scholarly journals The Use Of Teaching Media In Expression Orale (Speaking) Class At French Education Study Program

2021 ◽  
Vol 2 (3) ◽  
Author(s):  
W E Sekeh

The purpose of this study is to find and describe the use of teaching media and find out its role in improving students’ learning outcomes at French Language Education Study Program of Manado State University. This research uses classroom action research methods. The results show that the use of teaching media effectively improved student learning outcomes by increasing stundents’ mastery of learning subject by 20% and increasing student learning outcomes by 11.34%. The use of teaching media makes the teaching and learning process more interesting and arouses student interest and motivation. Keywords: teaching media, CAR, learning outcomes, interests, motivation. 

2019 ◽  
Vol Volume 2 Nomor 3 ◽  

The purpose of this study is to find and describe the use of teaching media and find out its role in improving students’ learning outcomes at French Language Education Study Program of Manado State University. This research uses classroom action research methods. The results show that the use of teaching media effectively improved student learning outcomes by increasing stundents’ mastery of learning subject by 20% and increasing student learning outcomes by 11.34%. The use of teaching media makes the teaching and learning process more interesting and arouses student interest and motivation.


2021 ◽  
Vol 9 (1) ◽  
pp. 27-33
Author(s):  
TIURLINA SIREGAR

This study aims to determine the feasibility of a literacy culture-based chemistry module on the Elements Periodic System (SPU) material and to determine the increase in student learning outcomes. Research Methods Research and Development. The sample of the research was 12 students of the Master of Science Education Study Program, FKIP UNCEN. The results showed that the chemistry module was suitable for use as teaching material and the improvement of student learning outcomes with the n-Gain test was obtained an average of 0.81 in the high category


Author(s):  
Halimah Tussadiah ◽  
Mutia Febriyana

This study aims to determine (1) the validity of the development of the cooperative learning model type team games tournament (TGT) based on snake and ladder game media which is carried out online on Indonesian Literature material for students of the Indonesian Language Education study program, FKIP UMSU ?, and (2) the effectiveness of model development. Cooperative learning type team games tournament (TGT) based on snake and ladder game media which was carried out online on Indonesian Literature material for students of the Indonesian Language Education study program, FKIP UMSU. This research is a type of development research with a 4D model, namely define, design, develop, and disseminate. Data collection techniques in this study were carried out through observation, questionnaires, and tests. The research trial was carried out in Semester IV of the Indonesian Language Education Study Program. The results of the study proved that student learning outcomes reached 100% after being given the application of the team games tournament (TGT) learning model based on the snake and ladder game media. The results of the validity test by the validator show that the use of snake and ladder game media is valid and effective in online learning.


2021 ◽  
Vol 4 (3) ◽  
Author(s):  
Wahyu Hutria ◽  
Nurhasan Syah ◽  
Azwar Inra

Jobsheet learning media is designed to improve student learning outcomes so that students can understand the overall material provided and help learn independently. This research aims to develop a  Jobsheet learning medium in the course of Stone and Concrete Work Practices Building Engineering Education Study Program that is valid, practical, and effective. This research uses Research and Development (R&D)method with 4-D development model. The subject of the study was a building engineering education student who took a course in Working Practice of Stone and Concrete Semester January-June 2019. The results obtained in this study are as follows:(1) produce jobsheet learning media    (2) Validity of Jobsheet learning media,  declared valid on the content aspect with a value of   0.83 and valid on the aspect of media format with a value of 0.89,  (3) Practicality of  jobsheet learning media based on two responses lecturers expressed very practical with a percentage of 89.92% and based on  15 responses students expressed very practical with a percentage of 85.03%, (4)  Jobsheet learning media, otherwise effective can improve the knowledge aspect of students who use  Jobsheet seen from student learning outcomes and effectively improve aspects of student skills seen from results and practice reports. Based on the results of this study, it can be concluded that  jobsheet learning media has been valid, practical and effective as a teaching material in the course of Working Practice of Stone and Concrete.


