scholarly journals Students Motivation and Understanding of Football Using Android Media

2021 ◽  
Vol 13 (2) ◽  
pp. 1411-1418
Author(s):  
Bambang Gatot Sugiarto

In this pandemic period, a teacher must use effective media in the learning process to increase student understanding and motivation. This study aimed to see differences in student motivation and understanding in learning football material before and after using android media. This research is quantitative research with a pre and post-test design group. The population in this study was the eighth class of VIII SMPN 1 Cimahi, Cimahi Regency, the academic year 2020-2021 in August. The sample in this study was in the eighth class of SMPN 1 Cimahi. Statistical analysis used a parametric test if it fulfilled the classical assumptions. The results showed increased student motivation and understanding of football material before and after implementing learning using Android media. Through these results, the teacher can use Android to learn, especially during a pandemic like now.

2020 ◽  
Vol 5 (1) ◽  
pp. 32-39
Author(s):  
I Made Hartawan

 The purpose of this research is to find out whether there is an influence of media play on the cognitive development of children aged 5-6 years at Widya Kumara Santhi Kindergarten, Banjar District, Buleleng Regency 2016/2017 Academic Year. Playdough is one activity that is beneficial for the development of a child's brain. Cognitive development is a change in thinking or intellectual abilities. According to Minister of Education Regulation no. 58 of 2009 revealed that one aspect of cognitive development that needs to be developed in children aged 5-6 years is the concept of shape, color, size, and pattern. Shapes taught to young children are geometric shapes such as circles, triangles, squares and rectangles. This type of research is using a quantitative approach, the target of this study is 30 children aged 5-6 years at TK Widya Kumara Santhi, Banjar District, Buleleng Regency. From the results of quantitative research using Pre Experiments with the type of one group pre-test and post-test desaign. Based on the results of the t test, the significance value (sig) was 0,000. The significance value of the t test is smaller than the maximum limit set at 0.05 (sig ≥ 0.05) so that it can be concluded if there are significant differences in the cognitive development of children before and after using media play. From the results of the paired sample t test, it can be concluded that media play has an effect on cognitive development (Ha accepted). With the acceptance of the working hypothesis it can be concluded that the media playdough has a quite high influence on the Cognitive Development of Children Aged 5-6 Years at Widya Kumara Santhi Kindergarten, Banjar District, Buleleng Regency.


Author(s):  
Finaty Ahsanah ◽  
Dias Tiara Putri Utomo

This current study is aimed to know whether any improvement or not in using digital comics as the media on student’s English competence. The researchers used a quantitative approach with a pre-experimental design. This research was conducted at Universitas Muhammadiyah Lamongan and the sample was 42 pharmacist medical students. The instrument that was used to measure students’ English competence was the Test of English as a Foreign Language (TOEFL). The result of the test was analyzed by using statistical analysis of paired sample t-test. The finding showed that there was significant improvement before and after the treatment, it can be proved by the significant value of the pre and post-test which was 0.000 (2 tailed). Since the significance value (2-tailed) was less than 0.05, it means that the hypotheses of this study were accepted. In other words, the students positively received the use of digital comics for English learning activities. Therefore, digital comics can be assumed as an effective media or tool for enhancing students’ English competence.   


