scholarly journals Pengaruh Metode Cooperative Type Jigsaw Terhadap Peningkatan Hasil Belajar Siswa Mata Pelajaran Pendidikan Agama Islam di Kelas V MI Muhammadiyah 09 Kranji Lamongan

2021 ◽  
Vol 7 (1) ◽  
pp. 101-120
Author(s):  
M. Chotibuddin

Learning and teaching are the most important activities in the whole educational process. This implies that the success or failure of the educational goals depends on how to design the teaching and learning process (learning) professionally. The success of the learning process cannot be separated from the preparation of students and the preparation of educators. In learning activities, methods are needed for educators and their use varies according to the goals to be achieved after teaching ends. An educator will not be able to carry out his duties if he does not master any of the teaching methods that have been formulated. The methods used in data collection are the observation method and the test method. The data analysis used was the instrument validity test, the normality test and the homogeneity test. The results of the research carried out proved that student learning outcomes before and after using the jigsaw method could be seen from the average pre-test scores of 62.00 and 76.60 post-test results. The pre-test result value is lower than the post-test score, so it means that there are differences in student learning outcomes before and after using the jigsaw method in the learning process.The percentage of the completeness criteria of the pre-test result value is 28%, while the posttest result score is 68%. From this data, it can be seen that using the jigsaw method can affect student learning outcomes. Hypothesis testing using the Product Moment Correlation test and Paired Sample T-test with the help of SPSS 20 software in the sig (2-tailed) section is known to be 0.000 <0.05. As the basis for decision making in the Product Moment Correlation test anddecision guidelines based on the probability value, it can be concluded that H0 is rejected and Ha is accepted. This means that the jigsaw method can affect the improvement of learning outcomes of class V Islamic Religious Education at MI Muhammadiyah 09 Kranji Lamongan

2021 ◽  
Vol 7 (1) ◽  
pp. 39-60
Author(s):  
Idzi' Layyinati

Education is a necessity for everyone. Educational activities are activities that are very important in human life and cannot be separated from their lives. With education, human needs regarding change and development can be fulfilled. The mean score of the pre-test results was 71.73, while the mean value of the post-test results was 79.61. From these data it can be seen that the pre-test result value is lower than the post-test score, so it can be interpreted that there are differences in student learning outcomes before and after using image media in the learning process. the completeness of the pre-test result value is 46.15%, while the post-test result value is 80.76%. From this data, it can be seen that using image media can affect student learning outcomes. Then from the hypothesis testing using the Product Moment Correlation test and the Paired Sample T-test with the help of SPSS 20 software in the sig (2-tailed) section, it isknown that 0.000 <0.05 The condition is if r count is smaller than r table, then H0 is accepted. and Ha is rejected and vice versa if r count is greater than r table (r count> r table) then H0 is rejected and Ha is accepted. In fact, r count (0.977) is greater than r table (0.404). Thus H0 is rejected and Ha is accepted. As the basis for decision making in the Product Moment Correlation test and decision guidelines based on the probability value, it can be concluded that H0 is rejected and Ha is accepted. This means that image media can affect the improvement of learning outcomes in Arabic language material for class VII at MTs. Muhammadiyah 12Palirangan


2019 ◽  
Vol 8 (3) ◽  
pp. 55
Author(s):  
Elsa Yolanda ◽  
Fuji Astuti ◽  
Zora Iriani

AbstractThis article aims to improve the learning outcomes of dance through the Jigsaw learning method for the students of SMP 3 Solok. The type of research used is classroom action research. The instrument in this study was post test and the form of assessment consisted of two forms, they were knowledge (cognitive) and skill (psychomotor) tests. The types of data in this study were primary and secondary data. The technique of collecting data was done by doing the observation, test and documentation. The data were analyzed using qualitative and quantitative analysis. To see an increase in student learning outcomes was done by comparing the percentage of students' mastery in learning before and after receiving the action. The results of the study shows that the use of the Jigsaw method in learning dance can improve students learning activities and outcomes. The percentage of completeness of students learning outcomes in the cognitive increased in cycle 2, it is 97%. Whereas, the percentage of completeness of student learning outcomes only reached 70% in cycle 1. The results of learning (psychomotor) skills of students are also very good, seen from the percentage of completeness of students learning outcomes are increase from 56.6% in cycle 2 to 90%. Then, it can be concluded that the implementation of learning with the application of Jigsaw cooperative learning can improve outcomes and students learning activities.Keywords: increased, the results of the study, the art of dance, cooperatif learning type of jigsaw


2020 ◽  
Vol 4 (2) ◽  
pp. 231-239
Author(s):  
Animar Animar ◽  

The spread of the Corona virus has had a significant impact on the world of education. The policy taken by many countries, including Indonesia, is to close all educational activities. This makes the government and related institutions have to present an alternative learning process. Many factors affect student learning outcomes coupled with changes in learning conditions due to the Corona virus (Covid-19) outbreak. The purpose of this study was to obtain information about the impacts and constraints of the Covid-19 outbreak on teaching and learning activities, especially in Geography subjects at SMA Negeri 1 Sikur. Data collection was carried out using the pretest - posttest method of students' abilities before and after the Covid-19 pandemic. Furthermore, data analysis was carried out by quantitative methods using paired sample t-test to test the difference in the effect of the two treatments on the interrelated sample groups. The results of the analysis indicate that there is a difference in the average Geography learning outcomes of 11th grade of social science students before and after the outbreak of the corona virus. Information was obtained that the average value of student learning outcomes during the face-to-face learning process was 86.27, better than the average value when the learning process was carried out online which was 75.73. Keywords: covid-19 impact, learning outcomes, geography


