Using Situated Learning Tools to Improve Student Learning of Accounting Processes

2017 ◽  
Author(s):  
Angela Liew ◽  
◽  
Julie Harrison ◽  
2018 ◽  
Author(s):  
Agustinus Jarak Patandean

This study aims to produce a physics-based tool of emotional intelligence that is valid, practical, and efficient to improve student learning motivation conducted in two trials. The research location is Junior High School Makassar City with Class VIII D sample of 30 students. The research indicators used are 1) ultimate learning tools, 2) practical learning tools, and 3) effective learning tools to improve students' learning motivation. Data were collected through later trials and analyzed descriptively. The result of the research shows that (1) the learning device is valid based on expert validation because all aspects of the invention are considered valid, (2) Learning tool is practical because all facets of the learning device components fully implemented, (3) learning tools are useful because Fulfilled student activity performed entirely, student response to learning device in active category, high student learning motivation.


2020 ◽  
Vol 9 (2) ◽  
Author(s):  
Natalia Peni ◽  
Ludovicus Carvallo ◽  
Melania Priska

This study aims to produce a chemistry learning model of problem solving by integrating ARCS strategies so that it is feasible to use to improve student learning outcomes in the University of Flores Biology Study Program. The development of the device uses the 4-D model that was tested on semester 2 students of the Biology Education Study Program 2019/2020 Academic Year. The research design used was one group pretest-posttest. Data collection techniques using research instruments, namely in the form of the validity of learning tools, the implementation of the learning plan, student responses, and student learning outcomes. Student learning outcomes data were analyzed using analysis prerequisite tests, which consisted of normality tests, homogeneity tests, and t-tests. The results showed that the device developed was valid. This is evidenced by the significance value of tcount<ttable, which is 0.000<0.05. Thus the developed learning tools can improve student learning outcomes on the subject matter of acid and base.    


2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Herni Purnamawati ◽  
Atma Murni ◽  
Sehatta Saragih

This research is motivated by the lack of optimal learning outcomes of students due to the lack of learning devices that are considered being able to train students’ abilities in solving problems. The purpose of this study is to develop mathematics learning tools that meet the validity, practicality, and effectiveness requirements to improve the learning outcomes of grade VIII students of SMP / MTs on material number patterns. The development model used is the ADDIE model for designing learning systems. The instruments used were syllabus validation instruments, RPP, LKPD, practicality instruments and effectiveness instruments. The technique used is the technique of collecting observation data, interviews, questionnaire documentation and tests. Mathematics learning to use the MASTER Plan technique based on a scientific approach is already valid with the results of syllabus validation 84.25%, RPP 90.30%, LKPD 86.50%. This learning device fulfills the practical requirements for large group trials with an average of 93.52% results and an average student questionnaire response rate of 95.66%. The use of effective learning tools to improve student learning outcomes for KKM achievement is 83.33%.


Author(s):  
Teddy Moline

Quality teachers and quality digital games (video and computer) are dynamic resources that experience ongoing changes based primarily on their interactions with learners. Characteristics of these resources have been, and will continue to be researched and identified in order to discover ways to improve student learning. This chapter uses the descriptors of one of these resources, quality teachers, to illustrate how the same characteristics are integral to effective digital games. North American youth now spend more time on digital gaming activities than they spend watching TV or reading (Greenberg, 2004; Prensky, 2005), prompting educators to become familiar with the ‘quality teacher’ traits of digital games that keep learners on task and learning. By using the descriptors of quality teachers to evaluate digital games, educators will gain a better understanding of why digital games are effective learning tools.


2019 ◽  
Vol 1 (1) ◽  
pp. 46
Author(s):  
Andika Bagus Nur Rahma Putra ◽  
Awalia Habibatuz Zahro ◽  
Amat Mukhadis ◽  
Nurul Ulfatin ◽  
Muhammad Ashar

The objectives of this study: (1) developing online learning innovations based on blended learning for interactive learning media era education 4.0; and (2) testing the attractiveness of the product being developed. The development of Quipper School learning tools follows the 4-D model (namely defining, designing, developing, and disseminating). The results of this study include: (1) quipper school has several advantages to help the learning process, including students being able to learn independently, learning that is fun and interesting through features, displaying material and varied videos, students can practice questions, and teachers can monitor the progress of student learning; (2) Quipper School media which is proven to improve student learning outcomes


2008 ◽  
Vol 11 (1) ◽  
pp. 9-11 ◽  
Author(s):  
Carolyn S. Potts ◽  
Sarah M. Ginsberg

Abstract In recent years, colleges and universities across the country have been called upon to increase the quality of education provided and to improve student retention rates. In response to this challenge, many faculty are exploring alternatives to the traditional “lecture-centered” approach of higher education in an attempt to increase student learning and satisfaction. Collaborative learning is one method of teaching, which has been demonstrated to improve student learning outcomes.


