The Effectiveness of Lesson Study on Student Learning Outcomes in The Study of Mathematics Education Issues

2020 ◽  
Vol 1 (1) ◽  
pp. 25-30
Author(s):  
Lessa Roesdiana ◽  
Nita Hidayati

The study of mathematics education issues is one of the compulsory subjects in the Mathematics Education Study Program. This subject studies about crucial issues regarding education, especially for the students who are going to make a thesis. This research is a study to measure the extent of the effect of the lesson study on student learning outcomes in the study of mathematics education issues. The purpose of this study is to examine the achievement of student learning outcomes between the learning with lesson study and the learning with traditional model. This research is a quasi-experimental research with posttest control group design. The study was conducted on mathematics students in University of Singaperbangsa Karawang. The data was collected by tests and analyzed by descriptive statistical analysis and statistical inference (t-test). Based on the results of data analysis, the achievement of student learning outcomes whose learning uses the lesson study is better than the students who learn with traditional model. Thus, it can be concluded that there are significant differences in student learning outcomes between students who learn with lesson study and students who learn with traditional model.

2019 ◽  
Vol 7 (1) ◽  
pp. 81
Author(s):  
Setya Ferywidyastuti

The textbook based on Soft-skills are targeted to create student-centered learning so that they can encourage students to learn more actively in solving problems and finding more independent sources of learning and improving the quality of Soft-skills contained in the process of applying the textbook. This research was conducted in the 1st Semester of Academic Year 2018/2019 in the Study Program DIII Refraction Optician (RO) STIKES HAKLI Semarang with the number of participants of 50 students. The research development (R & D) in this study aims to produce Optical Physics textbooks using the Soft skills. The stages of this research include define, design, develop and disseminate. The research design used in the trial application of this textbook was a quasi-experimental design with the form of pretest-posttest control group-design. The results of the study show that the development of Optical Physics textbook based on Soft-skills has gone through a validation process and has been stated to fulfill the content validity set by the expert, so the developed textbook is declared valid. Increasing student activity with an average score of 3.4 shows very active criteria that have a positive effect on the value of student learning outcomes. The results of the analysis of students’ questionnaire sheets showed that the learning process was fun and easy to understand the material taught with data 87,3% of students were happy and stated practical. The application of textbooks based on Soft-skills can significantly improve student learning outcomes and their Soft-skills.


2020 ◽  
Vol 1 (1) ◽  
pp. 83-88
Author(s):  
Yesi Budiarti ◽  
Reni Tantri

Audio-visual media is a media that can display elements of images and sound elements in an integrated manner when communicating messages or information. Audio visual media is an intermediary media or the use of material and its absorbers through sight and hearing. Thus building conditions that can make students able to gain knowledge, skills and attitudes. The purpose of this study was to determine "The influence of the use of Android-based audio visual learning media on student learning outcomes". This type of research is a quasi-experimental, with the Non-equivalent Control Group Design experimental design. In sampling using a purposive sampling technique. The population and sample in this study were the fifth semester students of the PGSD Study Program, totaling 139 students. Based on the results of the study that the pre-test and post-test scores in the experimental class get a t-test value of 4.06 and a t-table of 1.70 then 4.06> 1.70. Then this can be said to be greater than t table. Thus it shows that the hypothesis has a positive influence on the use of android-based audio visual media on student learning outcomes. The magnitude of the influence of the use of audio visual media is 36.34%.


2021 ◽  
Vol 16 (5) ◽  
pp. 2300-2312
Author(s):  
Anwar Senen ◽  
Yuni Puspita Sari ◽  
Herwin Herwin ◽  
Rasimin Rasimin ◽  
Shakila Che Dahalan

Reading is useful for gaining understanding, knowledge, and information. This study aimed to determine the effect of using photo comics media on reading interest and learning outcomes in elementary social studies subjects. This research is a quasi-experimental study with a Non-equivalent Pretest-Posttest Control Group Design. The subject of this study is elementary students at the fifth grade level. Data obtained through the implementation of direct learning to school by assessment using questionnaires and tests. Analysis of the data using the t-test. The results showed that the use of photo comics media has a significant positive effect on reading interest and student learning outcomes. This was evidenced after a positive change in asking students to read after being treated with photo comics media. In addition, student learning outcomes are satisfactory after integrating photo comic media in learning activities.           Keywords: learning outcomes, photo comics, reading interest, social studies;  


