scholarly journals The Effectiveness of Historical Documentary Films as Information Technology in Improving Student Learning Outcomes

Author(s):  
Maskun Maskun ◽  
Sumargono Sumargono ◽  
Rinaldo Adi Pratama ◽  
Albet Maydiantoro

This study aims to determine the effectiveness of documentary film media on the Dutch East Indies colonial history in Indonesia on student learning outcomes. History learning is a crucial subject in shaping students’ character and nationalism. Dutch East Indies colonialism is one of the topics in high schools in Indonesia. This study used a quasi-experimental research model involving 35 students in the experimental group and 36 students in the control group, with a nonequivalent pretest-posttest control group configuration in class XI SMA. The data analysis showed that the experimental class score averaged 88.14 and the control class averaged 79. These findings indicate a substantial difference between the experimental learning outcomes and the control group learning outcomes. Historical documentary film media has been proven to improve student learning outcomes, especially the experimental group. Therefore, historical documentaries are effectively used to increase students’ knowledge of history subjects.

Widya Accarya ◽  
2020 ◽  
Vol 11 (1) ◽  
pp. 17-23
Author(s):  
Lindawati ◽  
Mokhammad Wahyudin

Abstrak Tujuan dari penelitian ini untuk mengetahui pengaruh model Cooperative script dalam meningkatkan hasil belajar siswa pada mata pelajaran ilmu pengetahuan sosial (IPS) kelas VIII MTs Ash-shiddiqiyyah Cempaka. Pendekatan penelitian ini menggunakan pendekatan kuantitatif deskriptif dengan jenis penelitian eksperimen, populasi penelitian yaitu seluruh siswa MTs Ash-shiddiqiyyah Cempaka yang berjumlah 80 orang dengan sampel 30 orang siswa yaitu 15 siswa kelompok kontrol yang diterapkan pada kelas VIII dan 15 siswa di kelompok eksperimen yang diterapkan pada kelas VII. Pengumpulan data menggunakan observasi, tes, dan dokumentasi. Analisis data menggunakan analisis deskriptif dan analisis statistik inferensial. Hasil penelitian terdapat pengaruh dari model pembelajaran tipe cooperative script dalam meningkatkan hasil belajar siswa kelas .MTs Ash-shiddiqiyyah Cempaka Kecamatan Plumbon kelompok kontrol mencapai kategori rendah dan hasil belajar siswa kelompok eksperimen mencapai nilai rata-rata kategori tinggi. Berdasarkan hasil analisis data menunjukkan terdapat perbedaan yang signifikan antara kelompok kontrol dengan kelompok eksperimen, sehingga dapat disimpulkan bahwa pembelajaran cooperative script memiliki pengaruh terhadap hasil belajar siswa. Kata kunci: Cooperative Script, Model Pembelajaran, Hasil Belajar   Abstract The purpose of this study was to determine the effect of the Cooperative script model in improving student learning outcomes in social science (IPS) class VIII MTs Ash-shiddiqiyyah Cempaka. This research approach uses a descriptive quantitative approach with the type of experimental research, the study population is all students of MTs Ash-shiddiqiyyah Cempaka, amounting to 80 people with a sample of 30 students namely 15 control group students applied to class VIII and 15 students in the experimental group applied to class VII. Data collection uses observation, tests, and documentation. Data analysis uses descriptive analysis and inferential statistical analysis. The results of the study there is an influence of the cooperative script type learning model in improving student learning outcomes class. MTs Ash-shiddiqiyyah Cempaka Subdistrict Plumbon control group reached the low category and the learning outcomes of the experimental group students reached the average value of the high category. Based on the results of data analysis, there are significant differences between the control group and the experimental group, so it can be concluded that cooperative script learning has an influence on student learning outcomes. Keywords: Cooperative Script, Learning Model, Learning Outcomes


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.


