scholarly journals Upaya Peningkatan Aktivitas dan Hasil Belajar Siswa Kelas VII 6 SMPN 1 Praya Melalui Penerapan Pembelajaran Metode GNT (Guided Note Taking) Tahun Pelajaran 2017/2018

2019 ◽  
Vol 4 (4) ◽  
pp. 1
Author(s):  
HM SOSIAWAN

This study aims to determine the extent to which the activities and results of mathematics learning in junior high school students of Class VII.6. The type of research is classroom action research. This research was conducted at Praya 1 Public Middle School with 32 students consisting of 16 male students and 16 female students. This study uses a quantitative approach. Analysis of the data used in this study in the form of student activity observation sheets, and student learning outcomes test data. From the results of the study showed an increase in the average activity and student learning outcomes, namely in the first cycle the average value of student activities 11.35 was active, while the average value of student learning outcomes was 67.5 and the percentage of completeness was 81%. In the second cycle the average value of student learning activities 18.2 is categorized as very active, while the average value of student learning outcomes is 70 and the percentage of completeness is 87.5%

2021 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Desi Aryanti Hidayat ◽  
Artika Artika ◽  
Asep Ikin Sugandi

This research is a classroom action research. The problem formulated in this study is whether through a mathematical realistic approach can improve the results of junior high school students' results on set material? The aim is to examine increasing mastery of set concepts. This research was conducted on students of class VII-C SMP PGRI Arjasari 2019/2020 school year with a total of 36 students. The instrument used was a test of learning outcomes as a test of students' mastery of mathematical concepts, for initial tests (before action), cycle I tests and II (after giving the action), and observation sheet at the time of giving and implementing the action. The results of the analysis obtained based on written tests carried out there was an increase in the average learning outcomes In the second cycle, the first meeting average value of 70.1 with the highest value of 90 and the lowest value of 45. After carrying out the actions in the second cycle of the second meeting there was an increase in the results student learning. This is seen in the average value of 80.92 with the highest value of 100 and the lowest value of 50. The percentage of classical completeness increased from the first cycle of meeting 1 by 25% and meeting 2 by 38%. Furthermore, in the second cycle also increased, at the first meeting 69% to 86%. Means that had reached more than or equal to the specified KKM 70. At the end of the first cycle student learning outcomes seen that at the end of the first cycle the percentage of learning completeness was 38% and does not meet the classical learning completeness criteria that have been determined, then the research is continued to the second cycle. After the implementation of the second cycle, shows that at the end of the second cycle learning achievement reached 86% with the number of students who completed as many as 31 students, meaning completeness based on the number of students when that is 36 people, because there are 5 people who haven't finished.


2020 ◽  
Vol 8 (3) ◽  
pp. 358-366
Author(s):  
Armi Nuridah ◽  
Partaya Partaya

The problem that occurs in the education world right now is the low learning outcomes and student creativity. Based on references, the roles playing method is an effective learning method for increasing student creativity and learning outcomes. The purpose of this study is to determine the effectiveness of the roles playing method on creativity and student learning outcomes and to find out the effectiveness of the roles playing method on learning the immune system. This research is a quasi-experimental research with nonequivalent control group design. The population are all students of grade 11 in MIA MAN 2 Semarang 2018/2019 school year. The sample is determined by purposive sampling and 2 classes have selected as the experimental class and the control class. In this study the experimental class carried out immune system learning using the roles playing method while the control class used the lecture method. The results showed that 85.56% of the experimental class students has creativity with creative to very creative categories while the control class is only 41.67% of students included in the creative and very creative categories. Student learning outcomes data show that the classical learning completeness of the experimental class is higher than the control class with a difference of 36.12%. The average value of learning outcomes and the average N-Gain score of the experimental class students also have a higher average value of the control class. The implementation of learning the roles playing method gained a score of 95.56%. Based on the description it can be concluded that the role playing method is effective on the creativity and learning outcomes of high school students and it can be concluded that the role playing method is effectively applied to learning the immune system because the results of the study already meet all the indicators that have been set.