2018 ◽  
Vol 4 (1) ◽  
pp. 101-105
Author(s):  
Surya Wisada Dachi

Abstract. The research objectives are: (1) To determine the effect of using multimedia power pointts on student learning processes, (2) Knowing the effect of using multimedia power pointts on student learning outcomes. This type of research is Classroom Action Research (CAR), which is to determine the effect of using multimedia power pointts on student learning outcomes of mathematics education study program FKIP UMSU. The results showed that the influence of multimedia power pointt on learning outcomes was very influential where the results of hypothesis testing obtained tcount of 6.71 while t table of 1.67 at the 5% level of significance (α = 0.05), it turns out tcount> t table, then Ho is rejected Ha accepted.Keywords: Multimedia Power pointts and Student Learning Outcomes


2021 ◽  
Vol 3 (2) ◽  
pp. 196-207
Author(s):  
Dicky Ryan ◽  
Zulfah Zulfah

This research is based on the low interest in student learning towards teaching and learning activities through online. Because there is a limited knowledge of students who are not sensitive to technology and information, some students complain because of the difficulty in accessing this online learning. Even so, there are several learning applications that are free, but because of the low interest in students learning about learning applications and because of a lack of understanding of how to use them, here the researchers conducted student observations of online learning via WhatsApp. The purpose of this study was to determine how much influence the increase in online learning via WhatsApp on student interest in learning. This research is a collaborative classroom action research between the researcher, the teacher as the subject giving action and the students as the recipient of the action. This research was conducted at MA Hasannah in class X MIPA, with 13 students. The data collection method used by researchers is in the form of filling out a questionnaire using google form, while the research instrument is the questions that are presented on the questionnaire filling sheet on the google form. In this study it can be concluded that there is low student interest in online learning so that it affects student learning outcomes, so the solution is to use the WhatsApp application in online learning.


Author(s):  
Asrul Huda ◽  
Nelda Azhar ◽  
Almasri Almasri ◽  
Suryo Hartanto ◽  
Khairul Anshari

<p class="0abstract"><strong>— </strong>Based on preliminary observations on the implementation of Graphic Design learning, it is indicated that it is only limited to using printed module media, lecture methods, guided practice and not yet using media with android technology. This study aims to: (1) Generate a practical learning media for Graphic Design based on Android Technology. (2) Producing Learning Media Graphic Design based on Effective Android Technology. This research is a Research and Development. This study uses a study design development with 4D development model that consists of four main stages, namely, Define (definition), Design (design), Develop (development), and Disseminate (deployment). Based on the practicality test, the practicality test value was 85%. Effectiveness Test of learning media for Android-based Graphic Design shows effective results , this is also shown with a significant level of 0,000 &lt;0.05, which means that there are significant differences between Student Learning Outcomes before being given an Android-based media ( Pretest ) and learning outcomes students after being given an Android-based media ( Posttest ) in the Informatics Engineering Education Study Program, Faculty of Engineering, State University of Padangs.</p>


Author(s):  
Pandu Prabowo Warsodirejo ◽  
Budianto Budianto

This study aims to determine whether there are significant differences between student learning outcomes using media concept maps and Audio-Visual media on educational statistics material in the Biology Education Study Program by teaching using concept map media and Audiovisual media. This type of research is experimental research. The sample in this study was only 1 class, 32 students. Sampling was done by purposive sampling. The results of this study indicate that student learning outcomes use audio-visual media rather than teaching using concept maps, where obtained 𝑋̅1 = 7.806 and SD 𝑋̅1 = 0.788 for Audiovisual Media, while for conventional teaching obtained 𝑋̅2 = 6.333 and SD 𝑋̅2 = 2.224 While the percentage the increase in student learning outcomes of the experimental class was 35.12% and the percentage of the control class increased by 32.20%. The results of data analysis showed t hit> t table (5.43> 2.00). So it can be concluded that there is an influence of the use of audio-visual media on learning outcomes in biology statistical material for the fourth semester of the Biology Education Study Program.


PROMUSIKA ◽  
2019 ◽  
Vol 6 (1) ◽  
pp. 22-30
Author(s):  
Oriana Tio Parahita Nainggolan

The terminology of counterpoint comes from the Italian language “punctus contra punctum”. Counterpoint consists of two or more melodic lines. The basic counterpoint consisting of two melodic lines (it is usually called inventions two voices). In the study of counterpoint in Music Education Study Program at Performing Arts Faculty, Indonesia Institute of the Arts Yogyakarta, the researcher found that students facing the difficulty in making inventions two voices. Regarding solve the problem, the researcher using Sibelius software as a learning media. This research is a classroom action research with the aims to increase the learning result of students in learning counterpoint by using Sibelius software. The result shows that Sibelius software can simplify and accelerate in making two-part inventions. The data obtained from students’ result in making two-part inventions and questionnaires that distribute to students at the end of the semester. In the preliminary stage, the data showed that only 6 (16, 70%) out of 36 students got excellent marks. This percentage increases until the second cycle, there are 21 (58, 33%) out of 36 students got excellent marks. This result showed the increasing of student learning outcomes in study Kontrapung II by using Sibelius software on making two-part inventions.


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