scholarly journals PENGARUH PEMANFAATAN AUDIO VISUAL DALAM MENINGKATKAN KEMAMPUAN KONGNITIF PESERA DIDIK

2021 ◽  
Vol 3 (1) ◽  
pp. 21-24
Author(s):  
Nur Ayna ◽  
Sunarwin Sunarwin ◽  
Magdalena Dhema

Problem solving abilities  is purpose to knows the injhuenca of using andro visual in cognitve increasing of student. This research implemented in SMA Negeri 1 Talibura on semester two mi periodof 2019/2020. The populasion of this research is all the student of SMA Negeri I Talibura where the sample of the research is the student of ten class mia which 51 student with is class of mia 1 and class mia II. The interpretation of the sample is using tehnigve. This research as aform , of transparant eksperiment type with the design. The tehinige of data collection sheert and test. This research using analysis data technigne,thent is normality test homogenenity test and t-test. Normality test data refers to the data tosttribube with normaly and homogenity that is the data is homogen. Based on hypothesis testing using the t-test shows that the value of tcount = 3.14, while ttable = 2.00. This shows that the value of tcount > ttable so that. it can be concluded that the audio visual media inflecaned to abblity of congnitive of the student of SMA Negeri I Talibura.

2020 ◽  
Vol 1 (1) ◽  
pp. 11-17
Author(s):  
Rizky Nur Hidayah ◽  
Wahyudi

The purpose of this research is to know about the effectiveness of geometry maze games media on problem skills in elemantary school students. This research is a pre-experimental using in group, pretest and posttest desaign. Data collection method is interview, questionnaire, and test. The effectiveness of media from maze games seen from the results of the pretest and posttest problem solving ability by means of a test Paired SamplesT-Test with helped by SPSS 25.0 for windows. The results is significant value (2-tailed) equals 0,000 pretest and posttest. From Paired Samples T-Test game geometry maze media towards probleam solving skilss


Academia Open ◽  
2021 ◽  
Vol 4 ◽  
Author(s):  
Maulidiyah firda Yanti ◽  
Machful Indra Kurniawan

The purpose of this study is to find  how much the influence storytelling method for speaking skills of elementary school  01 Waru Sidoarjo inter class. The kind of the study use quantitative  of kind pre-experimental with one grup desain of pretest-posttest. the sampling technique in this study  use  purposive sampling technique with certain considerations, which use all members of the population as a sample of 25 students inter A class. the  data collection methods  are descriptive statistic and analysis prerequisite tests and hypothesis testing. The results of students analysis are speaking skills before using the storytelling method is in the medium category. Furthermore, the T test was compare with a 5% significance level of 1.7081.  Then it can be concluded that Ha was accepted and Ho was rejected. While the calculation of the level influence obtained 0,91 results which means that there is a large influence in the study, because eta square is 0,91 > 0,41. These results illustrate that the speaking skills of students in class 3 are influenced by using the storytelling method in grade 3 elementary school at Bangah 01 Waru Sidoarjo.


2019 ◽  
Vol 3 (2) ◽  
pp. 125
Author(s):  
Novika Hapsari Susilo ◽  
Arfilia Wijayanti ◽  
Filia Prima Artharina

This study aims to determine the application of What 's In Here game based on the Team Games Tournament (TGT) model to foster critical thinking skills of fourth grade students at Gabus 04 SDN Pati. This research is quantitative research. This study uses One Group Pretest-Posttest Design. The population in this study were all fourth grade students at Gabus 04 Pati SDN totaling 31 students in the 2018/2019 school year. The instruments used are (1) Test. (2) Questionnaire, (3) Observation, and (3) Documentation. Data analysis using technical analysis of normality test data, hypothesis testing (t-test), and N-Gain Test. The normality test is used to find out whether the class is normally distributed or not. Hypothesis testing uses the t-test. The N- Gain test is used to calculate students' critical thinking abilities. The results of the research conducted can be concluded that the game What 's In Here can be applied to foster critical thinking skills of fourth grade students at Gabus SDN 04 Pati. This can be seen from the improvement of students' critical thinking skills. Besides that it is reinforced by the results of t-test calculations obtained by tcount for critical thinking skills of 7.232 and ttable of 1.694 because of tcount (7.232)> ttable (1.694), so this shows that the t test of critical thinking skills is significant. While the results of the observations carried out the highest aspects, namely the synthesizing skills of 78.2%.


