The intensity and effectiveness of the use of media viewer othello as mediation learning to master concept of count space operation at fifth grade students of sd negeri no. 08 koto barapak kecamatan bayang

2018 ◽  
Vol 2 (1) ◽  
pp. 29-38
Author(s):  
Syafrizal Syafrizal

athematics is a very difficult subject to learn, that is not interesting compared to other subjects, and some of students like it, this is proven by the learning outcomes obtained by students is always low.To change the view is needed a way that can make students interested to learn math. Learning is a process that makes a person experience a change of behavior both in the form of knowledge and attitudes as a result of experience gained, thus the person learning is a person who experienced their own learning process.Mathematics learning should be packaged in a fun form and actively involve all students, so that students gain their own knowledge of what they must possess. This study aims to minimize students' learning difficulties in the field of mathematics studies, the activities are carried out in the learning process, by maximizing student activeness, teachers only as facilitators and motivators.In constructivist learning students learn by experiencing their own and build their own knowledge of experience experienced, and ultimately meaningful learning, if learning is meaningful, students' learning difficulties are resolved. This research was conducted in 3 cycles, each cycle consist of Planning, Action, Observation, Reflection.While the learning approach in this research using constructivist approach through Student Activity Sheet (LKS) that researchers make in a structured so that students can build their own knowledge by way of completing LKS in groups. The data in this study were obtained by test scores, observations and questionnaires, where the function of the data that has been obtained as follows: (1) Value test to determine the success of student learning to understand the material being taught.(2) Observation to determine the activity of students in learning, and a questionnaire to determine the students' response to learning with a constructivist approach. Based on the observation result indicated by the acquisition value, the average yield is less;the average value only reached 5.74%.The highest percentage of five is 33.33% of the number of students.From the data analysis, the average value and observation result that can be interpreted as follows: the average value of pre test is 5.03 and the average value of post test is 6, 92. This average yield has not reached 7.5 in line with complete learning.This progress can also be seen from the teacher's average performance.In the first action learning gets an average of 3.3 with a maximum score of five.In the second action the average score rose to 3.7.This is an increase of 0.4.From the average data the value can be interpreted as follows;an increase in the result of the average value of pre test results and the average post test with a new average indicates 7.4. This level of mastery has not reached 7.5 in accordance with the principle of complete learning but has shown success with an increase in the average result of the first action 6.92 and the second action 7.19.This is an increase of 0.27. Using the Viewer Tool Othello in class V SDN No.08 KotoBerapak Kecamatan Bayang, Kabupaten Pesisir Selatan, in the first half proved to be an effective and efficient media in Teaching and Learning.This is evidenced by the increase in student learning outcomes from the first view to the third view. The learning outcomes achieved from the first to the third learning acts show an increase in the average score, indicating the success of mathematics learning with visual aids. In the final post test the average score of learners in the subject area reaches 7.79. It shows a high level of mastery and reaches the level of mastery learning (master learning).

Alotrop ◽  
2019 ◽  
Vol 3 (2) ◽  
Author(s):  
Diana Sumiati ◽  
Amrul Bahar ◽  
Dewi Handayani

This study aimed to improve learning activities and learning outcomes of students in class X MIA 1 of Senior High School (SMAN) 8 Bengkulu on the subject of chemical bonds through the application of Auditory, Intellectualy, and Repetition (AIR) learning models by using learning media with lottery card. This study is a classroom action research consisting of three cycles, each cycle consisting of four stages, planning, action, observation and reflection. In collection of data was done by non-test and test methods, teacher observation sheets, student observation sheets and post-test. The data was processed by using simple quantitative data analysis techniques, the total value of each student, the average value, the percentage of absorptive power, learning completeness and the average observation score.The results of the study in the 2018/2019 school year showed that the application of the Auditory Intellectualy Repitition learning model using learning media with lottery  cards in class X MIA 1 of SMA Negeri 8 Kota Bengkulu could improve teacher activities, student activities and student chemistry learning outcomes. This can be seen from the average score of teacher activities in the first cycle to the third cycle in a row : 23, 27.5 and 31.5. Student activity also showed improvement in each cycle. The average score of student activity in cycle I to cycle III was sequentially 20, 25 29.5. Learning outcomes also increase in each cycle. This can be seen from the average value of the test results in each cycle, in the first cycle of 61.82, in the second cycle of 67.88, in the third cycle of 79.09. Classical absorption in cycle I, cycle II, cycle III are 61.82%, 67.88%, 79.09%, with the percentage of completeness learning in each cycle of 42%, 73%, and 87.8 %.