2021 ◽  
Vol 2 (2) ◽  
pp. 131-136
Author(s):  
Afriliandy Tumbelaka ◽  
Xaverius Erick Lobja ◽  
Ellen Eva Poli

The background of the research is an effort to develop the quality and explore the potential of students. Teachers are strived to use the right learning model, namely problem-based learning models combined with online learning methods (learning from home) that have been decided by the Ministry of Education and Culture during the Covid-19 pandemic. The purpose of this study was to determine the application of problem-based learning models in improving student learning outcomes in geography subjects at SMAN 1 Langowan. The method used is a quasi-experimental design with a pretests-posttests control group design. The research variable with the independent variable is the problem-based learning model and the dependent variable is the learning outcome. The results showed that the problem-based learning model was effective and efficient to improve student learning outcomes. The comparison of learning outcomes shows the experimental class with 76.2 pretests and 87.7 posttests and the control class with 74.4 pretests and 81.8 posttests. It also encourages students to be more active and creative in overcoming the problems encountered in learning.


Author(s):  
Anna Rusmiyati

The aim of this research is to: (1) be able to vary the methods of learning in the classroom, (2) create fun and enjoyable learning by using spiderman games. That way it can make it easier to understand and comprehend learning material so that it improves student learning outcomes in sociology subjects at SMA Negeri 1 Pulung. This study uses a quasi experimental design method (quasi-experimental) with a form of nonequivalent control group design. The population in this study were students of class XI IPS (social science) 1 and XI IPS (social science) 3 of SMA Negeri 1 Pulung, totaling 68 students. The sample used in this study was the entire population, namely two classes from class XI of the IPS (social science) program. All class, divided to, one class is grouped into an experimental class (35 students) and another class as a control class (33 students). The experimental class applies the "spiderman" learning media and the control class applies the power point learning media. This research data collection using tests and documentation. Data collected are pre-test and post-test. Data analysis techniques using quantitative descriptive. The results showed that: (1) based on the results of the calculation at the time of the pretest compared to the post test showed that the learning outcomes of the experimental class students increased from 45.16% to 80.7% who passed the KKM (minimum completeness criteria), while the learning outcomes of the control class from 20% when the pretest becomes 50% at the post test. Based on these results show evidence that learning media "spiderman" is better than learning media power point, (2) learning media "spiderman" has a significant influence on learning outcomes of students of class XI IPS (social science) in SMA Negeri 1 Pulung that is equal to 35.54%. With a positive number which means that the average post test value of the experimental class is greater than the control class. This shows that the learning media "spiderman" has an influence on improving student learning outcomes in sociology subjects.


2020 ◽  
Vol 7 (2) ◽  
pp. 12
Author(s):  
Rasmita Rasmita

This study aims to analyze the effectiveness of the use English modules through the implementation of poster presentations assisted by vlog to improve student learning outcomes in the Information Systems Department at UPI YPTK Computer Science Faculty in Padang. The method used is a mixed method, which combines quantitative and qualitative methods. To achieve the research objectives, the researchers used quasi-experimental design, which involved two groups of participants (control and experimental) in academic year 2017/2018 students majoring in Information Systems, with a purposive sampling technique by taking pre-test, treatment and posttest. The research data were analyzed using the one-sample t-test. The results of the data analysis showed that the pretest and post test scores of the experimental group showed significant differences, while the control group did not show significant differences. This research shows the results that the use of English modules through the implementation of poster presentations assisted by vlog is more effective in improving students’ learning outcomes than those not using the module


2013 ◽  
Vol 2 (1) ◽  
pp. 25
Author(s):  
Hayati . ◽  
Retno Dwi Suyanti

The objective in this research: (1) Determine a better learning model to improve learning outcomes physics students among learning model Inquiry Training based multimedia and Inquiry Training learning model. (2) Determine the level of motivation to learn in affects physics student learning outcomes. (3) Knowing the interactions between the model of learning and motivation in influencing student learning outcomes. This research is a quasi experimental. The population in this research was all students in class XI SMA Negeri 1 T.P Sunggal Semester I 2012/2013. The sample of this research was consisted of two classes with a sample of 70 peoples who are determined by purposive sampling, the IPA XI-2 as a class experiment using a model-based multimedia learning Training Inquiry as many as 35 peoples and XI IPA-3 as a control class using learning model Inquiry Training 35 peoples. Hypotheses were analyzed using the GLM at significant level of 0.05 using SPSS 17.0 for Windows. Based on data analysis and hypothesis testing conducted found that: (1) Training Inquiry-based multimedia learning model in improving student learning outcomes rather than learning model physics Inquiry Training. (2) The results of studying physics students who have high motivation to learn better than students who have a low learning motivation. (3) From this research there was an interaction between learning model inquiry-based multimedia training and motivation to study on learning outcomes of students.