2019 ◽  
Vol 3 (2) ◽  
pp. 60
Author(s):  
Reny Eka Evi Susanti ◽  
Srini M Iskandar

ABSTRAKTujuan penelitian ini adalah (1) untuk mengetahui pengaruh penggunaan schoology dalam model belajar learning cycle 6F-problem solving terhadap pemahaman konseptual dan grafik siswa pada materi laju reaksi dan (2) mengetahui apakah ada hubungan antara pemahaman monseptual dengan pemahaman grafik siswa pada materi laju reaksi. Penelitian ini menggunakan rancangan penelitian eksperimental semu postest only design. Populasi penelitian adalah siswa kelas XI MIPA SMA Negeri 1 Genteng. Sampel yang digunakan yaitu kelas XI MIPA 4 sebagai kelas eksperimen dan XI MIPA 5 sebagai kelas kontrol. Pengujian hipotesis dianalisis menggunakan uji t dan uji korelasi dengan taraf signifikansi . Hasil penelitian menunjukkan (1) ada perbedaan yang signifikan tingkat pemahaman konseptual dan grafik siswa yang dibelajarkan dengan menggunakan aplikasi schoology dalam model belajar learning cycle 6F-problem solving dengan siswa yang dibelajarkan menggunakan model belajar learning cycle 6F-problem solving dan (2) tidak ada hubungan signifikan ntara tingkat pemahaman konseptual dengan pemahaman algoritmik siswa. ABSTRACTThe purposes of the research were (1) to find out the effect of schoology use in six phased learning cycle-problem solving toward the student’s conceptual and graphical understanding on the reaction rate, and (2) to find out the correlation between student’s conceptual undertanding with graphical understanding on the reaction rate. The design of the research was quasy experiment postest-only design. The population in this research was grade XI of Senior High School 1 Genteng. The sample which were chosen using cluster random sampling were XI MIPA 4 as an experimental class, XI MIPA 5 as the control class.The hypothesis testing was performed by t-test and correlation test using SPSS 16 for windows with a significance level  The result of the research showed that there were (1) significant differences of conceptual, algorithmic, and graphical understanding between students who learned using the applied schoology use in six phased learning cycle-problem solving and the students who learned using the six phased learning cycle-problem solving. (2) there was between student’s conceptual understanding with graphical undertanding.


2020 ◽  
Vol 7 (2) ◽  
pp. 121-128
Author(s):  
Arief Cahyo Utomo ◽  
Zaenal Abidin ◽  
Henry Aditia Rigianti

This study aimed to find out the different of efectiveness of Think Pair Share (TPS) and Jigsaw learning model on problem solving ability of 6th grade students. This study compared which has a greater effect on problem solving ability of 6th grade students. This study was a quasy experiment. The subjects of this study were 6th grade elementary school students in Ngadirojo Kidul, Wonogiri, Indonesia. Data collection used were pretest and post test technique. Data analysis used was Anova with T-test where previously preceded by prerequisite test (homogenity test and normality test). The result of this study is there is difference between TPS learning model and Jigsaw learning model. TPS learning model has a greater influence in improving problem solving ability of 6th grade elementary school students.


