scholarly journals Improving Mathematics Learning Results By Implementing Circ Cooperative Learning Model

2018 ◽  
Vol 2 (2) ◽  
pp. 64-73
Author(s):  
Kasmidawati Kasmidawati

To learn a lesson well, we need to hear, see, ask questions about it, and discuss it with others. Not only that, teachers need to "do it", that is to describe something in their own way, to show their example, to try to practice their skills and to do tasks that demand the knowledge they have gained. The problems to be studied in this research are: Does the implementation of CIRC Cooperative Learningtipe model can improve the learning outcomes of mathematics? Steps taken in this model. Subject peneliatiannya is a fourth grader elementary school, conducted in class IV in addition to researchers teaching this class, because the class has problems according to the studied. Research involving two mathematics teachers in grade IV SDN 07 Pasar Salido. One teacher as the lead researcher and one other teacher as observer. This study was conducted in 3 cycles. Each cycle has 4 stages. Namely (1) Planning, (2) Action, (3) Observation, and (4) Reflection. Data analysis was done by using comparative descriptive analysis that is comparing test value between cycles with work indicator. So the data analysis in this research is done both quantitatively and qualitatively. Test results in the analysis quantitatively based on prosestase. While the data obtained from the observations were analyzed qualitatively. Some conclusions that can be drawn from the results of classroom action research (PTK) is as follows: 1) Student learning motivation in general has increased the average of motivation is quite good at the beginning of 75% of students to 90% of students in grade IV SDN 07 Salido Market. This is according to the analysis of the researcher as follows: (1) Students are happy with the variation of the learning model that they think new and they have never been before (2) The learning material discussed is relatively understandable by the students because in the previous school level has been taught. The results of tests performed on each cycle increased, except in cycle III. In cycle I the average value of 65.40, in cycle II the average value of 69.00 and in cycle III the average value of 68.00. This is according to the observation and experience of researchers because for the material students in cycle III about the media is relatively more difficult than the material in cycles I and II.    

2021 ◽  
Vol 8 (1) ◽  
pp. 87
Author(s):  
Suharni Suharni

The purpose of this study is to increase the activeness and learning outcomes of students through the Wide Game learning model in economic activity material. This research method using descriptive method. The subjects in this study were 31 students of class VIID SMP Negeri 13 Tegal. The research instrument used a questionnaire and data analysis techniques using descriptive analysis. The results of this study indicate that there is an increase in the activeness and learning outcomes of students through the Wide Game learning model in economic activity material. This is evidenced by the data in the first cycle with an average value of 70.97 and those who completed 58.04% increased the average value of 81.23 and those who completed were 87.10% in the second cycle. This increase is also accompanied by changes in behavior, students are more active, and respect others in doing tasks.


