scholarly journals PENGARUH YOUTUBE TERHADAP MINAT BELAJAR DAN PEMAHAMAN KONSEP BIOLOGI PADA PESERTA DIDIK KELAS X IPA DI SMAN 1 CIAMPEL

2021 ◽  
Vol 1 (2) ◽  
pp. 204-209
Author(s):  
SITI NUR MULYANINGSIH

The aim of the study is to determine an influence of the youtube on students' learning interest and the understanding of biology concept of the students in Class X IPA at SMAN 1 Ciampel. This research activity was carried out online. The research subjects were students of SMAN 1 Ciampel and the sample used were 30 students of 2020 academic year. The instrument used was a questionnaire of the youtube as a media of learning and documentations. The experiments result that youtube is one of the media on students' learning interest and understanding of the concepts. Youtube as a media of learning has a very strong effects to get knowledges and many informations ABSTRAKPenelitian ini bertujuan untuk mengetahui adakah pengaruh youtube sebagai media belajar terhadap minat belajar dan pemahaman konsep biologi pada peserta didik kelas X IPA di SMAN 1 Ciampel. Kegiatan penelitian ini dilakukan secara online. Subjek penelitiannya adalah peserta didik SMAN 1 Ciampel dan sampel yang digunakan berjumlah 30 orang peserta didik tahun ajaran 2020. Instrumen yang digunakan adalah angket minat belajar menggunakan youtube sebagai media dan dokumentasi. Hasil penelitian menunjukkan bahwa youtube merupakan salah satu media pembelajaran yang dapat meningkatkan minat belajar dan pemahaman konsep biologi. YouTube sebagai media pembelajaran sangat kuat berpengaruh untuk menambah pengetahuan dan mendapatkan banyak informasi lainnya.


2016 ◽  
Vol 2 (2) ◽  
pp. 207-228
Author(s):  
Auline Oktaria

This research is a class action research. The research subjects are all students of class XI majoring in Religion at MAN Godean Yogyakarta on academic year 2012/2013. The number of students is 15 people. The results show that: (1) Learning Arabic with Lectora Inspire media can increase student learning interest of class XI Religion major at MAN Godean. This indicates an increased interest in student learning after the end of the action by using Lectora Inspire media; (2) Arabic learning is carried out in computer labs and in classrooms using LCD and projectors. At the time of learning in the computer laboratory, students can learn independently because Lectora Inspire has provided the material accompanied by instruction and practice questions in it, while the teacher only acts as a facilitator which forms student active learning. The material presented through Lectora Inspire comes with various animations, images, colors and sounds, so it does not make students uninterested. During classroom learning sessions, students form discussion groups. There is a discussion guide on Lectora Inspire displayed through the projector; (3) What makes the students feel interested in learning Arabic language using Lectora Inspire media are: the existence of rewards in the form of praise and applause, motivating teachers, and creating an active and fun learning atmosphere.



2017 ◽  
Vol 2 (1) ◽  
pp. 92
Author(s):  
Joni Muis

The purpose of this research is to improve the physical education learning interest and analyze the response of students during the learning process using animation-based media gift. The products of this research are 1) report on the use of media-based learning animation and problem solving theory, research subjects students UPP Parepare third semester of the academic year 2016/2017 Prodi PGSD FIP UNM totaling 25 people. The procedure of this study include 1) the manufacture of lattice questionnaire interest in learning, 2) preparation of data collection equipment, 3) triangulation and verification of data, 4) data collection, data analysis and processing. Based on the results and discussion, it was concluded that the use of an animated picture media can increase student interest in understanding the material of PE, the results of the questionnaire statement showed 85.71% or higher qualification.



