scholarly journals LEARNING ELECTRIC CIRCUITS: THE CONTENT OF ELEMENTARY SCHOOL STUDENTS’ WRITTEN ARGUMENTS

2020 ◽  
Vol 7 (7) ◽  
Author(s):  
Constantinia Balia ◽  
Michael Skoumios

<p>This study aimed to investigate the impact of a teaching intervention for electric circuits on the content of elementary school students’ written arguments. Educational material was constructed based on the constructivist approach to learning with the use of science and engineering practices and was implemented with 34 students aged 11 years. A questionnaire that was provided to students before and after the teaching intervention (pre-test, post-test) was used to collect the data. Data analysis was carried out by classifying the sufficiency of the components of the arguments into levels. The analysis of written answers (arguments) was performed with a framework for assessing the content of arguments (appropriateness of their components: claim, evidence, and reasoning). The data analysis showed that the students significantly improved the content of their arguments.</p><p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0698/a.php" alt="Hit counter" /></p>

2021 ◽  
Vol 4 (3) ◽  
pp. 475-480
Author(s):  
Dwi Christina Rahayuningrum ◽  
Etri Yanti ◽  
Ibul Mardiko

Abstrak Fenomena game online sangat mempengaruhi para pelajar menggunakan waktu yang seharusnya untuk belajar tapi digunakan untuk bermain game online. Sehingga dalam proses belajar mengajar siswa kurang konsentrasi dan menyebabkan turunnya prestasi belajar dan terganggunya kesehatan. Tujuan dari kegiatan ini meningkatkan pengetahuan siswa sekolah dasar mengenai dampak game online. Kegiatan ini dilakukan di Sekolah Dasar Negeri 26 Air Tawar Timur Padang. Kegiatan ini diawali dengan memberikan pertanyaan seputar pengetahuan siswa sekolah dasar mengenai dampak game online. Dilanjutkan dengan memberikan materi menggunakan power point dan memberikan leaflet. Semua siswa antusias dalam mengikuti kegiatan ini terlihat dari banyaknya pertanyaan yang mereka ajukan. Kegiatan ini efektif dilakukan dalam peningkatan pengetahuan siswa dimana terlihat adanya peningkatan siswa sebelum dan sesudah mendapatkan penyuluhan yang terlihat dari koesioner pre dan post test yaitu sebesar 17,03 point.Kegiatan ini merupakan langkah awal untuk meningkatkan pemahaman siswa mengenai dampak game online serta mengantisipasi terjadinya kecanduan game online pada siswa. Kata Kunci : Pendidikan Kesehatan, Tingkat pengetahuan, Game Online, Siswa Sekolah Dasar Abstract  The phenomenon of online games greatly influences students to use the time that should be for studying but used to play online games. So that in the teaching and learning process students lack concentration and cause decreased learning achievement and disruption of health. The purpose of this activity is to increase the knowledge of elementary school students about the impact of online games. This activity was carried out at the State Elementary School 26 Air Tawar Timur Padang. This activity begins with asking questions about elementary school students' knowledge about the impact of online games. Followed by providing material using power points and giving leaflets. All students were enthusiastic in participating in this activity as seen from the many questions they asked. This activity is effectively carried out in increasing student knowledge where there is an increase in students before and after receiving counseling as seen from the pre and post-test questionnaire, which is 17.03 points. This activity is the first step to improve students' understanding of the impact of online games and to anticipate addiction. online games in students.Keywords: Health Education, Level of knowledge, Online Games, Elementary School Students


2020 ◽  
Vol 7 (2) ◽  
pp. 121-128
Author(s):  
Arief Cahyo Utomo ◽  
Zaenal Abidin ◽  
Henry Aditia Rigianti

This study aimed to find out the different of efectiveness of Think Pair Share (TPS) and Jigsaw learning model on problem solving ability of 6th grade students. This study compared which has a greater effect on problem solving ability of 6th grade students. This study was a quasy experiment. The subjects of this study were 6th grade elementary school students in Ngadirojo Kidul, Wonogiri, Indonesia. Data collection used were pretest and post test technique. Data analysis used was Anova with T-test where previously preceded by prerequisite test (homogenity test and normality test). The result of this study is there is difference between TPS learning model and Jigsaw learning model. TPS learning model has a greater influence in improving problem solving ability of 6th grade elementary school students.