2021 ◽  
Author(s):  
Muhammad Hasbi

Abstract The aims of this study were to determine effectiveness of the mathematics learning approach inimproving students’ mathematical connection. This research used two Group Pretest-Posttest designs. The sample selected of this study was from random sampling, that is two classes were selected with 58 students. This research was conducted in grade VIII-1 Junior High School Al-Islamiyah Putat-Tanggulangin, Sidoarjo. The instruments of this research used essay test and observation. The results showed that the practicality of the realistic mathematic learning approach effectively used, was characterised by the ability of the teachers to manage learning to meet the criteria of good; student activities, positive student responses, and completeness of the classical student learning more than 80%. Furthermore, based on student learning outcomes, it can be concluded that the students' mathematical connection ability increases.


Author(s):  
Enny Rahayu ◽  
Mutia Febriyana ◽  
Halimah Tussadiah

Student Centered Learning-based learning model which was conducted online in the midst of the Covid 19 pandemic in Indonesian language learning at SMP Muhammdiyah 01 Medan, namely in class VII junior high school students. This study uses a 4D development model (define, design, develop, and disseminate). The subjects of this study were students of SMP Muhammadiyah 01 Medan class VII-A using a small class scale totaling 25 students. Obtaining data through documentation techniques, questionnaires, observation and tests. The data analysis technique used is descriptive quantitative data analysis. The feasibility of learning media refers to the results of media assessments by the developed learning media experts. The results of this study indicate that the powtoon learning media using a student centered learning-based learning model has met the appropriate and valid criteria for use in Indonesian online learning in the midst of the Covid 19 pandemic where in this case learning activities, teacher and student interactions get a percentage of student learning completeness. The test given was 85%. Based on the results of the analysis of student learning outcomes tests, it can be concluded that student learning outcomes tests developed using Powtoon media with a student centered learning based learning model obtained complete criteria.


2018 ◽  
Vol 7 (3) ◽  
pp. 191
Author(s):  
Syofia Yohana

The problem faced in this study is the low science learning outcomes in material related to chemistry. The purpose of this study was to determine the improvement of student learning outcomes through the Laboratory Inquiry learning model on acid, alkaline, and salt material in class VII of SMP 1 Percut Sei Tuan Tahun. Action research was conducted in class VII of SMP Negeri 1 Percut Sei Tuan with a total of 32 students. The research took place in 2 cycles by expressing four stages in each cycle, namely: the stages of planning, implementation, observation, and reflection. Analysis of research data in the form of quantitative and qualitative data which is the student learning outcomes (pre-test and post-test) and the results of observations of students' skills utilizing percentage, namely by calculating the increase in student mastery learning individually. The results of the first cycle test, there were 17 students (53.13%) had achieved mastery learning while 15 students (46.87%) had not achieved mastery learning. After it was found that there was an increase, it continued to give action in the second cycle. Then the results of the second cycle test were found to have a substantial increase in the number of students completing, namely from 32 students. It turned out that 28 students (87.50%) had achieved mastery learning, only four students (12.50%) had not reached completeness in learning. Students' skills in conducting practicum have increased significantly. Based on the results of the first cycle test and the second cycle test, it can be concluded that the Laboratory Inquiry Learning Model on Acid, Base, and Salt material can improve the learning outcomes of junior high school students.