Author(s):  
Nyoman Sri Darmayanti

Penelitian ini tergolong penelitian tindakan kelas yang bertujuan untuk meningkatkan aktivitas dan prestasi belajar siswa dengan menerapkan Model Siklus Belajar Tri Pramana pada pembelajaran IPA. Subjek penelitian yaitu siswa di kelas VIII G pada semester I tahun pelajaran 2017/2018 di SMP Negeri 2 Sidemen. Sedangkan objeknya aktivitas dan prestasi belajar siswa. Data yang diperoleh adalah data kuantitatif  berupa prestasi belajar yang dikumpulkan melalui instrumen tes dan data aktivitas siswa yang dikumpulkan dengan instrumen lembar observasi. Hasil yang diperoleh dianalisis secara deskriptif. Dari pelaksanaan penelitian rata-rata aktivitas belajar siswa pada siklus I sebesar 71,90% dengan kategori baik meningkat menjadi 77,36% di siklus II juga dengan kategori baik. Prestasi belajar  mengalami peningkatan dari data awal dengan rata-rata 63, pada siklus I menjadi 72,30 dan  pada siklus II  menjadi 76,46. Ketuntasan belajar awal 58% menjadi 73,07% pada siklus I, dan meningkat menjadi 88,46% pada siklus II.  Kesimpulan yang didapat bahwa pembelajaran dengan Model Siklus Belajar Tri Pramana mampu meningkatkan aktivitas dan prestasi belajar siswa di kelas VIII G SMP Negeri 2 Sidemen semester I tahun pelajaran 2017/2018 pada pembelajaran IPA.This research is classified as a classroom action research that aims to increase student activity and achievement by applying Tri Pramana Learning Cycle Model to science learning. Research subjects are students in class VIII G in the first semester of the academic year 2017/2018 in SMP Negeri 2 Sidemen. While the object activity and student achievement. The data obtained are quantitative data in the form of learning achievement collected through test instrument and student activity data collected with instrument observation sheet. The results obtained were analyzed descriptively. From the average research activity of student activity in cycle I was 71,90% with good category increased to 77,36% in cycle II also with good category. Achievement learn to increase from initial data with average 63, in cycle I become 72,30 and in cycle II become 76,46. 58% initial learning completeness to 73.07% in cycle I, and increased to 88.46% in cycle II. The conclusion is that learning with Tri Pramana Learning Cycle Model able to increase student's activity and achievement in class VIII G SMP Negeri 2 Sidemen semester I of academic year 2017/2018 on science lesson



Author(s):  
Antonius Prasetyo Hadi

: The use of learning media is one of the critical success factors in higher education, therefore an educator must have innovation to use of learning media. The purpose of this research is to develop learning media based on the Inspiring Suit 8 on arbitration material courses of theoretical and practice for Volleyball 1 academic year 2018/2019 at IKIP Budi Utomo Malang. The existence of media will be a big successful support in learning process, so that students do not feel boredom because of the weaknesses of the lecturers, in which they are unable to provided good learning variation or even have difficulty in conveying or transferring knowledge. The research was descriptive qualitative design. The research subjects were students of Physical Education, Health, and Recreation Study Program who took volleyball theory and practice courses in the even semester academic year 2018/2019. The instruments used were the media expert review questionnaire, the learning expert questionnaire, and the trial analysis questionnaire. The questionnaire will be analyzed to see the feasibility of the developed media. Based on the data results review by media expert volleyball, media learning expert and field trials, it can be concluded that media developed is useful in learning process. In addition, it is used to provide independent motivation, which can be used in lesson for students.



2020 ◽  
Vol 1 (2) ◽  
pp. 129-131
Author(s):  
Almanna Wassalwa ◽  
Agung Wijaksono

The research objective is to increase the wealth of mufrodat through hypnoteaching methods. The research subjects were all fifth grade students of MI Miftahun Najah Banyuputih Situbondo in the 2016/2017 Academic Year. Researchers used data collection instruments in the form of observation formats, question sheets, field notes, and interview guidelines. The research method is classroom action research. Data analysis techniques are planning, acting, observing and reflecting. The results of the study are: 1) The average memorization of students' mufrodat in the pre cycle before receiving hypnoteaching learning method treatment gets an average of 65.38. The smallest value is 55 and the highest value is 80. With the Minimal Completeness Criteria reference of 70, the number of students who get a score equal to or above the Minimal Completeness Criteria is 23% while students who have not reached the Minimal Completeness Criteria is 77%. 2) The average memorization of students' mufrodat in the first cycle after applying hypnoteaching learning method got an average of 72.3. The smallest value is 55 and the highest value is 80. With the Minimal Completeness Criteria reference of 70, the number of students who score equal to or above the Minimal Completeness Criteria is 61.5% while students who have not reached the Minimal Completeness Criteria is 38.5%. 3) The average memorization of students' mufrodat in the second cycle gets an average of 90. The smallest value is 75 and the highest score is 100. With a Minimal Completeness Criteria reference of 70, the number of students who score equal to or above the Minimal Completeness Criteria is 92.3% while students who have not yet reached Minimal Completeness Criteria is 7.7%. 4) The use of hypnoteaching method can increase the wealth of mufrodat of fifth grade students of MI Miftahun Najah Banyuputih Situbondo in 2016/2017 Academic Year.