Author(s):  
Diyan Pertiwi

This study is a class action that aims to improve learning outcomes in subjects PPKn sixth grade students of SDN 002 Ukui Dua. This research is motivated by the low activity and low teacher and student learning outcomes in subjects PPKn. The problem of this study is whether the implementation of a strategy to answer alternately patterned circle round robin can improve student learning outcomes in subjects PPKn in the sixth grade SDN 002 Ukui Dua? This PPKn was conducted over two cycles. Data collection techniques in this research using collection observation techniques, achievement test, and documentation. Techniques of analysis in this study is an analysis of the activities of teachers and students and learning outcomes in subjects PPKn sixth grade students SDN 02 Ukui Dua Kecamatant Ukui. The result showed that the activity of teachers has increased. At the first meeting of the first cycle of 41% was obtained with Simply Perfect category and the second meeting reached 55% with the category Fairly Perfect. In the second cycle 3 meeting to reach 75% by the Perfect category and the 4th meeting of the second cycle reaches 85% with the Perfect category. While the activity of students has increased. At the first meeting of the first cycle reaches 51% with the category Fairly Perfect and the second meeting with the percentage of 66% to the category Perfect. After the second cycle of the third meeting with a percentage of 75% with the Perfect category while in attendance for-4 with the percentage of 94% to the category of Most Perfect. Learning outcomes of students also increased from the previous students who achieve KKM only 8 votes with a percentage (45%) after the first cycle an increase in students worth over KKM which reached 14 people with a percentage of 70%. Cycle II students who achieve KKM 17 (85%).


2017 ◽  
Vol 5 (3) ◽  
pp. 301
Author(s):  
Sajarotunnur '

This study aims to improve student learning outcomes by applying the method VII.2 classassignment sheet giving students conducted in March and April 2016. Subjects were seventhgrade students of SMP Negeri 2 Dumai totaling 26 students. The parameters in this study isthe absorption and mastery learning as well as student activities and teacher activities assupporting data. The research instrument used is the study and data collection instruments.The device consists of a learning syllabus, lesson plan, test, observation of student activitysheets, activity sheets teacher observation. The survey results revealed absorption of studentsin the first cycle is 70% with moderate category and second cycle increased to 78% in thehigh category. Mastery learning of students in the first cycle is 88.46% and 88.50% in thesecond cycle students completed. Activities of students in the first cycle an average of80.76%% (very good) and the second cycle is an increase of 97.5% (excellent). It can beconcluded that the method of administration of the student assignment sheet can improvestudent learning outcomes in the classroom ecosystem VII 2 material SMP Negeri 2 Dumai.


2019 ◽  
Vol 3 (2) ◽  
pp. 248
Author(s):  
Nursian Nursian

This study aims to improve their learning achievement after using the adaptation of the learning model to make a match and talking stick in a Social Sciences subject at SMP Negeri 15 Dumai. This research is collaborative classroom action research with stages of planning, action, observation, and reflection. This research was conducted at SMP Negeri 15 Dumai with research subjects of class VIII students with a total of 26 students. The results showed that the adaptation of the learning model make a match and talking stick was able to increase the average student learning, indicated by the fact that in the first cycle the implementation of learning reached 78.08 and in Cycle II it was achieved. 87.31 increase student learning activeness, indicated by the fact that in Cycle I 60.23%, and in cycle II 94.32% and improve student learning achievement, indicated by the fact that in the pre-cycle the percentage of students who attained mastery level was 34, 62% (9 students) and students who did not reach the mastery level were 65.38% (17 students); in the first cycle the percentage of students who reached the mastery level was 73.08% (19 students) and students who did not reach the mastery level were 26.92% (7 students); in Cycle II the percentage of students who reached the mastery level was 88.46% (23 students) and students who did not reach the mastery level were 11.54% (3 students). Based on the results of the study, it can be concluded that the adaptation of the learning model make a match and talking stick is able to improve the learning achievement of social subjects in class VIII students at SMP Negeri 15 Dumai.


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