2020 ◽  
Vol 3 (1) ◽  
pp. 19
Author(s):  
Asep Yusuf ◽  
Ruslan Mubarok

The problem of this research is how to apply realistic mathematics to the wide discussion and the circumference of flat shapes. The aim is to identify the difficulties of junior high school students in completing story questions in broad and rounded discussion. This research method is classroom action research. Subjects of the study included students of class IX-B at SMPN 1 Campaka Mulya. The instrument tested was a test sheet containing 5 questions in the form of a description. The study was conducted in three cycles, in each cycle consisting of several stages, namely planning, implementing actions, observing, and reflecting. From the results of the study obtained information related to improving student learning outcomes. This is known from the average value and percentage of mastery learning in each cycle that is increasing. In cycle I the average value is 53.8 with completeness of learning 3.7% and included in the category of inadequate, the average value of cycle II is 75.2 with mastery learning 40.7% and included in the category enough, and the average value the average cycle III is 82.8 with mastery learning reaching 92.5% or included in the Good category. After the implementation of the action, it appears that students become more happy and enthusiastic in learning mathematics by using a realistic approach to the broad discussion and the circumference of flat shapes.


2020 ◽  
Vol 4 (2) ◽  
pp. 86-90
Author(s):  
Yayuk Arnawati

IMPROVING THE LEARNING OUTCOMES OF JUNIOR HIGH SCHOOL STUDENTS TO MASTERING DYNAMIC ELECTRIC CONCEPTS THROUGH INCREDIBLE LEARNING MODELS This study aims to improve student learning outcomes, know the process of improving student learning outcomes, and know the magnitude of the increase in student learning outcomes in the Dynamic Electricity material in class IX D SMP Negeri 5 Bogor City in the 2019/2020 academic year, through the inkuri learning model. This research is a Classroom Action Research by providing action on research subjects in two learning cycles. The results of this study indicate that the application of the Inquiry Model to Dynamic Electricity in class IX D SMP Negeri 5 Bogor City shows an increase in the average score of 59.57. increased to 70.48 in cycle I and 81.67 in cycle II. From the description above, it can be concluded that the application of the Inquiry model can be used by educators to increase the activities and learning outcomes of students, therefore researchers suggest that the application of learning methods needs to be socialized and used in science learning in schools in the Bogor City Education Office.


Jurnal Kiprah ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. 84-90
Author(s):  
Andi Kaharuddin ◽  
Nasrun Syahrir ◽  
Trisniawati

Sipakatau, sipakalebbi dan sipakainge merupakan budaya moral Bugis di Sulawesi Selatan yang perlu dilestarikan di dalam pembelajaran. Tujuan penelitian ini untuk melihat peningkatan hasil belajar matematika siswa SMA dari implementasi budaya sipakatau, sipakalebbi, sipakainge. Penelitian ini termasuk metode penelitian tindakan kelas. Delapan puluh delapan siswa kelas IPA XI SMA Negeri 5 Makassar menjadi sampel penelitian. Instrumen yang digunakan dalam mengumpulkan data menggunakan instrumen observasi dan tes hasil belajar siswa. Hasil penelitian ini menunjukan bahwa: (1) Implementasi budaya sipakatau meningkatkan hasil belajar siswa sebanyak 87%; (2) Implementasi budaya sipakalebbi meningkatkan hasil belajar siswa sebanyak 88%; dan (3) Implementasi budaya sipakainge meningkatkan hasil belajar siswa sebanyak 85%. Secara umum disimpulkan bahwa implementasi budaya sipakatau, sipakalebbi dan sipakainge meningkatkan hasil belajar siswa kelas IPA XI SMA Negeri 5 Makassar sebesar 86%. Sipakatau, sipakalebbi, and sipakainge are bugis moral cultures in South Sulawesi that need to be preserved in learning. The aim to see the improving in mathematics learning outcomes of high school students from the implementation of the culture of Sipakatau, Sipakalebbi, Sipakainge. This research was a class action research method. 88 students of class XI IPA of SMAN Negeri 3 Makassar became the research sample. The instrument used to collect data uses student learning outcomes tests. The results of this study indicated that as many: (1) the application of sipakainge culture increases student learning outcomes by 87%. (2) the application of sipakalebbi culture increases student learning outcomes by 88%. and (3) the application of sipakainge culture increases student learning outcomes by 85%. In general, it is concluded that the implementation of sipakatau, sipakalebbi and sipakainge culture improves student learning outcomes of class XI IPA SMAN 5 Makassar by 86%.