Author(s):  
Lena Aprilliana ◽  
Neneng Sutjiati ◽  
Sugihartono Sugihartono

Pembelajaran bahasa asing dalam sebuah materi ajar sangat mengutamakan pengenalan pembendaharaan kosakata. Dalam pembelajaran bahasa Jepang di tingkat Sekolah Menengah Atas, budaya Jepang turut  dipelajari dengan tujuan sebagai pengenalan dan peningkatan wawasan budaya. Beberapa kosakata benda perlu dipahami agar mempermudah dalam mempelajari budaya khas Jepang. Media pembelajaran memiliki peranan penting dalam menyampaikan materi ajar, media realia menjadi pilahan yang dianggap dapat meningkatkan penguasaan kosakata bahasa Jepang. Penelitian ini menggunakan metode kuantitatif eksperimen, dengan populasi siswa SMA Negeri 1 Lembang tahun ajaran 2015/2016. Sampel dipilih secara acak dengan jumlah 84 orang yaitu X MIA 2 sebagai kelas eksperimen dan X MIA 3 sebagai kelas kontrol. Analisis data menggunakan instrumen tes awal (pretest), tes akhir (posttest) dan angket. Hasil analisis data menunjukkan, nilai rata-rata siswa sebelum menggunakan media realia pada kelas eksperimen 30,48, pada kelas kontrol 27,69. Setelah menggunakan media realia nilai rata-rata kelas eksperimen menjadi 78,02, pada kelas kontrol 59,90. Perhitungan statistik komparasional, sebelum menggunakan media realia t hitung lebih kecil dari t tabel yaitu 1,22<2,64. Setelah menggunakan realia nilai t hitung lebih besar dari t tabel yaitu 7,52>2,64. Hal tersebut menyatakan ada perbedaan yang signifikan pada kelas eksperimen dan kelas kontrol setelah menggunakan media realia. Hasil angket menunjukkan persentase sebesar 76%-95% (sebagian besar) responden memberikan tanggapan positif mengenai pembelajaran dengan media realia. Penggunaan media realia sangat efektif dalam meningkatkan penguasaan kosakata benda yang berkaiatan dengan budaya khas Jepang.   The learning of foreign language in a learning material is prioritizing the introduction of vocabularies. In the Japanese language learning at the high school level, Japanese cultures are taught with the purpose of introducing and enhancing students’ cultural insight. Some objects vocabularies are needed to be understood in order to make ease students to learn Japanese typical cultures. The first observation conducted in this research shows that the Japanese vocabularies learning is difficult to be learnt by using book as the media of learning. Learning media has an important role in delivering learning material. Realia becomes the alternative media to enhance students in mastering Japanese vocabularies. This research employed the true experimental quantitative methods with the population of students in SMA NEGERI 1 LEMBANG in the academic year 2015/2016. The sample of this research were selected randomly with 84 students employed both as the experimental class in X MIA 2 and X MIA 3 as the control class. The instruments used in the data analysis were prettest, posttest and questionaires.The data analysis shows that the average score of students before using Realia as the learning media in the experimental class was 30.48 and 27.69 in the control class. After realia was used as the learning media, the average score of the experimental class increases until 78.20 and 59.90 in the control class. Meanwhile, the t calculation of comparational statistic calculation before using realia was smaller than the t table which is 1.22<2.64. After using realia as the learning media the t score became greater than t table which is 7.52> 2.64. It shows that there is a significant difference between experimental class and control class after using realia as the learning media. The questionnaire results shows that 76% -95% (most) of the respondents give positive feedback towards the learning with using realia as the media of learning. The use of realia as the media of learning is very effective in improving the mastery of objects vocabularies relating to the typical culture of Japan.


2022 ◽  
Vol 9 (1) ◽  
pp. 159
Author(s):  
Uswatun Hasanah

The purpose of this research is to improve the mathematics learning outcomes of social arithmetic subjects for students through the application of the contextual teaching and learning (CTL) cooperative learning model. The research method used is classroom action research which is carried out in two cycles. The subjects of this study were students of class VII.2 of SMP Negeri 1 Pemenang, totaling 21 students. This research instrument uses observation sheets, documentation, and tests. While the data analysis technique used is quantitative descriptive analysis. The results of this study indicate that student learning outcomes have increased by an average of 9% obtained from the average evaluation of student learning outcomes from the first cycle is 76% then increased in the second cycle to 85%. Based on data analysis during cycles I and II, it can be concluded: (1) The application of the CTL cooperative learning model is the best alternative in learning mathematics, (2) The application of the cooperative model can create participatory and multidirectional learning, (3) Through the application of the CTL cooperative learning model, it can improve student learning outcomes. The results also show changes in the classroom atmosphere that tend to be democratic and changes in teacher attitudes to care more about the classroom atmosphere.


Author(s):  
TEMU RAHAYU

AbstrakPenelitian tindakan kelas ini bertujuan untuk meningkatkan prestasi belajar siswa khususnya mata pelajaran Matematika materi volume prisma segi tiga dan volume tabung melalui model pembelajaran make a match. Penelitian tindakan kelas ini dilaksanakan di SDN 2 Sukomulyo Kecamatan Kaliwungu Selatan Kabupaten Kendal pada semester I, dengan subjek penelitian berjumlah 20 siswa terdiri 10 laki-laki dan 10 perempuan. Penelitian dilaksanakan dalam 2 siklus, tiap siklus dilaksanakan dua kali pertemuan dengan kegiatan perencanaan, tindakan, observasi, dan refleksi. Teknik pengumpulan data menggunakan tes untuk mengetahui prestasi belajar dan lembar observasi untuk mengetahui aktivitas siswa dan kemampuan guru dalam menggunakan model pembelajaran make a match. Analisis data menggunakan analisis deskriptif. Hasil penelitian menunjukkan bahwa pada siklus I sudah ada peningkatan dibanding pra siklus walau belum segnifikan yakni ada 13 siswa yang memperoleh nilai di atas 60 dari 20 siswa dengan ketuntasan . Selanjutnya pada siklus II ketuntasan mencapai 90 % dan nilai rata-rata 76 pada siklus I nilai rata-rata 64,5. Dengan metode make a match ini siswa lebih enjoy karena bisa tanya jawab dengan teman, intinya dapat bermain sambil belajar.Kata kunci : prestasi belajar matematika, model pembelajaran make a match.AbstractThis classroom action research aims to improve student achievement in particular subjects Mathematics triangular prism volume of material and the volume of the tube through a learning model make a match. This classroom action research conducted in SDN 2 Sukomulyo District of South Kaliwungu Kendal in the first semester, with a total of 20 students study subjects comprised 10 males and 10 females. The experiment was conducted in two cycles, each cycle held two meetings with the activities of planning, action, observation, and reflection. Data collection technique used to determine learning achievement tests and observation sheets to determine the activities of the students and the teacher's ability to use the learning model make a match. The data analysis using descriptive analysis. The results showed that in the first cycle has been no increase compared to pre-cycle though not segnifikan that there are 13 students who scored in the top 60 of the 20 students with mastery. Furthermore, in the second cycle completeness reached 90% and the average value of 76 in the first cycle the average value of 64.5. With this method51Temu Rahayu Upaya Peningkatan Prestasi Belajar….MAGISTRA - Volume 6 Nomor 2 Oktober 2015students make a match more enjoy because it can be a question and answer with a friend, the point can play while learning.Keywords : mathematics achievement , learning model make a match .