2015 ◽  
Vol 5 (1) ◽  
Author(s):  
Hasbullah Hasbullah ◽  
Eva Yuni Rahmawati

<p>The aim of the study was to determine the effect of hypnoteaching learning <br />methods on students’ motivation in learning English at mathematics epartment. <br />Experiment was conducted on a sample of 90 students at mathematics department in UNINDRA PGRI. Data collection was performed by administering treatment hypnoteaching learning methods and by implementing pratest and post test students' learning motivation. Analysis of research data using unpaired t-test Data invitation SPSS Version 16. The finding suggest that there are significant effects of hypnoteaching methods on students’ motivation to learn English at mathematics department in UNINDRA PGRI. <br /> <br />Keywords: learning methods, hypnoteaching, motivation to learn, english.</p>


2021 ◽  
Vol 2 (1) ◽  
pp. 01-07
Author(s):  
Melyani Sari Sitepu ◽  
Juli Maini Sitepu ◽  
Satrio Wicaksono, M.Pd

This research is motivated by the problems of the low value of the student's character on SDN Gedanganak 01, which does not use attributes complete when the flag ceremony, taking out the trash is not in place,  students who do not do their homework. The formulation of the problem is whether scouting extracurricular effect on the character values ​​of elementary school students. This study aims to determine the effect of scouting extracurricular on the character values ​​of student at SDN Gedanganak 01, District East Ungaran. The method used is quantitative. The study population were students of class IV and class V SD Negeri Gedanganak 01 with total 51 students. Data collection techniques in this study was the observation. Research hypothesis testing using t test. The results showed Scouting extracurricular effect on the character value of students at SDN Gedanganak 01. This is evidenced by the results of the analysis of the t-test is equal to 0.000 as significant value. The significant value of 0.000 ≤ α (0.05). So the hypothesis which says scouting extracurricular affect to character value of students at SDN Gedanganak 01, District East Ungaran accepted


Author(s):  
Nur Hasanah Ahniar ◽  
Hendra Marwazi ◽  
Rismarini Yufita

Infusion pump is a device used to enter fluid into the patient's body through a continuous. At present there are two types of infusion pumps namely vertical infusion pumps and horizontal infusion pumps. Both infusion pumps have different technologies. The aim of this study is to compare the performance results of the two infusion pumps. Infusion Pump is given 3 different liquid infusions, use 3 parameters flowrate setting (50 ml / h; 100 ml / h; 200 ml / h) and the data collection repeated for 5 times, with 3 minutes time for each parameter. The results of data collection will be tested using the normality test and difference test. Infusion Pump was calibrated first by using the Infusion Device Analyzer to check the condition of the tool. Based on the results of the T-test where the significant value is greater than 0.05, which means that the null hypothesis is accepted while the alternative hypothesis is rejected


2020 ◽  
Vol 1 (2) ◽  
pp. 145-150
Author(s):  
Perabu Nita ◽  
Wiranto

This study aims to determine the effect of push-ups with feet on a bench on top service ability in volleyball games for class X IPS students at SMA Negeri 3 Palembang. This research is an experimental research with one group pretest-posttest design. The sample in this study amounted to 25 students, the data were processed using statistical formulas in the form of calculating the average, standard deviation, and two-mean test. The analysis in this study used the t-test formula at a significant level of 5%. The results obtained were that there was an effect of push-up training with legs on the bench on the upper service ability in volleyball games in class X IPS at SMA Negeri 3 Palembang, p. This can be proven based on the t test data analysis, the results obtained tcount = 2.495> ttable = 1.71. Therefore, according to the predetermined hypothesis testing criteria, it can be concluded that Ha is accepted and Ho is rejected because there is a significant effect of the push up exercise with the legs above. bench against the Ability of Top Service in Volleyball Games for Class X IPS Students at SMA Negeri 3 Palembang


Author(s):  
Intan Rahayu ◽  
Farida Mayar

This research originated from the fact that was found in Aisyiyah 29 Tanjung Aur Kindergarten, Padang, that children's creativity ability is not well developed, because the media is less varied. The aim of the researchers was to raise this title to find out whether clay influences the creativity of early childhood in Aisyiyah 29 Kindergarten Tanjung Aur Padang. Children's creativity can be developed through clay media. After going through the process and stages of clay can be used by children so that it is safe and harmless when forming activities with clay. The research method used is a quantitative method with experimental quasy types. Tests in the form of 4 items are used as data collection techniques, then processed using the t-test. The results of the post-test data analysis of the experimental class scored an average of 80 using clay activities and the control class gained an average of 71.67 using paper pulp.  


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