2018 ◽  
Vol 3 (1) ◽  
pp. 17-22
Author(s):  
Sapti Chusniati ◽  
Aidin Najihi

This study aims to find out: How learning activities and improving student learning outcomes by using the Team Games Tournament Cooperative learning model (TGT) Assisted by Visual Media in class VII-5 of Palangka Raya Muhammadiyah Middle School. This research is classroom action research (CAR). The number of research subjects was 23 students. The results of this study are: There is an increase in student learning activities, namely the score of learning activities of students in the second cycle there are 21 students who get a score of 00 3.00 and 2 students who get a score of 00 3.00 with an average score of 33, 36, so that the learning activities of students in the second cycle have been said to be good or have achieved indicators of success. learning outcomes of Social Sciences (IPS) when Pre Test obtained an average value of 39.34 with completeness in classical 4.34%. In the post-test, the first cycle obtained an average value of 53.47% with completeness in classical 30.43%. And the post-test cycle II increased with an average value of 81.30 with completeness in classical 91.30%.


Author(s):  
Evantina Krisanti

<p><em>The purpose of this study was to improve student learning outcomes in science muple grade V elementary schools with animated media assisted by google meet. The research conducted was a Classroom Action Research (</em><em>PTK</em><em>) in three cycles, with each cycle consisting of one meeting. The stages of each cycle are planning, implementing, observing, evaluating, and reflecting. At each meeting, an evaluation is carried out to find out the development of students. In the first cycle, the students' average score was 74.61. In the second cycle, the students' average score was 91.53. In the third cycle, the average value of students was 96.92. These results indicate that animation media can improve student learning outcomes, especially science muple class V at SDN Ketitang Wetan 01.</em><em></em></p>


2019 ◽  
Vol 27 (2) ◽  
pp. 1040
Author(s):  
Dearlina Sinaga ◽  
Surya Darma Pardede

This study aims at improving the activities and learning outcomes of student taxation by applying the learning strategy of the Investigation Group (IG).This type of research is classroom action research (CAR) which has been carried out in two cycles.The research strategy used is the learning structure of the Investigation Group (IG) with the research design of the Two Groups; Pre-test and post-test design.The results of observations that have been conducted show that student learning activities were improved, namely cycle I  there were 5 students or 20.84% ​​for active and very active criteria while in the second cycle of meeting I there are 14 students or as many as 58.33% for active and very active criteria,  then on cycle IIon meeting II, there are 17 students or as many as 70.83% for active and very active criteria. This shows an increase in student activity from the first and second cycle. Whereas the results of student learning tests that were carried out obtained data on the average value of learning outcomes in the pre-test with an average score of 49.16 or as many as 16.66%. In the post-test cycle I the researchers applied the learning structure the Investigation Group (IG), there was an increase in scores with an average of 67.08 or as many as 62.5% of the total population while the average value in the second cycle increased to 74.16 or as many as 79.165%. Based on the results of the above research it can be concluded that applying the learning strategy the Investigation Group (IG) can improve student activities and learning outcomes.


2019 ◽  
Vol 1 (2) ◽  
pp. 107
Author(s):  
Frindly Makarawung ◽  
I Dewe Ketut Anom ◽  
John Lombok

This research aims to determine the effect of mind mapping learning methods on the basic laws of chemistry toward learning outcomes of students of class X MIPA in SMA Negeri 2 Langowan. The sample used in this study were all students of class X MIPA of SMA Negeri 2 Langowan. This research uses an experimental method, with the research method used is Quasi Experiment  with Nonequivalent Control Group Design design. The research data were obtained from post-test results. Obtained the average value of student learning outcomes Experiment class is 85. The results showed the value of tcount = 15.7> ttable = 2.21, so H0 was rejected and H1 was accepted. Based on the results of the research it can be concluded that there is an influence on student learning outcomes on the basic laws of chemistry using mind mapping learning methods.