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Arinta Mega Fap ◽  
Agustina Tyas Asri Hardini

Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar serta motivasi belajar siswa. Penelitian ini merupakan penelitian tindakan kelas dengan dua siklus di SD Negeri Banyuurip, Boyolali. Subjek penelitian ini adalah siswa kelas dua serta materi yang digunakan adalah tema enam, yaitu merawat hewan dan tumbuhan. Instrumen yang digunakan adalah tes hasil belajar secara kognitif pada tiap siklus serta wawancara motivasi belajar siswa. Teknik analisis data yang digunakan adalah analisis deskriptif, uji ketuntasan rata-rata, uji ketuntasan proporsi, serta uji n-Gain. Hasil peneltian menunjukan bahawa penggunaan blended learning pada prasiklus sampai siklus kedua mengalami peningkatan. Nilai rata-rata hasil belajar siswa yang diajar menggunakan blended learning secara statistik signifikan karena t-hitung melebihi t-tabel (5,41 > 1,82). Poporsi ketuntasan siswa yang diajar menggunakan blended learning melebihi 75% dengan Z tabel (1,64) < Z hitung (182). Terdapat peningkatan hasil belajar siswa setelah diuji menggunakan n-gain berada pada kategori tinggi. Pada hasil wawancara motivasi belajar, siswa lebih menyukai pembelajaran blended learning, sehingga motivasi belajar siswa menjadi lebih tinggi dari pada sebelumnya karena kesesuaian media yang diberikan.Blended learning to improve learning outcomes and study motivation in the pandemic Covid-19AbstractThis research aims to determine the increase in learning outcomes and student learning motivation. This research is a classroom action research with two cycles at SD Negeri Banyuurip, Boyolali. The subjects of this study were students in grade two, and the material used was theme six, namely caring for animals and plants. The instrument used was a test of learning outcomes in each cycle and an interview of student learning motivation. The data analysis technique used is descriptive analysis, average completeness test, proportion completeness test, and n-Gain test. This study indicates that the use of blended learning in the pre-cycle until the second cycle has increased. The average value of student learning outcomes taught using blended learning is statistically significant because the t-count exceeds the t-table (5.41> 1.82). The proportion of completeness of students taught using blended learning exceeds 75% with Z table (1.64) <Z count (182). And there is an increase in student learning outcomes after being tested using n-gain is in the high category. In the learning motivation interview results, students prefer blended learning so that the student's learning motivation is higher than before because of the suitability of the media given.


Author(s):  
Sriyani Sriyani ◽  
Henry Januar Saputra ◽  
Sukamto Sukamto

The purpose of this study was to determine whether the application of realistic mathematics education models in mathematics learning in addition material in class I B students at SDN Palebon 01 Semarang 2020 increased. The subjects of this study were students of class I B SDN Palebon 01 Semarang, totaling 28 students from 11 female students and 17 male students. This type of classroom action research (CAR) uses data from observation, documentation and tests in a cycle consisting of 4 stages, namely planning, implementation, observation and reflection.The results of the study can be mathematics learning material addition in the application of realistic mathematics education models can improve student learning outcomes class I B SDN Palebon 01 Semarang. The statement was proven by learning activities that increased the average value of 54 in the first cycle and an average of 82 cycles. The increase in learning activities from the pre-test questions by 71% has not been completed (20 students) and 29% (8 students) in the second cycle increased to 89% by 25 and 11% (3 students) it shows that it has reached the minimum completeness criteria (KKM). Based on the results of this studysuggestions that can be submitted for teachers to innovate learning with the media and combine realistic mathematics education models to make it more fun and meaningful for students.


