Simulation Games and Emotive, Affective and Social Issues

Author(s):  
Cesare Fregola

This chapter presents a reflection on the subject of the skills teachers can use to intentionally influence the affective area so that this can positively influence the math learning process. Simulation games represent a learning environment in which the teacher’s relational skills can be guided by models within the field of pedagogy, albeit also making use of insights from social psychology.

2018 ◽  
Vol 2 (2) ◽  
pp. 225-246
Author(s):  
Titik Umiyati

AbstrakTujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika dan menganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metode penelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2 siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blora pada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptif komparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasil penelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematika dengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehingga aktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkat ditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus II nilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaran matematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistar bilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semua siswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkan dalam permainan mistar bilangan. AbstractAbstract: The purpose of this research is to study the learningprocess ofmath and analyse increasing of learning achievement through rulernumbers game. The method usedin this research is class action which is done in2 cycles. The subject of the research are fourth grade students of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semester of the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle, first cycle and second cycle. The results of the research that is done two cycles indicate that math learning process by using ruler numbers game can make the students feel pleased so thatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease, it can be showed from the average score of the first cycle is 60.48 and the completeness score reaches57.1%. The average score of thesecond cycle is 75.24 and the completeness score reaches 85.7%. The conclusion of the research ismath learning about addition and deduction of integer through ruler numbers game can improve learning activity and the results of student learning show that all students are interested to obtain the task and get moreenjoyable experience in using rulernumbers game.  


2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Rizka Diah Amalia ◽  
Istiqomah Istiqomah

The objective of this research is to describe the process of Learning Cycle to improve the students’ effort and math learning outcomes in IV grade SD Negeri Siyono III. The action hypothesis used in this research was the Learning Cycle model could improve the students’ effort and math learning outcomes in IV grade of SD Negeri Siyono III. The method used in this research is Classroom Action Research (CAR). The subject of this research was 19 students of IV grade SD Negeri Siyono III. The object of this research was the effort and students’ math learning outcomes from the whole learning process. The data were collected by using the observation sheet, documentation, and test. The resulting finding of the study implies that after the implementation of the Learning Cycle model, the student's effort and math learning outcomes were improved. The result of the study showed that there is a significant improvement in effort aspect mean score from pre-cycle to the cycle I, that is  49,34% to 66,45%. From cycle I to cycle II that is 66,45% to 74,34%. The mean of student's math learning outcomes improved from the pre-cycle that is 51.10 to cycle I that is 62,42 and cycle II that is 73,74. Classical completeness percentage was improved from 10,53% in in the pre-cycle to 47,37% in the cycle I, and 78,95% in the cycle II. By using the Learning Cycle model can improve the students’ effort and math learning outcomes, hopefully, the school can using the Learning Cycle model in their teaching-learning activity.


Author(s):  
O. R. Fauvel ◽  
C. R. Johnston ◽  
D. J. Caswell

The accreditation of engineering design components of the curriculum is based upon a characterization of design as “… creative, iterative, and often open-ended …”1. The Universal Student Rating of Instruction (USRI) is based upon a composite of expectations including those involving: organization, detail in course outline, responses to questions, opportunities for assistance, evaluation methods, and perception of instruction. In this paper we examine the competing nature of these two characterizations. Even the most casual perusal of the questions posed by the USRI reveals that the premise underlying this instrument is one that clearly (albeit implicitly) points to a number of expectations. The nature of the subject matter, the nature of the learning process, the learning environment, the role of the student, that of the instructor, and that of the relationships between all of these are all assumed to benefit from adherence to a particular pre-ordained form. Specifically, the curriculum is perceived to consist of a body of facts, the learning process involves a transfer of these facts from instructor to student, the role of the student is passive, and responsibility for learning is the sole preserve of the instructor. The authors hold that this most sterile and simplistic set of expectations is fundamentally at odds with what should be happening in a design course. In this paper we juxtapose the nature of design and design learning with the teaching algorithm underlying the USRI.


Author(s):  
Putri Denaya Side Ayu ◽  
Heri Hidayatullah ◽  
Sri Ariani

This Collaborative Classroom Action Research aimed at enhancing students’ speaking skill through the application of Circle Game. It was conducted in one cycle consisting of two meetings. The subject was the seventh of C class of SMPN 2 Alas Barat consisting of 22 students. The types of data were qualitative (acquiring observation during the learning process) and quantitative (speaking tests). The results qualitatively showed that the implementation of Circle Game enhanced the students’ speaking skills. Such improvement could be seen from their enthusiasm, their interesting feeling in various materials presented by the teacher, their active involvement. In the quantitative findings, the result also showed a higher value of the mean score of the post-test (77.34) rather than the pre-test (75.75). In conclusion, the use of Circle Game can improve students’ speaking skill.


2018 ◽  
Vol 2 (2) ◽  
pp. 173
Author(s):  
Jaimah Jaimah

The background of this research is the low of mathematics learning result of grade 1 student of SDN 004Tembilahan Kota, for that done perbaiakan learning process by applying method of discussion. This researchwas conducted in SDN 004 Tembilahan Kota with the subject of research is the first grade students with 36students. This research is a classroom action research conducted two cycles. Based on the results of theresearch, it is found that the use of the method of disuksi can improve the students' learning outcomes aboutknowing and determining the length and weight with nonstandard units using concrete objects / concretesituation in the initial data, the total number of completed students is 12 students (33.3%) average 55.83. In thefirst cycle has increased the number of students who complete is 26 students (77.22%) with an average value of80.00. In the second cycle has increased with the total number of students who completed is 32 students (88.89)with an average value of 88.06.