Author(s):  
Nanda Fauzia Abda’u ◽  
Fattah Hanurawan ◽  
Sutarno Sutarno

<p><strong>Abstract:</strong> This study aims to determine the differences in student learning outcomes by applying the TGT model assisted by traditional games in the experimental class and student learning outcomes by applying conventional models to the control class. This study used a quasi experimental design with pretest-posttest control group design. The research data was collected using test instruments for learning outcomes in the form of pretest and posttest values. The results showed that there was a significant influence on the Teams Games Tournament learning model assisted by traditional games on student learning outcomes.</p><strong>Abstrak:</strong><em> </em>Penelitian ini bertujuan guna mengungkapkan pengaruh hasil belajar siswa dengan menerapkan model <em>Teams Games Tournament</em> berbantuan permainan tradisional pada kelas eksperimen dan hasil belajar siswa yang menerapkan model konvensional pada kelas kontrol. Penelitian ini menggunakan <em>desain quasi eksperimental</em> dengan rancangan <em>pretest-posttest control grup design</em>. Data penelitian dikumpulkan dengan menggunakan instrumen tes untuk hasil belajar yang berupa nilai <em>pretest</em> dan <em>posttest</em>. Teknik analisis data yang digunakan dalam penelitian ini yaitu Gain Score Independent sample t-test. Hasil penelitian menunjukkan ada pengaruh yang signifikan model pembelajaran <em>Teams Games Tournament</em> berbantuan permainan tradisional terhadap hasil belajar siswa.


2019 ◽  
Vol 2 (5) ◽  
pp. 323
Author(s):  
Mukti Ratnasari ◽  
Marchasan Lexbin

This study aims to examine student learning outcomes using the type of snowball throwing learning towards student learning outcomes in mathematics subjects at MTs Islam Al-Maziyyah cianjur. The use of the method in this study is quasi-experimental with pretest and posttest equivalent to the control group design. Students of class VII Islamic MTs Al-Maziyyah cianjur which amounted to 3 classes were used as the population for this study while the research sample was class VII A as an experimental class that was treated with snowball throwing learning and VII C as a control class received normal learning treatment. The research instrument was in the form of student training experiments. The results showed that the influence of the relevant use of the type of snowball throwing learning was influenced on student learning outcomes from those using the usual approach.


Author(s):  
Ari Metalin Ika Puspita ◽  
Suciati Purwo

The purpose of this study was to see the effect of the application of literacy based thematic teaching materials with a contextual approach to student learning outcomes. The method used in this study is a type of quantitative research. The research design used in this study was Quasi Experimental Design with the form of Nonequivalent Control Group Design. In the design of this study researchers used one experimental group with a control group that began with the pretest in each group. The results of this study found that the use of thematic teaching materials had a significant effect on student learning outcomes. Contextual based thematic teaching materials with a literacy approach can be used as supporting teaching materials in addition to the main teaching material.


2013 ◽  
Vol 13 (1) ◽  
pp. 69-79
Author(s):  
Fathul Zannah

Learning activities in SMAN 2 Banjarbaru has led to the observation of activities, but not optimal guided inquiry approach in detail. This resulted in performance students have not been honed, which is indispensable in biology education. This study aims to: test the significance of student learning outcomes in the form of a product between treatment classes and control classes, test the significance of the process of student learning outcomes between treatment classes and control classes, measure student performance. The study was designed with a quasi-experimental The Nonequivalent Control Group Design. Sample of this study is class grade students X5 and X4 as a class treatment and X1 as a control classes. There are differences of the average of learning product treatment classes with control classes in 3 times learning (29.5 to 28.21; 51.2 to 28.93; 70.2 to 27.14). This difference was significant sequential (Fo = 16.76, P = 0.0001, Fo = 43.60, P = 0.0001, Fo = 140.47, P = 0.0001), there are differences in the average learning in the class of treatment with a class of learning control in 3 times learning (53.8 to 30.36; 60 to 37.5: 72.1 to 31.43). This difference was significant sequential (Fo = 88.77, P = 0.0001, Fo = 98.76, P = 0.0001, Fo = 245.92, P = 0.0001, the performance of students, characterized by behavioral skills, social and psychomotor skills assessment has increased.


2020 ◽  
Vol 4 (2) ◽  
pp. 210-219
Author(s):  
Tuti Mutia ◽  

Learning objectives are achieved when students actively interact with the learning components arranged by the teacher. One of the learning components that can support the achievement of learning objectives is the learning model. One learning model that can produce open interaction between students is Think Pair Share (TPS). This model gives students the opportunity to think and help with friends. The purpose of this study was to determine the effect of the TPS learning model on learning outcomes of Geography. This type of research is a quasi-experimental (Quasi Experiment), with a nonquivalent control group design. The research variables consisted of: 1) the dependent variable was student learning outcomes and 2) the independent variable was the TPS learning model. Student learning outcomes are measured using a test consisting of two, namely objective and subjective tests. The instrument used is a multiple choice test, amounting to 40 items. Data analysis used independent T test with SPSS 20.00 for Windows. The results showed that the TPS learning model had an effect on learning outcomes. TPS provides an opportunity for students to develop their analytical skills on a problem and communicate it. Keywords: cooperative learning, think pair share model, and learning outcomes