Author(s):  
Iffatu Wardani ◽  
Herman Tolle ◽  
Ismiarta Aknuranda

At most of elementary school, students learn cube nets from a books and teacher stories. As a three dimentional structure, a cube alsochapter should be taught using three dimentional media. It helps students to imagine the concept of the chapter. A cube has eleven nets, therefore it may be hard to get all of the nets and present them as media in front of students. This paper proposes a media education for cube nets learning. The media is software that developed for desktop utilizing. The software product from this method is tested to elementary school student. A pre test and post test is applied to know student’s skills about cube nets, before and after they used the application. Using Wilcoxon test, the result shows that p-value (0.017) < α (0.05). In other word, the students gain more scores after they use the educational media. The students are also given a questionnaire to valuate the application. From the questionnaire, conclude that the motivational affordance gain 87.14% while the physicological outcome gets 91.67%. Whereas the students give 90.57% for behavioural outcome


2019 ◽  
Vol 2 (1) ◽  
pp. 113
Author(s):  
Oriana Tio Parahita Nainggolan

 The purpose of this research was to investigate the influence of the Javanese gamelan pieces, namely gendhing lancaran towards the increasing of the spatial-temporal ability. The subjects of this research consist of 60 elementary school students in the fourth grade. By using random methods, those subjects are grouped into two groups those are 30 students on the experiment group and 30 others on the control group. The subjects were assigned to one of two conditions: listening gendhing lancaran (for the experiment group) or no music (for the control group). As a spatial-temporal task, CFIT (culture fair intelligence test) was administered before and after listening gendhing lancaran. The experiment group is scored significantly higher than the non-music group on CFIT. These data support this research as the elements of sounds produced by various music instruments can give stimulus or influence spatial-temporal ability. Tujuan penelitian ini adalah menginvestigasi pengaruh tetembangan gamelan Jawa, yaitu gendhing lancaran terhadap peningkatan kemampuan spasial-temporal. Subjek penelitian ini adalah 60 murid sekolah dasar di kelas empat. Dengan menggunakan metode acak, subjek-subjek tersebut dijadikan ke dalam dua kelompok, yaitu 30 dalam kelompok eksperimen dan 30 lainnya dalam kelompok pengawasan. Mereka dikaitkan dengan salah satu dari dua kondisi: mendengar gendhing lancaran (untuk kelompok eksperimen) atau tidak mendengar musik tersebut (untuk kelompok pengawasan). Sebagai tugas spasial-temporal, CFIT (culture fair intelligence test) dicatat sebelum dan sesudah mendengar gendhing lancaran. Kelompok eksperimen secara signifikan bernilai lebih tinggi dibandingkan kelompok pengawasan melalui CFIT. Data ini mendukung penelitian ini di mana elemen-elemen bunyi yang dihasilkan berbagai alat musik dapat memberikan stimulus atau pengaruh pada kemampuan spasial-temporal.


Author(s):  
Yi-Jung Lai ◽  
Kang-Ming Chang

The attentional problems of school children are a crucial topic due to abundant information in this digital era. There are five attention dimensions for children: focused attention, sustained attention, selective attention, alternating attention, and divided attention. Focused training is a traditional method of improving attention ability. Subjects are required to focus on a fixed point for an extensive period without blinking and to perceive small objects as large. This study investigates which types of attention indicators are influenced by focus training. Eighty-two grade five and six elementary school students (45 experiment group, 37 control group) were involved. The experiment group underwent focus training for 12 weeks. The training was conducted once per week, and the Attention Scales for Elementary School Children were used before and after the training to examine the children’s attention. The percentile rank scores of five attention dimensions and the total attention scale were evaluated. The results gave difference data, defined as post-test results minus the pretest results, where significant differences occurred for the total scale (p < 0.05), focused attention (p < 0.05), and selective attention (p < 0.01). Participants also noted that the training helped them improve concentration during school lessons (54.15%), fall asleep (29.1%), and relax the body (8.4%).


2020 ◽  
Vol 15 (2) ◽  
pp. 173
Author(s):  
Miki Kurnia Fitrizah ◽  
Ardini S. Raksanagara ◽  
Ridad Agoes