2021 ◽  
pp. 228-239
Author(s):  
Ayuda Nia Agustina

The COVID-19 pandemic has affected various aspects of life, one of which is education. Direct face-to-face contact needs to be reduced to prevent transmission of COVID-19, while educational institutions must continue to organize learning courses. This study identifies the effect of the blended learning model on learning outcomes of level II students in child-nursing courses during the COVID-19 pandemic. This study used a pre-experiment, one-group pre-test post-test, the sample was selected using the cluster random sampling method involving 105 students of level II of the Fatmawati Academy of Nursing. Data were analyzed using SPSS-24 software with the Wilcoxon test. The instrument used was a written test consisting of a pre-test and a post-test, a child-nursing procedure skills test. The results showed pre-test mean value is 74.74 and post-test mean value is 80,133. From these results, it can be concluded that there is the use of the blended learning model improved the learning outcomes of child nursing in Fatmawati Nursing Academy students during the COVID-19 pandemic. This can be seen from the average post-test result value, which is higher than the pre-test result value (p = 0.000).   Keywords: Blended learning, COVID-19, student learning outcomes, pandemic, learning


Author(s):  
Nursalam Matondang ◽  
I Kusumawati ◽  
Eka Murdani

<em>This study aimed to show the effect of implementing the Nature of Science (NOS) learning model on student learning outcomes. This type of research was a quantitative study with a sampling technique that is purposive sampling and a research design in the form of an experimental class and a control class. Based on statistical analysis using the SPSS application, it was identified that the data presented is normally distributed so that the data analysis in the next step used the parametric statistical T-test where it was found that sig 0.000 is smaller than 0.05, so H0 is rejected and Ha is accepted, which means that there was a significant effect on the learning outcomes of the experimental class students before and after the NOS learning model was applied to the Static Fluid material. The data collection instrument in this study was in the form of pre-test and post-test question sheets. After the data were analyzed using the effect size equation and it was found that the NOS learning model in the experimental class and control class had a difference of 1.681 with high criteria.</em>


2020 ◽  
Vol 7 (2) ◽  
Author(s):  
Elfa Zarnita ◽  
Nike Anggraini

This study aims to determine the increase in activity and student learning outcomes in dance subjects through the Peer Tutor Method for students of SDN 05 Kota Bengkulu. The research was conducted in February 2019. The subjects in this study were class Va. The methods used in collecting data are observation, interview and documentation. This research is a classroom action research using 2 cycles. Each cycle consists of four stages, namely: planning, implementing actions, observing and reflecting and evaluating. The instruments used were observation sheets, research sheets, questionnaire, interview guidelines and field notes. The results showed that there was an increase in activity and student learning outcomes in class Va SDN 05 Bengkulu City. The increase in students can be seen from the increase in the quality of the learning process as shown by the increase in learning outcomes, enthusiasm and activeness of students when participating in learning. The improvement of the learning process is seen from an increase in the score and the average learning outcomes before and after the action is taken. The average value before the action was 46.18. In the first cycle the average increased to 65.78 and in the second cycle it increased to 82.65. The average increase has increased by 36.47 and fulfills the minimum passing grade (KKM) 75. From the results of this study, it is known that through the sebay tutor method, the activity and learning outcomes of SDN 05 Bengkulu City students in class Va. Keywords: Activities, Dance Learning Outcomes, Peer Tutors


2020 ◽  
Vol 12 (1) ◽  
pp. 1-7
Author(s):  
Choerul Anwar Badruttamam ◽  
Dwi Rosyidatul Kholidah

Abstract: The development of thematic teaching materials for comic-based picture stories is one of the tools to help students understand learning. Facts in the field indicate that the learning process has not proceeded as desired, this is because the teacher and students only hold on the textbooks (student books and teacher books) provided by the teacher without being accompanied by supporting media when the teaching and learning process takes place so that children feel bored, unhappy, sleepy and lazy because there are no exciting media to support thematic learning in which there are several subjects. The purpose of this development is to produce products in the form of fun comic-based teaching materials making it easier for students to deepen the understanding of the environment around my home. The kind of research used by researchers is descriptive with qualitative and quantitative data analysis. This type of research is Research and Development, which refers to the Dick and Carrey model. The results of the research development of thematic teaching materials based on pictorial stories meet interesting criteria with the results of the content expert tests reaching 86% eligibility level, design experts reaching 92.5%, linguists reaching 80%, learning practitioners reaching 86%, and the results of field trials reaching 93 %, student learning outcomes on average post-test scores 72.68 and pre-test scores 97. From the explanation above, there are significant differences in student learning outcomes using thematic materials based on comic-based pictorial stories and those who do not use thematic-based thematic teaching materials pictorial. This shows that the product being developed has appropriateness of qualification because the concepts are in accordance with the characteristics of the child. Hence, the teaching material is suitable for use in learning.