Author(s):  
Qonita Haibah ◽  
M. Kristanto

  Penelitian kuantitatif ini bertujuan untuk mengetahui seberapa besar pengaruh bermain play dough terhadap kreativitas membentuk geometri anak pada Kelompok B di RA As-Syuhada’ Pedurungan Semarang Tahun Ajaran 2016/2017. Jenis Penelitian ini adalah penelitian kuantitatif dalam bentuk Pre Experiment Desain dengan desain yang digunakan adalah One Group Pre-Test And Post-Test Design. Populasi penelitian adalah seluruh siswa RA As-Syuhada Pedurungan Semarang Tahun Ajaran 2016/2017. Sampel yang diambil terdiri dari dua kelas yaitu kelompok B1 berjumlah 20 anak dan kelompok B2 berjumlah 20 anak. Peneliti menggunakan teknik Non-probability sampling dengan jenis sampling purposive. Tekhnik pengumpulan data dalam penelitian ini berupa dokumentasi dan observasi. Hasil analisis data dapat disimpulkan bahwa terdapat pengaruh bermain play dough terhadap kreativitas membentuk geometri anak pada kelompok B di RA As-Syuhada’ Pedurungan Semarang Tahun Ajaran 2016/2017. Hal tersebut dapat diketahui dari perolehan  14t hitung">  7,66 > 14ttabel"> 1,729 dan meningkatnya rata-rata kreativitas membentuk geometri anak, sebelum perlakuan 51,3 menjadi 69,8 sesudah perlakuan. Kelompok eksperimen mengalami peningkatan sebesar 18,5%.Kata Kunci : Kreativitas Membentuk Geometri Anak, Bermain Play DoughThis quantitative research aims to find out how much influence play dough play on creativity to form the geometry of children in Group B in RA As-Syuhada' Pedurungan Semarang Academic Year 2016/2017. This type of research is quantitative research in the form of Pre Experiment Design with the design used is One Group Pre-Test And Post-Test Design. The study population is all students of RA As-Syuhada’ Pedurungan Semarang Academic Year 2016/2017. Samples taken consisted of two classes namely group B1 amounted to 20 children and group B2 amounted to 20 children. The researcher used Non-probability sampling technique with purposive sampling type. Technique of collecting data in this research in the form of documentation and observation. The result of data analysis can be concluded that there is influence of play dough to creativity to form child geometry in group B in RA As-Syuhada’ Pedurungan Semarang Academic Year 2016/2017. It can be known from the acquisition of t calculate 7,66> ttable 1,729 and the increase of creativity mean to form child geometry, before treatment 51,3 become 69,8 after treatment. The experimental group experienced an increase of 18.5%.Keywords: Creativity Shaping Child Geometry, Play Dough


2019 ◽  
Vol 4 (2) ◽  
pp. 442
Author(s):  
Edi Edi ◽  
M Taufik

<p><em>The age of adolescence is a period of transition from children to adulthood, where at this time there is a process of development and change both physically, emotionally and intellectually which is experienced as preparation for entering adulthood.  The lack of understanding of sexuality information directed will cause adolescents to take high risk actions for their own health.  One method that can be applied is sexuality education using the snake ladder game. One method that can be applied is sexuality education using the snake ladder game. The purpose of this study was to determine the effectiveness through the game of snakes and ladders as an educational media for adolescent sexuality in Hidayatul Muslimin 1 Kubu Raya Madrasah Ulya. This research is a quantitative research with pre-experimental design with one group pre and post test design approach. The number of samples are 120 respondents.  The sampling technique is purposive sampling.  Data were obtained using a questionnaire and analyzed by paired t test.  The results of the study showed that it was increasing in knowledge and attitudes towards the results of statistical analysis of knowledge which obtained a value of p = 0,000 &lt;0,05.  As for the results of the attitude statistical analysis the value of p = 0,000 &lt;0,05 was obtained. There is a significant relationship between the knowledge and attitudes of students with snake ladder sexuality media in Hidayatul Muslimin 1 Kubu Raya Madrasah Ulya.  Thus the snake ladder game can be used as an effective health education tool in changing knowledge and attitudes</em></p><p><em><br /></em></p><p><em><em>Usia remaja adalah masa peralihan dari anak-anak ke masa dewasa, dimana pada masa ini terjadi proses perkembangan dan perubahan baik fisik, emosional maupun intelektual yang dialami sebagai persiapan memasuki masa dewasa. Kurangnya pemahaman informasi seksualitas yang terarah maka akan menyebabkan remaja untuk melakukan tindakan berisiko bagi kesehatan mereka sendiri semakin meningkat. Salah satu metode yang bisa diterapkan adalah edukasi seksualitas menggunakan permainan ular tangga. Tujuan penelitian ini adalah untuk mengetahui efektivitas melalui permainan ular tangga sebagai media edukasi seksusalitas remaja di Madrasah Ulya Hidayatul Muslimin 1 Kubu Raya. Penelitian ini merupakan penelitian kuantitatif dengan desain pra eksperimen dengan pendekatan one group pre dan post test design. Jumlah sampel yaitu 120 responden. Teknik pengambilan sampel adalah purposive sampling. Data diperoleh dengan menggunakan kuesioner dan dianalisis dengan uji t berpasangan. Hasil penelitian menunjukkan bahwa ada peningkatan pengetahuan dan sikap terhadap hasil analisis statistik terhadap pegetahuan yang diperoleh nilai p = 0,000 &lt;0,05. Sedangkan untuk hasil analisis statistik sikap diperoleh nilai p = 0,000 &lt;0,05. Terdapat hubungan yang bermakna antara pengetahuan dan sikap siswa dengan media ular tangga seksualitas di Madrasah Ulya Hidayatul Muslimin 1 Kubu Raya. Dengan demikian permaian ular tangga dapat digunakan sebagai sarana edukasi kesehatan efektif dalam perubahan pengetahuan dan sikap</em></em></p>