Author(s):  
Marcho Alex Samuel Silitonga

This study aims to determine the effect of the application of the Two Stay Two Stray learning model (TSTS) to the history of student learning outcomes at SMA Negeri 7 Medan. The research method used is quasi-experimental. The study population was students of class X IPS with a sample of 65 students consisting of 34 students of class X IPS 2 as an experimental class and 31 students of class X IPS 1 as a control class. Data collection techniques using observation and tests. The data obtained were analyzed using the t-test. The observation results showed that 91% of the experimental class students who took part in learning with the TSTS model got very good average scores. The average post-test value of the experimental class was 80.3, while the average value of the post-test of the control class that followed the learning with the conventional model was 63.70. T-test results for the post-test scores were obtained tcount > ttable (7,004 > 1,670).These results indicate that the TSTS learning model has a great influence in improving the history of student learning outcomes in class XI IPS 2 SMA Negeri 7 Medan.


2020 ◽  
Vol 3 (2) ◽  
pp. 61
Author(s):  
Lidia Muri

The study aimed to describe the implementation of scaffolding game media to improve learning outcomes of thematic learning in VI-grade at SDN 27 Pontianak (Pontianak 27 State Elementary School). The research method used by researchers was descriptive. The form of research was Classroom Action Research. Data collection techniques in this study were observed and questionnaire responses of students. Research collection tools in the form of observation sheets. This research was conducted for two cycles. The results of this study included the ability of teachers to plan learning using scaffolding game media, namely cycle I (85.81%), increased 9.94% in cycle II (95.75%) with an average value of 87.41% (category very good). The ability of teachers to implement learning in the first cycle (76.19%) increased by 16.27%, and the second cycle to 92.46% with an average value of both cycles of 92.46% (very good category), an increase of 16, 27%. The first cycle learning activities with an average of 76.45% increased by 14.84% in the second cycle with an average value of 89.07%, the average score of the second cycle learning activities 81.65% (once category) and the questionnaire response positive students as much as 85.93% (very good category). The first cycle learning outcomes test with an average value was 76.45, and the second cycle was 79.48%, the average value of the learning outcomes test was 77.97% (good category), and an increase of 30.3%. Based on data analysis of student learning outcomes, shows that the use of Scaffolding Game media can improve student learning outcomes.


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.


2020 ◽  
Vol 5 (2) ◽  
pp. 258-268
Author(s):  
Nur Laely

Thepurpose of this study was to determine the Application of Cooperative Snowball Throwing Learning Model in Thematic Learning Class 1 at MIN 3 Banyumas Academic Year 2019-2020. The type of research data used in this study is a quantitative-qualitative approach (mexing method). The subjects of this study were class I MIN 3 Banyumas Lessons in 2019-2020 totaling 33 students. The techniques used in data collection are interview, documentation, observation and test techniques. The results showed that the application of the Cooperative Snowball Throwing Learning Model could improve the thematic learning outcomes at MIN 3 Banyumas in 2019-2020. This can be proven by the learning outcomes for each cycle. In cycle I, the average score of student learning test results was 67.73, the lowest score was 45.00 and the highest score was 90.00. This is known by comparing the pre-cycle value with the value of Cycle I, the test results where the value of Cycle I is greater than the pre-cycle of the average value, namely: 67.73> 55.30. Whereas in the second cycle, the average test score was 75.91, while the lowest score was 55.00 and the highest score was 95.00. this can be known by comparing the value of the first cycle with the second cycle, the test results in which the value of the second cycle test is greater than the first cycle with an average value of 75.91> 67.73. And in the third cycle it can be seen that the average value of the test results is 83.79, while the lowest value is 65.00 and the highest value is 100.00.


2018 ◽  
Vol 4 (2) ◽  
pp. 185
Author(s):  
Siti Nurohmah ◽  
Nanang Kosim ◽  
Dede Rohaniawati

This study aims to determine student learning outcomes in Arabic subjects before the application of Big Book media, the process of applying Big Book media and student learning outcomes after the application of Big Book media in class IV MI Naelushibyan. The research method used is classroom action research through four repetitive stages of planning, implementation, observation or observation, and reflection. The object of research was 15 students. The research instrument consisted of a teacher activity observation sheet, a student activity observation sheet and a written test. Data collection techniques use observation and test techniques. The results obtained from this study are the learning outcomes of students in the pre cycle get an average score of 53. The first cycle obtained the average value of teacher activity 72.2% and cycle II obtained an average value of 94.4%. Student activity in cycle I obtained an average value of 69.21% and cycle II obtained an average value of 91.07%. Student learning outcomes in cycle I obtained an average value of 77, cycle II obtained an average value of 83.6. It can be concluded that Big Book media can improve student learning outcomes.


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