2019 ◽  
Vol 3 (2) ◽  
pp. 195 ◽  
Author(s):  
Puji Karuniakhalida ◽  
Maimunah Maimunah ◽  
Atma Murni

This research was inspirated by the lack of ICT-based learning media in linear program material. Linear program material has the potential to be developed visually using computer devices to facilitate students in understanding the linear programs. The aim of the study was to develop ICTbased mathematics learning media that met the validity, practicality and effectiveness. The instruments used in this research were material validation sheets, media validation sheets, response questionnaires and student motivation questionnaires. Questionnaire sheets were analyzed quantitatively and qualitatively. Based on the results of data analysis and discussion, it can be concluded that the ICTbased media of mathematics learning is valid with an average value of 3.36 by the material validator and 3.42 by the media validator. This learning media also fulfills practical requirements with an average student response of 3.45 in small group trials and 3.18 in large group trials. Learning media also influence students learning motivation.


2019 ◽  
Vol 6 (1) ◽  
pp. 27
Author(s):  
Tri Ardiyanti ◽  
Theresia Sri Rahayu ◽  
Wasitohadi ,

This classroom action research aims to improve the learning outcomes of Mathematics in fifth grade students of Cebongan 03 Elementary School through the three-dimensional model of Discovery Learning. This research was conducted in two cycles through the stages of planning, implementation, observation, and reflection. Data collection is done using observation sheets for the learning process and test questions for learning outcomes. Data analysis was carried out with comparative descriptive analysis, namely comparing student learning outcomes in the pre cycle, cycle I and cycle II. From this study the following results were obtained; in the pre-cycle of 21 students only 6 students (28.57%) were completed and 15 students (71.43%) did not complete with an average grade of 51.71. Furthermore, in the first cycle, after taking action by applying the Discovery Learning learning model, a number of 9 students (42.85%) were declared complete and 12 students (57.15%) were not completed with a class average of 63.80. Then in the second cycle results were obtained that a number of 19 students (90.5%) were declared complete and 2 students (9.5%) were not completed with a class average of 85.95. This shows that the Discovery Learning learning model assisted by the media is able to improve student Mathematics learning outcomes.


2020 ◽  
Vol 3 (1) ◽  
pp. 35-49
Author(s):  
Rahwini Rahwini

This study aims to improve the activities and mathematics learning outcomes of the KPK and FPB material in class VI students of Ketawang Karay I Elementary School in Ganding Subdistrict, Sumenep Regency, 1st Semester Academic Year 2018/2019 using the Multilevel Group learning model. This type of research is classroom action research in collaboration with colleagues. The results of the study showed that the use of the Multilevel Group learning model could increase the activeness of students in the Mathematics learning material of the KPK and FPB. In the aspect of confidence, in the first cycle with good categories, 54% confidence aspects, 69% activeness aspects, 46% learning motivation aspects, and 62% collaboration aspects. In the second cycle with a good category, it increased the self-confidence aspect to 92%, the activeness aspect to 85%, the learning motivation aspect to 85%, and the collaboration aspect to 77%. The results also show that the use of the Multilevel Group learning model can improve student learning outcomes in the Mathematics learning material of the KPK and FPB. In the pre-cycle stage the average grade of 55 with classical completeness was 23%, in the first cycle the average grade was 71 with 62% classical completeness, and in the second cycle the average value increased to 84 with 92% classical completeness.


Al Adzka ◽  
2018 ◽  
Vol 8 (1) ◽  
pp. 33
Author(s):  
Hariyanto Hariyanto

The purpose of this research is to know the improvement of the result of the study of the widespread joint building material in the second grade students in SD Negeri 02 Toyomarto Singosari with Jigsaw learning model. The research method using Classroom Action Research with 2 cycles consisting of 4 phases, namely planning, action, observation and reflection. Data collection method used in this research is observation and post test. Data analysis used is descriptive quantitative data analysis obtained from observation result of learning and post test result at every meeting. The result of the analysis shows that learning with Jigsaw learning model can improve the result of the study of the joint wake up area in the students of class VI SDN 02 Toyomarto academic year 2017/2018. The average value of cognitive learning outcomes I (60.82), then the average cognitive learning outcome II (78.9) showed an increase compared to cognitive learning outcomes I. In addition, Jigsaw learning model also improves student activeness. This is indicated by the percentage of active students more on the learning cycle II (31.11%) compared to cycle I (13,%).


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