Increased knowledge and attitude on students can be done by using interesting, convenient, and simple health promotion method or media such as snake and ladder game. This study is aimed to measure and analyze the effectivenes of snake and ladder game and Triggering stop BABS on elementary school students’ knowledge and attitude. The research method used is true experiment approach to the design of two group pre-test post-test design. The samples were 62 respondents, 31 for triggering group and 31 for snake and ladder game group. The research instrument was questionnaire. Analyzing data used R Commander program. The result indicated that There were significant differences improvement of knowledge and attitude of students before and after snake and ladder game stop BABS (p=0.0001 for knowledge, P=0.0001 for attitude). There were significant differences in knowledge and attitude level of students before and after the triggering (p=0.0001 for knowledge, p=0.0001 for attitude). There were no Effectiveness difference between triggering and snake ladder game (p=0,556) (p=0,226).The result of analysis also indicated that provision health education through both snake and ladder game and Triggering Method have impact to improvement knowledge and attitude of elementary schools students. Snake and ladder game can be used as alternative health education media in school.Keywords: Snack and Ladder Game, Triggering, Knowledge, Attitude


2019 ◽  
Vol 3 (2) ◽  
pp. 56
Author(s):  
Rini G.A.D.P. ◽  
Nitiasih P.K. ◽  
Mahayanti N.W.S. ◽  
Budiarta, L.G.R.

Students in this era were already being in touch a lot by technology. This is one of the reasons why students in this era were called as digital native students. The purpose of this research was to know the impact of using digital game to improve the digital native students’ English learning. Sample of this research were 25 elementary school students that chosen using lottery and they divided into 5 groups based on the digital local story game that they would play. Pre-test, post-test and interview were conducted to measure the improvement of students’ English learning. The result of the pre-test and post-test showed the significance difference in the students’ score. The result of the study showed that digital games can improve digital native students’ English skill.


2021 ◽  
Vol 5 (4) ◽  
pp. 567
Author(s):  
Anis Andriah ◽  
Mohammad Faizal Amir

As the impact of the Covid-19 pandemic, distance learning requires teachers to make learning more interesting yet achieve learning outcomes. This study aims to produce a valid, practical, and effective product in mobile learning based on procedural and conceptual knowledge for elementary school students. This study uses Research and Development with the ADDIE model. The subjects of this study were 11 elementary school fifth-grade students. The material and media expert is a lecturer in mathematics education and information technology education, respectively. The validity test was carried out using the expert judgment method. Eleven fifth-grade elementary school students assessed the practicality and effectiveness tests to determine the responses and results in fractional mathematics after using the developed mobile learning. This study uses both quantitative and qualitative data, which were collected using questionnaires and learning outcomes tests. The validity of mobile learning produces an average of 3.59 or is in the interval 2.50 ≤ Rv ≤ 4.00 with valid criteria. The effectiveness of mobile learning is obtained from the pretest and posttest data. The practicality of mobile learning obtained an average of 3.82 or is in the interval 2.50 ≤ Rk ≤ 4.00 with practical criteria. The effectiveness of mobile learning shows a significance value of 0.0010 or < 0.0050, which means that there are differences in student learning outcomes before and after using mobile learning. Thus, the development of procedural and conceptual-based mobile learning on fractional material in fifth-grade elementary school can be categorized as valid, practical, and effective.


PALAPA ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 199-209
Author(s):  
Nurhayati Mardhatilla ◽  
Ramdhan Witarsa ◽  
Nurhaswinda Nurhaswinda

This study aims to determine and described the learning creativity of elementary school students using the number head together learning model. This research method is a literature review research method. The stages of this literature review are data collection, data reduction, data display, discussion, and conclusions. The results showed that from 17 articles published from 2010-2020 about the number head together learning model and learning creativity of elementary school students, there were 2 articles that matched these variables. The number head together learning model can increase the learning creativity of elementary school students. The novelty of this research is the connection between one article and another that discusses the same topic. The impact of the results of this study is the increasing number of literature review studies to reinforce existing theories.


1998 ◽  
Vol 19 (1) ◽  
pp. 27-51 ◽  
Author(s):  
Min Liu

Promoting creative thinking in children has been an issue of critical importance to educators. Research shows that appropriate uses of computer programs such as word processing, computer imaging, and Logo programming have the potential to enhance children's creativity. Little is known, however, about the impact of hypermedia technology on children's creative thinking. This study examined whether engaging elementary school students in hypermedia authoring would promote their creative thinking. It was found that after engaging in an extended period of hypermedia authoring, the fourth graders increased their creativity scores in a number of areas. The low and intermediate ability students appeared to benefit from the hypermedia authoring environment more than the high ability students and working collaboratively on the hypermedia authoring projects enabled students to demonstrate higher creativity scores than when working individually. The findings are consistent with research on hypermedia and creativity with Logo in showing that by offering a new dimension for expressing thoughts and encouraging novel ways of presentation, hypermedia authoring is another way to facilitate children's cognitive development and promote their motivation toward learning.


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