scholarly journals Pengaruh tutor sebaya dan role playing terhadap keterampilan sosial dan passing sepakbola

2021 ◽  
Vol 2 (3) ◽  
pp. 339-346
Author(s):  
Hasan Fahmi Anugrah ◽  
Setiyawan Setiyawan ◽  
Fajar Ari Widyatmoko

The purpose of this study was to determine the differences in learning outcomes of peer tutor learning methods and learning methods of role playing soccer passing techniques in Class XI students of SMA Futuhiyyah Mranggen. The research method is a quantitative. Tujuan penelitian ini untuk mengetahui perbedaan hasil belajar metode pembelajaran tutor sebaya dan metode pembelajaran role playing teknik passing sepakbola pada Siswa Kelas XI SMA Futuhiyyah Mranggen. Metode penelitian pendekatan kuantitatif, dalam bentuk True Eksperimental Design dengan jenis Nonequivalen Conrol Group Design.Populasi penelitian adalah siswa kelas XI IPS 1 dan XI IPS 2 SMA Futuhiyyah Mranggen. Data dalam penelitian diperoleh melalui tes hasil belajar dan tes keterampilan sosial. Pembahasan hasil penelitian dilakukan dengan berpedoman pada teori profesionalisme guru dan hasil beajar. Berdasarkan hasil analisis setelah medapatkan perlakuan menunjukan bahwa : 1) . Pengaruh yang signifikan metode pembelajaran tutor sebaya terhadap keterampilan sosial dan hasil belajar passing sepakbola kelas XI SMA Futuhiyyah Mranggen 2). Ada pengaruh yang signifikan metode pembelajaran  role playing terhadap keterampilan sosial dan hasil belajar passing sepakbola kelas XI SMA Futuhiyyah Mranggen. 3). Metode role playing lebih efektif dalam meningkatkan keterampilan sosial dan hasil belajar passing sepakbola pada siswa kelas XI SMA Futuhiyyah Mranggen.

2019 ◽  
Vol 7 (2) ◽  
pp. 57-63
Author(s):  
BERNADETA JUMINTEN ◽  
TIURLINA SIREGAR

The purpose of this study was to determine the increase in activeness and learning outcomes of students by using role playing learning methods in mahkul living growth material at SD YPPK St. Peter Nabire. The method used is quasi perimental. The results of the study increased the learning activeness of science in the material of growth of living creatures by 44.4% and n-Gain on average by using role playing learning methods of 0.9 with a high category. Learning outcomes after learning by using the role playing method in class VI of SD YPPK St. Peter.


SIMAK ◽  
2019 ◽  
Vol 17 (02) ◽  
pp. 19-37
Author(s):  
Kunradus Kampo

This study aims to identify the concept of learning which will motivate the learning of accounting students based on the curriculum of the accounting study program in Makassar. The study sample was 87 students from several private universities in Makassar. The research method used was descriptive research that identified 5 learning motivation of accounting students, learning outcomes, lecturer learning methods, and lecturer ratings. The results showed that on average students had high learning motivation even though there were also some students who had low motivation. Students may have entrinsic motivation but they try to learn because they are motivated to get high scores. Accounting students understand the competencies to be obtained and are supported by varied learning methods from lecturers. These results may be explained by the results of a test of the relationship or association between learning motivation and GPA which indicates a relationship between the two. While learning motivation and duration of study, learning motivation and GPA, as well as GPA and duration of study there is no relationship or not associated with one another.


2017 ◽  
Vol 7 (2) ◽  
Author(s):  
Effiyati Prihatini

<p>The purpose of this study to determine the effect of learning methods on the mastery of the concept of science. To know the influence of student's learning interest to mastery of science concept. To know the influence of interactive learning method and student's interest in the mastery of science concept. The research method used was a Quasi-experimental method with the Quantitative approach. The research was conducted in Mts Negeri 1 South Jakarta and Mts N 23 South Jakarta in the academic year 2016/2017. The sample in this study amounted to 70 students with random sampling. Hypothesis testing with 2 way ANOVA. The result of the research shows that there is a significant influence on the use of learning media to the learning outcomes of science, there is a significant influence of learning interest on the learning outcomes of science, there is a non-significant influence of the interaction of learning methods and the interest of learning on the science learning outcomes.</p>


2021 ◽  
Vol 5 (2) ◽  
pp. 490-497
Author(s):  
Muhammad Romadon ◽  
Arita Marini ◽  
Arifin Maksum

This research is about the description of the implementation of multicultural-based learning. The results of this study indicate the implementation of multicultural-based learning in elementary schools of SDN Menteng 03 Pagi South Jakarta, namely 1) learning is carried out, 2) creating a pleasant learning atmosphere, 3) using various learning methods, 4) implementing learning media using laptops and learning facilities according to student needs, 5) showing learning outcomes, 6) establishing cooperation between teachers and parents. Meanwhile, the main factor supporting teachers in order to provide effectiveness of multicultural-based learning is by utilizing facilities that support learning and learning facilities. Then the main factor that makes multicultural-based learning very good is the collaboration between teachers and parents. The research method used is data triangulation, namely teacher respondents, school principals and students.