2019 ◽  
Vol 3 (3) ◽  
pp. 660
Author(s):  
Ranirizal Ranirizal

Performance is the performance shown by educators, both in quality and quantity in carrying out their duties in accordance with the responsibilities given to them professionally. Educator performance development is a very decisive factor in the success of the education and learning process. In fact, in Kindergarten Rayon IV, Dumai City, there is still a low level of competency standards possessed by educators. The intended competency standard is from the standard academic qualifications and four competencies that must be possessed by a kindergarten educator, namely pedagogic, professional, social and personality competencies. This is evidenced by educators not yet mastering learning material with the maximum known when the learning process educators are not able to explain well the subject matter, and educators have not shown maximum performance in carrying out their duties and functions. The purpose of this study was to see whether there was an influence on teacher professionalism on teacher performance in Dumai IV Rayon Kindergarten. The results of the study prove that there is a significant relationship between the professionalism of Kindergarten educators and the performance of educators in Kindergarten Rayon IV, Dumai City. This is evidenced by the value of Sig (2-tailed) professionalism on educator's performance of 0,000, so the calculation shows 0,000 <0.05. This means that Ha is accepted, that is, there is a significant relationship between the professionalism of Kindergarten educators and the Performance of Educators in Kindergarten Rayon IV, Dumai City.


2018 ◽  
Vol 9 (10) ◽  
pp. 20499-20509
Author(s):  
Hector Chiboola ◽  
Choolwe Chiboola ◽  
Patrick L. Mazila ◽  
Violet W. Kunda

This article was developed based on the qualitative literature research with the intention of exploring the field of social psychology and its interface with psychosocial counselling. Social psychology seeks to understand how each person’s social behaviour is influenced by the culture, situation and environment in which it takes place; whereas psychosocial counselling aims to enhance the client’s psychological and social functioning in the context of his environment and circumstance. Social psychology and psychosocial counselling have both tended to focus more on managing specific human problems and social issues. The long established partnership between these two perspectives has resulted in the development of scientific theory and practical interventions over several decades. This implies that social psychology provides a framework of resources from which psychosocial counselling draws when dealing with the diverse problem situations that affect people in their social lives. The research question was: What elements in social psychology can interface with psychosocial counselling? The focus of the research was on three key elements in social psychology: self-concept, social attitudes and social prejudice. This article illustrates how these elements interface with psychosocial counselling. Therefore, social psychology and psychosocial counselling both have a significant role to play in the wider spectrum of social-welfare and human-relation services offered to needy people at all levels of contact.  


2016 ◽  
Vol 1 ◽  
pp. 189-196
Author(s):  
Vian Harsution

Lesson study is a systematic, collaborative, and sustainable method of improving the quality of learning. Lesson study emphasizes the exploration of students’ learning needs; teacher openness towards learning difficulties encountered; the willingness of teachers to receive and provide advice and solutions to the difficulties encountered; and the consistency of the various parties to follow up the suggestions and solutions. Implementation of lesson study involving teachers, principals, and experts in the field of education. Kurikulum tingkat satuan pendidikan or abbreviated KTSP is operational curriculum formulated and implemented by each educational unit. KTSP has the characteristics, namely: giving broad autonomy to the educational unit, involving the community and parent participation, involving the democratic leadership of the principal, and require the support of a working team that is synergistic and transparent. KTSP based on the learning process, needs to be supported by a conducive learning environment and fun to be created by teachers.Teachers and principals in a professional, systematic and collaborative create an atmosphere that fosters independence, tenacity, entrepreneurial spirit, adaptive and proactive nature of the learning process. Thus, the learning needs of students who fulfilled optimally and professional ability of teacher who have increased on an ongoing basis, may usher in success – based learning KTSP. It means that the lesson study provides positive implications for the KTSP – based learning.


Author(s):  
DesiYusnanda Sari And Sri MindaMurni

This study attempted to improve the students’ reading comprehension achievement in descriptive text through Team Games Tournament (TGT) method. This study was conducted by using classroom action research. The subject of the research was class IX SMP PAB 10 Medan Estate which consisted of 25 students. The research was conducted in two cycles and the first cycle consisted of four meetings the second cycle consisted of two meetings. The instruments for collecting the data were quantitative data (reading evaluation) and qualitative data (diary note, observation sheet and interview sheet). Based on reading scores, students’ score kept improving in every evaluation. In the test I the mean was 65,33, in the test II the mean was 71,72 and the test III the mean was 84,54.Based on diary note, observation sheet and interview sheet, it was found that teaching-learning process ran well. Students were active, enthusiastic, and interested in reading. The result of the research showed that Team Games Tournament (TGT) method significantly improved students’ achievement in reading comprehension especially in reading descriptive text.


Author(s):  
Yohanna Situmeang And Busmin Gurning

This study was attempted to improve students’ achievement in writing narrativetext by watching movies. This study was conducted by using classroom action researchin two cycles. Cycle I consisted of four meetings while Cycle II consisted of twomeetings. The subject of the research was class VIII-A SMP SWASTA IMMANUELMEDAN. The number of the students was 34. To collect the data, the instruments werequantitative and qualitative data. The quantitative data was the scores of the studentsand the qualitative data was interview sheets, observation sheets, and diary notes. Basedon the writing score, students’ score were improving in every test. It can be seen inOrientation test, Test I in Cycle I, and Test II in Cycle II. In Orientation test, the meanscore was 37.94 then it was improved to 65.85 in Test I. In the end of cycle II, the meanscore for test II was again improved to 83.41. Based on interview sheets, observationsheets and diary notes, it was found that teaching-learning process ran well. In line withthe data, it showed that the application of watching movies significantly improvedstudent’s achievement in writing narrative text. English teachers were suggested to givemovies to be watched as guidance on students’ narrative writing in the class.


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