2020 ◽  
Vol 2 (2) ◽  
pp. 64-72
Author(s):  
Yetri Ningsih

This research conducted caused by students' score at class X MIPA 4 very low in the vector material. The avarage of score of the daily test obtained by students was 60,5 and it had not yet reached mastery learning. One of the efforts to improve learning outcomes was to use powerpoint as a learning media. The purpose of this study was to determine the increase in activity and mathematics learning outcomes on vector material in learning using PowerPoint.This research design used the classroom action research. The research subjects were 36 students of class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year. Data collected by using tests and observations.The test used to obtain student learning outcomes in each cycle, while observation used to determine the learning process in each cycle. Data were analyzed using descriptive statistics. The results showed that the average score of student learning outcomes in the first cycle was 62.2 and 77.3 in the second cycle. The percentage of student learning completeness in the first cycle was 52.8%, in the second cycle it was 80.6%. The percentage of improvement in student learning outcomes after being given action was 15.29%. So it can be concluded that learning mathematics by using powerpoint media can improve student learning outcomes in class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year.



2015 ◽  
Vol 72 (6) ◽  
pp. 489-494 ◽  
Author(s):  
Snezana Jovanovic-Srzentic ◽  
Ivana Rodic ◽  
Mirjana Knezevic

Background/Aim. Given that in each country students represent the most progressive population group, as of 2001, the Blood Transfusion Institute of Serbia (BTIS) has been carrying the program of voluntary blood donation promotion and education of volunteers at the University of Belgrade (UB). In 2011, the BTIS intensified all activities at the UB. The aim of this study was to present activities performed from 2001 at the Blood Donors` Motivation Department (DMD) of the BTIS related with increasing the level of awareness on voluntary blood donation in the Belgrade students` population, enhancing their motivation to become voluntary blood donors (VBDs), increasing the number of blood donations at faculties of the UB, and increasing the number of blood donations in the UB students population compared with the total number of blood units collected by BTIS in Belgrade, with the emphasis on the year 2013. Methods. Initially, the applied methodology was based on encouraging students to donate blood through discussions and preparatory lectures, followed by organized blood drives. Appropriate selection of volunteers at each faculty was crucial. Besides their recognisable identity, they had to have remarkable communication skills and ability to positivly affect persons in their environment. The applied principle was based on retention of volunteers all through the final academic year, with the inclusion of new volunteers each year and 1,000 preparatory lectures on the annual basis. The activities were realized using two Facebook profiles, SMS messages and continuous notification of the public through the media. Results. There was an increase in the average number of students in blood drives at the faculties from 2011, when the average number of the students per blood drive was 39, followed by 43 in 2012 and 46 in 2013. The number of students who donated blood in 2013 increased by 21.3% compared with 2012 data. Conclusion. The applied concept highly contributed to generation and retention of future VBDs willing to regularly donate blood in the coming years, with a minimum risk of transmission of transfusion transmissible diseases markers.



MaPan ◽  
2021 ◽  
Vol 9 (1) ◽  
pp. 27
Author(s):  
Andi Aras ◽  
Fawziah Zahrawati

Interest in learning is one important factor that determines student success in learning. Low student interest in learning is associated with their ability to master the concept of summing whole numbers. This study aims to foster students' interest in learning mathematics through makkudendeng traditional game. The research method is design research starting from the preliminary design, design experiment, and retrospective analysis. The research subjects were students in grade II primary school. The results of this study conclude that the makkudendeng traditional game, which is used as a learning resource in learning the addition of whole numbers, has relevance to the indicators of learning interest, which include: pleasure in learning, interest in learning, attention, and involvement in learning. It is because students learn while playing. So, the makkudendeng traditional game can be a solution to foster students' interest in learning mathematics.



