scholarly journals PENERAPAN MEDIA RODA PUTAR PUZZLE PINTAR UNTUK MENINGKATKAN HASIL BELAJAR SISWA SEKOLAH DASAR

2021 ◽  
Vol 4 (1) ◽  
pp. 83-90
Author(s):  
La Ili ◽  
Gusti Handayani ◽  
Nanda Saputra

This study aims to: (1) increase student activity during the learning activities of sub-theme 1energy sources; (2) Improve learning outcomes in sub-theme 1 energy sources; and (3) Producinglearning media for sub-theme 1 sources of innovative energy that can increase motivation and learning outcomes in sub-theme 1 energy sources. This type of research is a classroom action research using the Kemmis and Mc. Taggart. This media is motivated by the students' mastery of the subject matter is low, the activity of students during the learning process is very lacking, students are less interested in the methods and media used by researchers. This innovative work consists of two types of media, namely the Spinning Wheel and the Smart Puzzle. This rotating wheel uses iron and used parabolic plates. Meanwhile, this Smart Puzzle is made from Styrofoam and Asturo paper. The wheel will stop pointing to a source of energy for the students to arrange their smart puzzles. The results obtained in the practical application of this media are that it can increase motivation and learning achievement in sub-theme 1 energy sources for fourth grade students of SDN 2 Sigli. It is proven in the first cycle of 33 students who achieved complete learning, 16 students or 48.5% obtained an average score of 68.2. Then the complete students increased again in the second cycle to 28 students or 84.9% with an average score of 77.6 which exceeded the indicator achievement target of 70. Based on the results of observations, this learning process was in a good category. .

Jurnal Socius ◽  
2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Eva Maya Kesuma Sari

AbstractEducation is an activity that has core interactions between students and educators as well as various educational sources. Interaction between students and educators and educational resources can take place in social situations (education), Classroom Action Research is used to describe the motivation and learning outcomes of students' economic subjects in Class X IIS SMA Negeri 2 Banjarmasin. Classroom Action Research is conducted when learning activities take place, both overall and related to the material. The results of the study show that the application of role playing makes students as the subject of learning activities, and they must actively practice the communication with their friends. Learning motivation of students looks enthusiastic and dynamic. So that it can improve the positive climate to improve maximum learning outcomes.Keywords: Learning, role playing, and learning motivationAbstrakPendidikan merupakan suatu kegiatan yang berintikan interaksi antara peserta didik dengan para pendidik serta berbagai sumber pendidikan. Interaksi antara peserta didik dengan pendidik dan sumber-sumber pendidikan tersebut dapat berlangsung dalam situasi pergaulan (pendidikan), Penelitian Tindakan Kelas digunakan guna mendeskripsikan motivasi dan hasil belajar mata pelajaran ekonomi peserta didik kelas X IIS SMA Negeri 2 Banjarmasin. Penelitian Tindakan Kelas dilakukan ketika kegiatan pembelajaran yang berlangsung, baik secara keseluruhan maupun terkait dengan materi. Adapun hasil penelitian menunjukkan bahwa penerapan role playing menjadikan peserta didik sebagai subyek dari kegiatan pembelajaran, dan mereka secara aktif harus melakukan praktik-praktik berkomunikasi dengan temannya. Motivasi belajar peserta didik terlihat antusias dan dinamis. Sehingga mampu meningkatkan iklim positif untuk meningkatkan hasil belajar yang maksimal.Kata Kunci: Pembelajaran, role playing, dan motivasi belajar


Perspektif ◽  
2018 ◽  
Vol 9 (1) ◽  
pp. 7-12
Author(s):  
R.R Sri Rahayu

Learning is essentially a process of interaction with all situations around individuals. Learning can be viewed as a process directed to the goals and processes of doing through various experiences. Learning is also a process of seeing, observing, and understanding things. In the learning process there are two activities that interact, namely learning activities and teaching activities.Learning is an active activity of learners in building meaning or understanding. Activity learners in undergoing learning activities is one key to success to improve learning outcomes. Optimal learning outcomes are the main goals to be achieved in the learning process. To optimize the learning outcomes of learners required methods and learning models in accordance with teaching materials. The learning process can be done in school, at home, or in the place of study guidance. For learning in school, learners are exposed to a number of subjects, one of them is biology subjects. Biology is one of the subjects received by students in high school. Biology is the study of the structure contained in living things. More simply can be said that biology is closely related to daily life. What we experience, what we do, why it happened and why. Subjects in the subject of biology are generally theoretical, but also the ability of learners to understand the concept to link learning with daily life. One of the biology subject matter in the form of conceptual or theoretical understanding is tissue in plants.