Author(s):  
Eka Novitasari

Media audiovisual dapat digunakan sebagai media layanan informasi yang dapat  dimanfaatkan oleh konselor dan siswa untuk membantu siswa dalam memahami materi layanan.  Tujuan penelitian adalah untuk membuktikan apakah layanan informasi dengan media audiovisual efektif untuk meningkatkan pemahaman tentang motif menikah dikalangan siswa kelas XII SMK Muhammadyah Sayung Demak. Rancangan penelitian ini adalah termasuk dalam jenis eksperimental design, dengan metode the one group pre test – post test design. Subyek dalam penelitian ini adalah siswa kelas XII SMK Muhammadyah Sayung Demak tahun ajaran 2017/2018 sebanyak 18 siswa. Instrument yang digunakan dalam pengumpulan data adalah instrument tes pemahaman. Hasil penelitian menunjukkan bahwa terdapat peningkatan pemahaman tentang motif menikah dikalangan siswa sebelum dan sesudah diberikan layanan informasi dengan media audiovisual (z=  3.732,  P<0.05). Jadi layanan informasi dengan media audiovisual efektif untuk meningkatkan pemahaman tentang motif menikah dikalangan siswa. Penelitian ini mempunyai implikasi bahwa guru bimbingan konseling disekolah perlu memberikan layanan informasi dengan media audiovisual untuk meningkatkan pemahaman tentang motif menikah dikalangan siswa.   Audiovisual media can be used as an information service medium that can be used by counselors and students to help students understand the service materials. The aim of the research is to prove whether information service with audiovisual media is effective to improve understanding about married motives among class XII students of SMK Muhammadyah Sayung Demak. The design of this study is included in the type of experimental design, with the method of the one group pre test - post test design. Subjects in this study were students of class XII SMK Muhammadyah Sayung Demak academic year 2017/2018 as many as 18 students. The instrument used in data collection is the comprehension test instrument. The results showed that there was an increased understanding of the motives of marriage among students before and after being given information services with audiovisual media (z = 3.732, P <0.05). this study has implications that information services with audiovisual media are effective to improve understanding of the motives of marriage among students.


2018 ◽  
Vol 6 (2) ◽  
Author(s):  
Nur Hidayati

The objectives of the study are (1) To find out the students’ vocabulary mastery before being taught by using homophone stories, (2) To find out the students’ vocabulary mastery after being taught by using homophone stories, (3) To find out the significant difference the vocabulary mastery of the seventh grade students of SMP N 1 Kranggan before and after being taught using homophone stories. The population of the study was the seventh grade students of SMP N 1 Kranggan. The writer took class 7D as a sample of the study. The class consists of 31 students. The writer used experimental quantitative research in the study. Test as the instrument was used to collect the data. The objective of conducting try out test was to measure the validity, reliability, discrimination power, and level difficulty of the test. The data was computed and it was find out that 30 items were valid. Then, the valid items were used for the pre-test and post-test of vocabulary mastery item tests. The result of the mean score of students before being taught by using homophone stories was 56.34 and the mean score of students after being taught by using homophone stories was 77.5. The result showed that the mean score of post-test was higher than pre-test. Then, the writer calculated t-test to know whether or not there was significant difference students’ achievement between them who were taught before using homophone stories and students who were taught after using homophone stories. The result showed that t-test was higher than t-table. It was 9.19> 1.697. It means that there is significant difference between the students’ vocabulary mastery after being taught by using homophone stories and before being taught by using homophone stories. From the data above, it can be concluded that the students’ vocabulary mastery after being taught by using homophone stories was higher than the students’ vocabulary mastery before being taught by using homophone stories. The data prove that it is effective to use homophone stories as a media teaching in improving students’ vocabulary mastery.


2021 ◽  
Vol 8 (2) ◽  
pp. 129-144
Author(s):  
Niveyla Mamaghe ◽  
Paula Rombepajung ◽  
Paula Hampp

The aim of the research is to improve the students’ vocabulary through the use of Glossing technique. The design of this research is quantitative research through pre-experimental design with pre-test and post-test design This study was conducted at SMP Anugrah  Tondano. The subject of the research was the second grade students in academic year of 2019/2020. The writer used reading text of Narrative text .The result of the data analysis showed that there was an increase between the pre-test and post-test. It can be seen from 10 students showed that the mean score of  pre-test was 53 and  post-test was 74 score. Based  on this finding from this study, it can be concluded that having more vocabulary significantly affects the comprehension of the students reading activity. Moreover by having many vocabulary the students can easily get the information and can enrich their knowledge by reading a lot of book. Finally, this research proved that theGlossing technique effective to improve student’s vocabulary in reading comprehension.