2020 ◽  
Vol 1 (1) ◽  
pp. 37-40
Author(s):  
Ari Suningsih ◽  
Dewi Nopitasari

This study aims to describe the student's ability to solve math problems in the Differential Equation course in Polya's steps. This research is a descrip-tive study. The research subjects were the 6th-semester students of STKIP MPL for the 2018-2019 academic year. Data analysis used processed and pre-pared data, read the entire data, analyzed the detail, implemented the coding process, described themes, interpreted the data. The study found that the easy variable differential equation problems could be separated, 2 students understood the problem, 5 students initiated the solution, 4 students com-pleted through the plan, 2 students checked again, 2 students completed through the plan, no students checked again.



2020 ◽  
Vol 3 (2) ◽  
pp. 141-151
Author(s):  
Vivi Kafilatul Janah ◽  
Edi Hendri Mulyana ◽  
Elan Elan

ABSTRACTThis study is based ob the background behind the learning process that is less varied and the skill of communicating children is still low. Enthusiastic children to communicate what has been observed and done is still very lacking, children only communicate verbally. Though the process of communicating can be conveyed nonverbally, for example images, movements, and tables. Based on observations, the teacher also gives less opportunities for children to try and express their opinions. The media used is also very limited, so the learning process becomes less fun for children. Even though scientific learning should be a fun learning for children because children can try the media in the scientific learning activities. The purpose of this study was to improve the communication skills in class B RA Al-Istiqomah in Tasikmalaya City. This study uses Classroom Action Research (CAR). This study was conducted in three cycles using the Kemmis Mc model. Taggart. The research subjects were children of group B RA Al-Istiqomah in Tasikmalaya City totaling 16 children. The object of this research is the skill to communicate. Rainbow Water science games are games used in learning to improve communication skills. Data collection techniques use documentation and documentation, while data analysis techniques use quantitative descriptive. The instrument used is a structured observation sheet with the achievement of indicators for each activity. The results of the research that have been carried out show that there is an increase in the skills of communicating through science games. This is evidenced by an increase in the ability of teachers to plan learning, the ability of teachers in the process of implementing learning through science games from each cycle. The final result of the skill in communicating the child is in good criteria, the end result of the teacher's ability to plan learning is in very good criteria, and the end result of the teacher's ability to carry out the learning is in very good criteria. ABSTRAKPenelitian ini di latar belakangi dari proses pembelajaran yang kurang variatif dan keterampilan mengkomunikasikan anak masih rendah. Antusias anak untuk mengkomunikasikan apa yang telah diamati dan dilakukannya masih sangat kurang, anak hanya mengkomunikasikan dengan cara verbal. Padahal proses mengkomunikasikan dapat disampaikan secara nonverbal, misalnya gambar, gerakan, dan tabel. Berdasarkan pengamatan, guru juga kurang memberi kesempatan anak untuk mencoba dan mengeluarkan pendapatnya. Media yang digunakan juga sangat terbatas, sehingga proses pembelajaran menjadi kurang menyenangkan bagi anak. Padahal seharusnya pembelajaran saintifik merupakan pembelajaran yang menyenangkan bagi anak karena anak dapat mencoba media dalam kegiatan pembelajaran saintifik tersebut. Tujuan penelitian ini adalah untuk meningkatkan keterampilan mengkomunikasikan di kelas B RA Al-Istiqomah Kota Tasikmalaya. Penelitian ini menggunakan Penelitian Tindakan Kelas (PTK). Penelitian ini dilaksanakan sebanyak tiga siklus dengan menggunakan model Kemmis Mc. Taggart. Subjek penelitian adalah anak kelompok B RA Al-Istiqomah Kota Tasikmalaya yang berjumlah 16 anak. Objek penelitian ini adalah keterampilan mengkomunikasikan. Permainan sains Rainbow Water adalah permainan yang digunakan dalam pembelajaran untuk meningkatkan keterampilan mengkomunikasikan. Teknik pengumpulan data menggunakan dokumentasi dan dokumentasi, Sedangkan teknik analisis data menggunakan deskriptif kuantitatif. Instrument yang digunakan berupa lembar observasi terstruktur dengan capaian indikator setiap kegiatannya. Hasil penelitian yang telah dilaksanakan menunjukkan bahwa adanya peningkatan keterampilan mengkomunikasikan melalui permainan sains.



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