dibelajarkan tanpa menggunakan permainan media ular tangga senyawa, sedangkan kelas X MIA 3 dibelajarkan menggunakan media permainan ular tangga senyawa.Teknik pengumpulan data yang digunakan adalah soal tes pilihan  ganda.  Data  yang diperoleh dianalisis  menggunakan  uji mann whitney u.Data hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas kontrol lebih rendah daripadanilai rata-rata kelas eksperimen.Sehingga dapat disimpulkan bahwa terdapat pengaruh media permainan ular tangga senyawa pada materi tata nama senyawa terhadap hasil belajar siswa di SMA Negeri 1 AlalakThis study aimed to determine whether or not the influence of snake and compound compound media play on student learning outcomes. This study used nonequivalent control group design. The population in this study were all students of class X MIA, while the research samples used were X MIA 2 and X MIA 3. In this study both classes were given different treatments, class X MIA 2 was taught without using snake ladder compound media games, while classes X MIA 3 was taught using the media game snake ladder compound. Data collection techniques usedwere multiple choice test questions. The data obtained were analyzed using the Mann Whitney test. The data of the research showed that the average value of the control class post-test is lower than the average value of the experimental class.  So  it  can  be  concluded  that  there  were  the influence  of  snake  ladder compound  media  on  compound  nomenclature material  on  student  learning outcomes in SMA Negeri 1 Alalak.


2021 ◽  
Vol 7 (1) ◽  
pp. 101-120
Author(s):  
M. Chotibuddin

Learning and teaching are the most important activities in the whole educational process. This implies that the success or failure of the educational goals depends on how to design the teaching and learning process (learning) professionally. The success of the learning process cannot be separated from the preparation of students and the preparation of educators. In learning activities, methods are needed for educators and their use varies according to the goals to be achieved after teaching ends. An educator will not be able to carry out his duties if he does not master any of the teaching methods that have been formulated. The methods used in data collection are the observation method and the test method. The data analysis used was the instrument validity test, the normality test and the homogeneity test. The results of the research carried out proved that student learning outcomes before and after using the jigsaw method could be seen from the average pre-test scores of 62.00 and 76.60 post-test results. The pre-test result value is lower than the post-test score, so it means that there are differences in student learning outcomes before and after using the jigsaw method in the learning process.The percentage of the completeness criteria of the pre-test result value is 28%, while the posttest result score is 68%. From this data, it can be seen that using the jigsaw method can affect student learning outcomes. Hypothesis testing using the Product Moment Correlation test and Paired Sample T-test with the help of SPSS 20 software in the sig (2-tailed) section is known to be 0.000 <0.05. As the basis for decision making in the Product Moment Correlation test anddecision guidelines based on the probability value, it can be concluded that H0 is rejected and Ha is accepted. This means that the jigsaw method can affect the improvement of learning outcomes of class V Islamic Religious Education at MI Muhammadiyah 09 Kranji Lamongan


2021 ◽  
Vol 2 (2) ◽  
pp. 188
Author(s):  
Yami Yami

Based on the formulation of the problem, the objectives to be achieved in this study are as follows. To find out the improvement of learning outcomes after using the discussion method, in learning Social Sciences the main discussion of the location and area of Indonesia in SMPN 4 Tapung Hilir The research design set in this study is classroom action research. There are four stages in action research, namely (1) planning, (2) implementation, (3) observation, and (4) reflection. Based on the results of research conducted on students of Class VIIA IPS, amounting to 20 students, the researcher can collect data on student learning outcomes through written tests. The following are the results of pre-test and post-test learning of students taught using the discussion method. the level of mastery of students' material in the pretest as follows. value 40-46 with a frequency of 4 (20%), a value of 47 -53 with a frequency of 5 (25%), a value of 54-60 with a frequency of 4 (20%), a value of 61-67 with a frequency of 2 (10%), a value of 68-75 with a frequency of 5 (41.67%). Based on the data obtained in the pretest shows that the number of students who completed as many as 5 students or (25%), not complete as many as 15 students or (75%), while the first cycle of students who completed as many as 15 students or (75%), and incomplete 5 students or (25%).