Author(s):  
Rita Rita

This study aims to determine the effect of learning methods on Indonesian learning outcomes, the influence of learning motivation on Indonesian learning outcomes and the interaction between learning methods and learning motivation towards learning outcomes in Indonesian. The research method used is the experimental research method, in which a sample of 48 students in class X of Panca Budi Medan High School was selected by cluster random sampling technique, which was previously given a learning motivation questionnaire to determine the learning motivation. Research instruments used to obtain data is a test. Before data collection, the validity and reliability test of the test are carried out. Statistics used in this study are descriptive statistics to test inferential data and statistics for the research hypothesis. The research hypothesis was tested by using two-way ANAVA, which first performed a normality test and homogeneity test for variance. The results of hypothesis testing showed that Indonesian language learning outcomes between groups taught with the module learning method were higher than the group of students taught by direct teacher learning; Indonesian learning outcomes differ between groups of high learning motivated students compared to low motivated learning groups and there is an interaction between learning methods used with student motivation. The results of this study are expected to be input for Indonesian language teachers to apply learning methods or models which are in accordance with student learning motivation or characteristics of students.


2021 ◽  
Vol 8 (2) ◽  
pp. 210
Author(s):  
Ana Agung Made Ardani

The purpose of this study was to analyze the impact of implementing role playing methods in learning mathematics on improving learning outcomes and student activeness in the basic material of simple fractions. This research method uses classroom action research. The data source came from grade III students of SD Inpres I Nambaru, totaling 24 students. Data collection techniques through formative test results. Data analysis was performed using quantitative and qualitative analysis, then consulted with the success criteria to determine student learning completeness. Based on the results of the formative tests from the first and second cycles, it was found that students' learning completeness had increased. From the initial cycle there were only 12 students out of 24 students or 50% who completed, then increased in the first cycle to 17 students from 24 students or 71%, and in the second cycle reached 100% completeness, namely 24 students completed out of 24 students. So that the conclusion obtained from this study is that the application of role playing methods in learning mathematics can improve learning outcomes and student activeness in the basic material of simple fractions


2018 ◽  
Vol 2 (1) ◽  
pp. 160-166
Author(s):  
Syafrial Syafrial

This research is based on the activity of formulation of PPKN problem through role playing strategy at the tenth grade students of SMA Eka Sakti Padang, and implementation and assessment of KDPN learning that can improve learning result with role playing strategy at the tenth grade students of SMA Eka Sakti Padang,. Based on the data processing and discussion conducted, the results obtained at cycle time 6.96 and increased in cycle II through 8.57. The research method used is classroom action research (classroom action research). Based on the results of the study, it can be concluded that the successful implementation of research that has been done in SMA Eka sakti Padang. Based on the results of the study, it can be concluded that there is an increase in student learning outcomes of grade tenth in SMA Eka sakti Padang significant on learning PPKN by using role playing strategy.


2019 ◽  
Vol 4 (1) ◽  
pp. 87-96
Author(s):  
Sumarsih

This study aims to describe the effectiveness of mathematics learning and describe the learning outcomes of mathematics with the Peer Tutor Learning method. This study uses the Classroom Action Research method, with data collection methods of documentation, observation and tests. The findings of this study that Learning Methods peer tutors are proven to increase the activity and effectiveness of learning and student learning outcomes. With this method, students who achieve grades above KKM have 18 students with a percentage of 62.07%, while students who achieve grades below the KKM have 11 students with a percentage of 37.93%. This increase in learning outcomes is also seen in the average score achieved, that is equal to 82,241 a value that exceeds the KKM, while the average value achieved previously is 74.69 a value that is still below the KKM. The limitations of this study were only carried out at MIN I Yogyakarta, class 4A with a total of 29 students.


2019 ◽  
Vol 3 (4) ◽  
pp. 722
Author(s):  
Desima Silalahi

The role-playing method is a method of role-playing by providing real experience in learning. The research method used was classroom action research, this study was conducted in two cycles and each cycle was conducted three times. Data collection techniques in this study used teacher observation sheets, student activity sheets, and student learning outcomes. Learning tools consist of the syllabus, and plan for implementing learning. Learning outcomes in the first cycle, the number of students who get a high classification score amounted to 9 people with a percentage of 36%, and a moderate classification of 16 people with a percentage of 64%. In the second cycle, the results of high classification learning were 20 people with a percentage of 80%, and in the middle classification, there were 5 people with a percentage of 20%. So it was concluded that using the role-playing method can improve learning outcomes of PKn.


2020 ◽  
Vol 1 (2) ◽  
pp. 210-217
Author(s):  
A Rahim ◽  
Rizky Dwiprabowo

The background of this research is the fact of the low learning outcomes of PPKn among SDN Jatimekar II Bekasi students, where most students have not reached the minimum completeness standard (KKM). The purpose of this study was to improve student PPKn learning outcomes in the Election and Pilkada Process material through the Role Playing Method in grade VI students in the odd semester of the 2018/2019 academic year. This research method is classroom action research (classroom action research). The model used is the model used is the Kurt Lewin Model with 2 cycles, where in each cycle there are four stages consisting of planning, acting, observing and reflecting. The research time was 4 months, from August to November 2018 with 20 students as research subjects, while data was collected through tests, interviews and observations. The results showed that there was a significant increase in PPKn learning outcomes on the Election and Pilkada Process material for grade VI students. This is evidenced by the results of the pre-cycle test 58.30 increased to 71.08 in cycle I, and in cycle II increased with an average value of 87.50. The results of this test are also supported by the results of interviews which show that PPKn learning on the Election and Pilkada Process material through the Role Playing Method can be fun, so that active learning is created.


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