Author(s):  
Vivi Oktavia ◽  
Hanesman Hanesman

This study aims to determine the effect of the use of jobsheets on student learning outcomes in the workshop workshops and technical drawing of class X Audio Video Engineering. This type of research is quasi-experimental (quasi experiment). The subjects of this study were students of class X TAV of SMK Negeri 1 Koto XI Tarusan who in the 2018/2019 school year consisted of 34 students. Data collection in this study using the results of posttest in the form of objective questions as many as 30 items that have been tested for validity, reliability, index of difficulty and power difference questions. Data that has been obtained is analyzed using two different test averages (t test). From the results of the study obtained the value of the experimental class average of 84.94 and the average value of the control class 75.26. With the analysis of t test, it is obtained tcount = 6.131 which is smaller than t table = 2.037 at the significance level of 0.05. Thus it can be concluded that the use of jobsheet has a significant influence on improving student learning outcomes in the workshop workshops and technical models of class X TAV at SMK Negeri 1 Koto XI TarusanKeywords: jobsheet, workshop work and engineering drawings, Improving Learning Outcomes.


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;  


JURNAL PETIK ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 18-26
Author(s):  
Ayu Lestari ◽  
Andri Suryadi ◽  
Ali Ismail

Abstact—This study aims to determine the increase in student learning outcomes using computer-based learning media tutorial models. This type of research used in this study is a quasi-experimental study. This quasi-experimental study aims to explain the causal relationship by involving the control group in addition to the experimental group. The population in this study were all students of SMPN 1 Cisurupan. Determination of the sample using a random technique (random), the sample obtained was class VIII-F as a control class with 30 students and VIII-C as an experimental class with 30 students. The research instrument in this study uses multiple choice questions that have been tested for validity, reliability, distinguishing features and difficulty levels. Research Results obtained in this study the comparison of the gain score between the experimental class and the control class is 31.26: 18.67. Meanwhile, the change of Gain transferring the experimental class with the control class is 0.65: 0.35 and the standard deviation of improvement of student learning outcomes about the experimental class Blog material is 9.93 and the control class is 9.60. It can be concluded that the Computer Based learning model with Tutorial Model can significantly improve student learning outcomes in ICT lessons compared to conventional learning models. Keywords —student learning outcomes, Computer Based Learning, Model Tutorials. Abstrak—Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar siswa sesudah menggunakan media pembelajaran berbasis komputer model tutorial. Jenis Penelitian yang digunakan dalam penelitian ini adalah penelitian kuasi eksperimen. Penelitian kuasi eksperimen ini bertujuan untuk mengungkapkan hubungan sebab akibat dengan cara melibatkan kelompok kontrol disamping kelompok eksperimen. Populasi dalam penelitian ini adalah seluruh siswa SMPN 1 Cisurupan. Penentuan sampel menggunakan teknik random (acak), sampel yang diperoleh adalah kelas VIII-F sebagai kelas kontrol dengan jumlah siswa 30 siswa dan VIII-C sebagai kelas eksperimen dengan jumlah siswa 30 siswa. instrumen penelitian dalam penelitian ini menggunakan instrumen soal dengan bentuk pilihan ganda yang sudah di uji validitas, reliabilitas, daya pembeda dan tingkat kesukaran. Hasil Penelitian yang diperoleh dalam penelitian ini yaitu perbandingan Gain skor antara kelas eksperimen dengan kelas kontrol adalah 31,26 : 18,67.  Sedangkan, perbandingan Gain ternormalisasi antara kelas eksperimen dengan kelas kontrol adalah 0,65 : 0,35 dan standar deviasi peningkatan hasil belajar siswa mengenai materi Blog kelas eksperimen adalah 9,93 dan kelas kontrol adalah 9,60. Dapat disimpulkan bahwa model pembelajaran Berbasis Komputer dengan Model Tutorial secara signifikan dapat lebih meningkatkan hasil belajar siswa pada pelajaran TIK dibandingkan dengan model pembelajaran konvensional. Kata Kunci —hasil belajar siswa, media Pembelajaran Berbasis Komputer, Model Tutoriala


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.


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