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Marsina Sihotang ◽  
Dewi Anzelina ◽  
Patri Janson Silaban

The results of this study indicate an increase in student learning outcomes on the theme of The Beauty of Togetherness in Grade 4 of the Assisi Elementary School. This can be seen from the results of research conducted on the initial test. There are 8 students who get complete scores (30,76%) while 18 students obtained incomplete scores (69,23%) with an average student learning outcomes of 68,92. In the first cycle post-test the learning outcomes increased. There are 18 students who completed the test (69,23%) and there are 8 students who didn’t complete the test (30,76%) with an average learning outcomes of 76,80. In the second cycle post-test the results increased. There are 24 students who complete the test (92,30%) and there are only 2 students who don’t past the test (7,69%) with an average learning outcomes of 86,53. Furthermore, the results of observations of teacher activities in carrying out learning in the first cycle obtained a value of 96% (very high quality) and in the second cycle it obtained a value of 98% (very high quality). The results of observations of student activities in the first cycle obtained a value of 94 (very good) and in the second cycle it obtained a value of 98 (excellent). Thus the conclusion is that by using the Scientific learning model there is an increase in student learning outcomes


2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Marsina Sihotang ◽  
Dewi Anzelina ◽  
Patri Janson Silaban

The results of this study indicate an increase in student learning outcomes on the theme of The Beauty of Togetherness in Grade 4 of the Assisi Elementary School. This can be seen from the results of research conducted on the initial test. There are 8 students who get complete scores (30,76%) while 18 students obtained incomplete scores (69,23%) with an average student learning outcomes of 68,92. In the first cycle post-test the learning outcomes increased. There are 18 students who completed the test (69,23%) and there are 8 students who didn’t complete the test (30,76%) with an average learning outcomes of 76,80. In the second cycle post-test the results increased. There are 24 students who complete the test (92,30%) and there are only 2 students who don’t past the test (7,69%) with an average learning outcomes of 86,53. Furthermore, the results of observations of teacher activities in carrying out learning in the first cycle obtained a value of 96% (very high quality) and in the second cycle it obtained a value of 98% (very high quality). The results of observations of student activities in the first cycle obtained a value of 94 (very good) and in the second cycle it obtained a value of 98 (excellent). Thus the conclusion is that by using the Scientific learning model there is an increase in student learning outcomes


2017 ◽  
Vol 2 (2) ◽  
pp. 74
Author(s):  
Rohmah Indahwati ◽  
Hasan Basri

This study aims to determine (1) the influence of social usage of Facebook on student learning outcomes, (2) student response in solving problems using Facebook and (3) obstacles and suggestions in implementing learning using social networking site Facebook. This finding is useful for educators to make Facebook as one of the media that can be used in teaching. This study is a combined study between quantitative and qualitative research. Quantitative research methods with the use of quasi-experimental, while the qualitative data obtained from the observation data and questionnaire responses of students about learning using Facebook media. Based on the results of pre test and post test analysis, concluded that the pre test and post test data are normally distributed so that t-test can be performed. Based on the calculation obtained and , because  concluded there is influence of the use of Facebook as a medium of learning on student learning outcomes, student responses to learning through the media Facebook can be quite good enough indikasinya is the number of comments from students related to questions posted, as many as 13 students or 76% expressed happy with learning using Facebook,  10 students or 59% who stated more freely in convey opinions, 11 students or 65% who claimed to understand the material using Facebook, 14 students or 82% who expressed interested in solving the problem through Facebook, and 12 students or 71% who said can understand the strategies in solving problems using Facebook. While the obstacles faced by most students are poor networks, limited quota and difficulty in expressing opinions through writing


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