2021 ◽  
Vol 15 (2) ◽  
pp. 140
Author(s):  
Rediana Manurung ◽  
Dede Sugandi ◽  
Epon Ningrum

Utilization of the environment as a learning resource is expected to influence student activities so that student learning outcomes are maximized. Therefore, it is necessary to have the support of teachers who have professional competence in learning geography. The purpose of this study was to determine the effect of teacher professional competence in utilizing the environment on student learning outcomes at SMA Negeri Pelalawan. The research method used in this study is a descriptive study method, using a quantitative approach. The population in this study were teachers of geography as well as students of class X Social Sciences in SMA Negeri Pelalawan totaling 52 teachers and 552 students of class X Social Sciences. The number of samples used were 4 teachers of geography and 135 students of class X IPS. The test used is linear regression test. The results of this study are that there is a relationship between the professional competence of geography teachers in utilizing the school environment on student learning outcomes with sig. = 0.000. The value of the regression equation for teacher professional competence on learning outcomes is Y= 17.696 + 0.371X. The value of R square is 0.329. This value implies that the effect of teacher professional competence (X) on learning outcomes (Y) is 32.9%, while 67.1% is influenced by other variables not examined. Suggestions for teachers to improve professional competence, so that they can carry out their professional duties as a teacher well in order to achieve the learning objectives that have been set.


2016 ◽  
Vol 2 (1) ◽  
Author(s):  
Miftah Farid Adiwisastra

Abstract - This study aims to build a model of multimedia learning such as drill and practice that improve for student learning outcomes. The method used is us in this research is a method of research and development (R & D). Its for test the performance of the media as well as determine the feasibility of this game was tested to the field. It is hoped this game could help improve student learning outcomes. This study also aims to determine the views and interests of students towards learning using multimedia learning model of drill and practice, and to see the validity or appropriateness interactive quiz game that has been built as well as to see the students' multimedia assessment have been developed. Questionnaires were used in this study include field survey questionnaire used is given to two junior high school students of Islamic Boarding School Darul Muta'allimin Tasikmalaya and student assessment questionnaire to the interactive quiz game. In this research showed that almost all of the students gave positive responses regarding the use of multimedia learning model such as drill and practice with an interactive quiz game, students give a very good assessment of the learning multimedia interactive quiz game with a percentage rating of 91, 979%, and get increased learning outcomes. Keywords : Multimedia Learning, Drill and practice, Interactive Quiz Game Abstrak - Penelitian ini bertujuan untuk membangun multimedia pembelajaran model drill and practice untuk meningkatkan hasil belajar siswa. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan atau Research and Development(R&D). Menguji kinerja media serta mengetahui tingkat kelayakan game ini diujikan ke lapangan. Diharapkan game ini mampu membantu meningkatkan hasil belajar siswa. Penelitian ini juga bertujuan untuk mengetahui pandangan dan ketertarikan siswa terhadap pembelajaran yang menggunakan multimedia pembelajaran model drill and practice dan untuk melihat validitas atau kelayakan game kuis interaktif yang telah dibangun serta untuk melihat penilaian siswa terhadap multimedia yang telah dikembangkan. Kuisioner yang digunakan dalam penelitian ini diantaranya adalah kuisioner survey lapangan yang diberikan kepada 2 siswa SMP IBS Darul Muta’allimin Tasikmalaya dan kuisioner penilaian siswa terhadap game kuis interaktif. Dari penelitian ini didapatkan hasil yaitu hampir seluruh siswa memberikan respon positif mengenai pembelajaran yang menggunakan multimedia pembelajaran model drill and practice dengan game kuis interaktif , siswa memberikan penilaian sangat baik terhadap multimedia pembelajaran game kuis interaktif dengan persentase penilaian sebesar 91.979%, dan mengalami peningkatan hasil belajar. Kata kunci : Multimedia Pembelajaran, Drill and practice, Game kuis interaktif


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