Author(s):  
LATHIFATUT TOHAROH ◽  
Ismatul Khasanah

Jenis Penelitian ini adalah penelitian kuantitatif dalam bentuk Pre Experiment Desaindengan desain yang digunakan adalah One Group Pre-Test And Post-Test Design. Populasi penelitian adalah seluruh siswa TK ABA Aisyiyah 51 Semarang Tahun Ajaran 2016/2017. Sampel yang diambil terdiri dari dua kelas yaitu kelompok A1 berjumlah 23 anak dan kelompok A2 berjumlah 23 anak. Peneliti menggunakan teknik Non-probability sampling dengan jenis sampling purposive. Data yang diperoleh dalam penelitian ini diperoleh melalui dokumentasi dan observasi. Hasil analisis data dapat disimpulkan bahwa terdapat pengaruh yang signifikan pada kolase daunterhadap keterampilan motorik halus anak padakelompok A di TK ABA Aisyiyah 51 Semarang Tahun Ajaran 2016/2017. Hal tersebut dapat diketahui dari perolehan   5,55  >1,729 dan meningkatnya rata-rata kolase daun terhadap motorik halus anak, sebelum perlakuan 64,70 menjadi 73,83 sesudah perlakuan. Kelompok eksperimen mengalami peningkatan sebesar 9,13% setelah diberikan treatment empat kali.Kata Kunci : Kolase Daun,Ketrampilan Motorik Halus This type of research is quantitative research in the form of Pre Experiment Design with the design used is One Group Pre-Test And Post-Test Design. The population of the study were all students of Kindergarten ABA Aisyiyah 51 Semarang Academic Year 2016/2017. Samples taken consisted of two classes namely group A1 amounted to 23 children and group A2 amounted to 23 children. The researcher used Non-probability sampling technique with purposive sampling type. Data obtained in this study obtained through documentation and observation. The results of data analysis can be concluded that there is a significant effect on leaf collage of fine motor skills of children in group A in kindergarten ABA Aisyiyah 51 Semarang Academic Year 2016/2017. It can be known from the acquisition of 5.55> 1.729 and the increase of leaf collage average to the child's fine motor, before treatment 64,70 to 73,83 after treatment. The experimental group experienced an increase of 9.13% after being given treatment four timesGoogle Terjemahan untuk Bisnis:Perangkat PenerjemahPenerjemah Situs WebPeluang Pasar GlobalTentang Google TerjemahanKomunitasSeluler.Keywords: Leaf Collage, Fine Motor Skill 


2018 ◽  
Vol 1 (2) ◽  
pp. 62-77
Author(s):  
Tunggul Sri Agus Setyaningsih ◽  
Hesti Wahyuni

The aimed of study to analyze theinfluenced of puzzle game stimulation on socialization and independence development in preschoolers.This research was a quantitative research with Quasi experimental one group pre test post test design. The samples were 5 years old 60 months children with development in doubt on socialization and independence aspects which amounted to 17 people by purposive sampling technique. The instrument of this research was using a puzzle and Pre-screening Children Development Questioner. The statistical test used wilcoxon test for the children development status before and after the intervention showed a significant value 0,000 pvalue smaller than 0,05 so it can be concluded that there is a significant effect between puzzle stimulation to socialization and independence development. Keywords: Development Area, Puzzle, Quasi eksperimental    


Author(s):  
Abdul Aziz Rifaat

The objective of this study was to find out the significant difference of the students in writing achievement before and after using Story Circle technique. The second objective was to find out the improvement of the students in writing achievement before and after Story Circle technique. The pre-experimental method through one group pre test-post test design was used in this study. The population and sample of the study was all 3rd semester students of S1 Nursing Science program at STIK Siti Khadijah Palembang in academic year 2018/2019. The total number of the population and sample was 35 students. The sample was taken by using total sampling technique. The tests were administrated twice as pre-test and post-test. After the pre-test was administered, the treatment was implemented. The post test was given after the treatment. The results of the tests were analyzed by using t-test through SPSS (Statistical Package for Social Science) program. The result of the study showed that there was a significant difference of the students in writing achievement before and after implementing Story Circle technique. It can be concluded that Story Circle technique could improve 3rd semester students’ writing achievement at of S1 Nursing Science program at STIK Siti Khadijah Palembang in academic year 2018/2019.


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