2021 ◽  
Vol 5 (1) ◽  
pp. 17-23
Author(s):  
Nuril Nuzulia

This research is motivated by the availability of the snake and ladder game on the material of the kingdoms of Islam, Hinduism and Buddhism based on HOTS questions which have not been tested for their effectiveness on student learning outcomes. This study aims to reveal the effectiveness level of the use of snake and ladder media in the material of Islamic, Hindu and Buddhist kingdoms on student learning outcomes at SDN Ngaringan 03 Blitar. This type of research is a quasi-experimental research design with a non-equivalent control group design. The population in this study were grade 4 students at SDN Ngaringan Blitar. The research sample was taken using purposive sampling technique so that class 4A was selected as the experimental class and class 4 B as the control class. The instrument of this research is a test of learning outcomes by providing a pretest and posttest in the form of an objective test with 4 answer choices as many as 25 items taken from 40 questions that have been tested. The data analysis technique used was the N-Gain test and the two-mean similarity test (t-test). The results showed an increase in learning outcomes was better in the experimental class than in the control class. This is evidenced by the posttest mean scores of the experimental class and the control class respectively 92.12 and 73.96. This is also evidenced by the average N-Gain test for the experimental class of 0.762 with the high category and the control class of 0.294 in the low category, and supported by hypothesis testing carried out by t-test using the Independent Samples Test showing Sign 2 Tailed < 0.05, this indicates that the use of snake and ladder media is effective.


JANACITTA ◽  
2019 ◽  
Vol 1 (2) ◽  
Author(s):  
Alda Shafira ◽  
Feny Rosayanti ◽  
Sunan Baedowi

ABSTRACTInfluence Of Learning Model Picture And Picture Assisted Media Respective Wheel Games To Activity And Learning Results On The Concept Of Animal Life Cycle Students Of  Class IV This research is motivated by low learning activities that affect student learning outcomes and ultimately student learning outcomes do not reach KKM. This study aims to determine how much influence the model of learning picture and picture assisted media game wheel of luck to the activity and student learning outcomes on science subjects class IV SDN Sendangmulyo 02 Semarang. The form of this research is quantitative research with Quasi Experimental Design design with Non-equivalent Control Group Design design. Sampling technique used is Nonprobability. The population of this study is all students of class IV SDN Sendangmulyo 02 Semarang. Data collection techniques in this study using documentation, observation, tests and interviews. Data analysis techniques consist of normality test, homogeneity test, completeness test and t test. Data analysis using t test obtained result 4,452 bigger than t table that is 1,990. The result of the research shows that the use of picture and picture learning model with the media of wheel of lucky game has an effect on the activity and the result of learning of fourth grade students of SDN Sendangmulyo 02 Semarang on the concept of animal life cycle. Keywords: Picture and Picture Model, Lucky Wheel, Activity and Learning Outcomes. ABSTRAKPenelitian ini dilatarbelakangi oleh rendahnya aktivitas belajar yang mempengaruhi hasil belajar siswa dan akhirnya hasil belajar siswa tidak mencapai KKM. Penelitian ini bertujuan untuk mengetahui seberapa besar pengaruh model pembelajaran picture and picture berbantuan media permainan roda keberuntungan terhadap aktivitas dan hasil belajar siswa pada mata pelajaran IPA kelas IV SDN Sendangmulyo 02 Semarang. Bentuk penelitian ini adalah penelitian kuantitatif dengan desain Quasi Experimental Design dengan bentuk desain Non-equivalent Control Group Design. Teknik sampling yang digunakan yaitu Nonprobability. Populasi penelitian ini adalah seluruh siswa kelas IV SDN Sendangmulyo 02 Semarang. Teknik pengumpulan data dalam  penelitian ini menggunakan dokumentasi, observasi, tes dan wawancara. Teknik analisis data terdiri dari uji normalitas, uji homogenitas, uji ketuntasan belajar dan uji t. Analisis data menggunakan uji t diperoleh hasil 4,452 lebih besar dari t tabel yaitu 1,990. Hasil penelitian menunjukkan bahwa penggunaan model pembelajaran picture and picture berbantuan media permainan roda keberuntungan berpengaruh terhadap aktivitas dan hasil belajar siswa kelas IV SDN Sendangmulyo 02 Semarang pada konsep daur hidup hewan.Kata kunci: Model Picture and Picture, Roda keberuntungan, Aktivitas dan Hasil Belajar.


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