BIOEDUKASI ◽  
2019 ◽  
pp. 30
Author(s):  
Nuris Fattahillah ◽  
Slamet Hariyadi

The curriculum in Philippines different with the curriculum in Indonesia. This make the learning process and the problems faced by students in Indonesia and Philippines different. One of the problems experienced by students is caused by the lack of variation in strategies in the teaching and learning process. The instructional model used by the teacher is to upgrade student learning outcomes, especially on high-level cognitive, in this research especially problem solving abilities. Instructional method used by researchers is Problem Based Learning (PBL) with a pretest posttest design. Data of this research obtained quantitatively and using the mean before and after the test. This study used control class and experimental class on material cells to organism. The results show that the experimental class has a higher average value of 88.6 compared to the control class, 81.9. These results indicate that PBL successfully increases learning activities and students can follow the learning model using PBL.


2018 ◽  
Vol 1 (1) ◽  
pp. 40-48
Author(s):  
Ahmad Ali Akbar ◽  
Tarman Tarman

Penggunaan media gambar sangat membantu untuk meningkat­kan hasil belajar siswa, Karena melibatkan  seluruh potensi yang dimiliki oleh siswa. Tujuan dari penelitian ini untuk mengatahui pengaruh penggunaan Media gambar terhadap hasil belajar Bahasa Indonesia, Karna hasil belajar siswa kelas IV SD Negeri Sungguminasa III Kecamatan Somba Opu Kabupaten Gowa tergolong rendah dengan nilai 6,83. Jenis penelitian yang digunakan adalah pre eksperimental dengan jenis one group pre test-post test design. Teknik yang digunakan untuk mengumpulkan data adalah teknik tes. Data yang dikumpul akan dianalisis dengan menggunakan teknik statistik deskriptif jenis uji t-tes. Hasil penelitian ini menunjukkan bahwa penggunaan media gambar pada proses pembelajaran pada hasil belajar berpengaruh. Hal ini tampak pada tingkat kemampuan siswa sebelum menggunakan metode pembelajaran yaitu hanya mencapai 6,83, selanjutnya setelah menggunakan media gambar pada proses pembelajaran mencapai nilai rata-rata yang diperoleh sebesar 16,35. Hal ini berarti bahwa tingkat kemampuan siswa meningkat. Pengaruh media gambar dalam proses pembelajaran diketahui pula berdasarkan hasil perhitungaan uji t. Hasil penelitian diperoleh, tHitung= 16,41 dan tTabel= 3,792 maka t Hitung ≥ tTabel atau 16,41≥ 3,792. Sehingga dapat disimpulkan bahwa Ho di tolak dan Ha diterima. Ini berarti bahwa penggunaan media gambar dapat memberi pengaruh dalam meningkatkan kemampuan siswa pada pelajaran Bahasa Indonesia. The use of image media is very helpful to improve student learning outcomes, because it involves all the potential possessed by students. The purpose of this study to mengatahui effect of the use of media images of learning outcomes Indonesian, Karna student learning outcomes fourth grade SD Negeri Sungguminasa III Somba Opu District Gowa is low with a value of 6.83. The type of research used is pre experimental with type one group pre test-post test design. The technique used to collect data is a test technique. The collected data will be analyzed using descriptive statistical technique of test t-test type. The results of this study indicate that the use of image media on the learning process on learning results have an effect. This is seen in the level of students' ability before using the learning method that is only reached 6.83, then after using the media images on the learning process to reach the average value obtained for 16.35. This means that the level of student ability increases. The influence of image media in the learning process is also known based on the results of t test calculation. The results obtained, t = 16.41 and tTable = 3.792 then t Count ≥ tTable or 16.41 ≥ 3.792. So it can be concluded that Ho is rejected and Ha accepted. This means that the use of image media can have an effect on improving students' skills in Indonesian language.


2018 ◽  
Vol 6 (2) ◽  
pp. 125-135
Author(s):  
Buhori Muslim ◽  
Ferry Putrawansyah

This study aims to produce interactive multimedia learning applications introduction of hardware and assembly of Personal Computer (PC) at Maintenance Course at Sekolah Tinggi Teknologi Pagar Alam and to improve learning the result. This research is based on the less interesting learning process, the interaction process is not running optimally and visualization is still using conventional media. Development method used is ADDIE that is Analysis, Design, Development, Implementation, and evalua-tion. Instruments used in the expert review to test the validity of the product and Pretest and posttest to measure student learning outcomes. Based on the results of the validity of the product got a score of 4.3 with the category is very valid then the pretest results conducted at the first meeting showed the average value achieved in the pretest is 66.77 with enough category. Then at the second meeting, after the learning process is implemented, held the post-test obtained an average of 90.56 with the category of Very Good. This shows an increase in learning the outcome of 24.31. In addition, obtained N-Gain of 0.732 which indicates that the learning process using multimedia applications that are made to improve student learning outcomes.


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