Author(s):  
Ayu Alfiani

<p><em>Lack of students' understanding of a learning concept can be related to the choice of media in learning activities. The use of audio-visual media can display real objects as well as parts that are difficult to present directly in a short time and played repeatedly to improve students' understanding of learning concepts in large and small groups. This type of research is Classroom Action Research (PTK). The stages carried out in this study include planning, implementing actions and observations, as well as reflection which are carried out in two cycles. This research was conducted on fourth grade students of SD Negeri 3 Menawan, Klambu district, Grobogan district. The results of the study were indicated by the percentage of student learning outcomes that had increased by 13%. In the first cycle it was 67%, while in the second cycle it became 80% and there was an increase in the average score of students from 70 to 75. This shows that the use of audio-visual media can improve understanding of the concept of plant parts, especially in grade IV SDN 3 Menawan.</em></p>


2021 ◽  
Vol 1 (2) ◽  
pp. 101-115
Author(s):  
NORMA NORMA

The objectives of this literature review are; (1) To create real learning conditions for students during the Covid-19 Pandemic; (2) To find out the role of learning video media in the distance learning process; (3) To find out the effect between the use of learning video media on student learning outcomes during the Covid-19 Pandemic. This study uses quantitative research methods. The results of this study indicate that: (1) The implementation of distance learning processes during the Covid-19 Pandemic through learning videos. The results of the data showing the implementation of the learning process based on the student's attendance rate of 94% and the results of the pre-learning video media data, especially on the interest in social studies lessons by 42% after using the learning video media increased to 77%; (2) Learning video media can help teachers deliver material and create a learning situation that is not monotonous. The results of pre-learning video media data showing that learning video media can help teachers deliver material is 42% and after using learning video media it increases to 94%; (3) Learning video media can help students understand the subject matter and complete the tasks given by the teacher. The data from the pre-learning video media showing that students can answer questions through online learning is 19% after using the learning video media, increasing to 94%; (4) Appropriate and effective learning video media in increasing motivation and learning outcomes for students during the Covid-19 Pandemic. The results of pre-learning video media data showing the subject matter given to students online are very clear at 42% after using learning video media, increasing to 94%. ABSTRAKTujuan dari kajian pustaka ini adalah ; (1) Untuk menciptakan kondisi belajar yang nyata terhadap peserta didik di masa Pandemi Covid-19; (2) Untuk mengetahui peran media video pembelajaran dalam proses pembelajaran Jarak Jauh; (3) Untuk mengetahui pengaruh antara  penggunaan media video pembelajaran terhadap hasil belajar peserta didik di masa Pandemi Covid-19. Kajian ini menggunakan metode penelitian kuantitatif. Hasil kajian ini menunjukkan bahwa : (1) Terselenggaranya proses belajar jarak jauh di masa Pandemi Covid-19 melalui video pembelajaran. Hasil data yang menunjukan terselenggaranya proses pembelajaran bedasarkan tingkat kehadiran peserta didik 94% dan hasil data pra media video pembelajaran khususnya pada minat pelajaran IPS sebesaar 42% setelah menggunakan media video pembelajaran meningkat menjadi 77%; (2) Media video pembelajaran dapat membantu guru menyampaikan materi dan menciptakan situasi pembelajaran yang tidak monoton. Hasil data pra media video pembelajaran yang menunjukan media video pembelajaran dapat membantu guru menyampaikan materi sebesar 42% dan setelah menggunakan media video pembelajaran meningkat menjadi 94%; (3) Media video pembelajaran dapat membantu peserta didik untuk memahami materi pelajaran dan menyelesaikan tugas yang di berikan guru. Data hasil pra media video pembelajaran yang menunjukan peserta didik dapat menjawab pertanyaan melalui pembelajaran daring sebesar 19% setelah menggunakan media video pembelajaran meningkat menjadi 94%; (4) Media video pembelajaran yang layak dan efektif dalam meningkatkan motivasi dan hasil belajar bagi peserta didik dimasa Pandemi Covid-19. Hasil data pra media video pembelajaran yang menunjukan materi pelajaran yang diberikan kepada peseta didik melalui daring sangat jelas sebesar 42% setelah menggunakan media video pembelajaran meningkat menjadi 94%.


2018 ◽  
Vol 3 (2) ◽  
pp. 24-30
Author(s):  
Repitae Repitae ◽  
Rita Rahmaniati

This study aims to: (1) describe the learning activities of students in Mathematics learning using problem-based learning models with real media; (2) improving learning outcomes of Mathematics using problem-based learning with the actual press on fourth-grade students of SDN-3 Telangkah. The method and type of research used in this study are Classroom Action Research (CAR). The subjects in this study were 32 students of grade IVA SDN-3 SDN. The data collection techniques in this study were observations and tests. While the data analysis techniques used qualitative analysis and quantitative analysis. The results of the study showed that: (1) Learning activities of students during Mathematics learning used a problem-based learning model with real media to be good. This is by observation data, namely, in the first cycle obtained an average score of 3.4 with suitable criteria. (2) There is an increase in student learning outcomes in learning activities using problem-based learning models with real media on Mathematics which shows pre-action with an average of 58 with a percentage of 47%. And there is an increase in the first cycle with an average of 92 with a rate of 100% with the classification reached.


2019 ◽  
Vol 3 (2) ◽  
Author(s):  
Endang Eriany

ABSTRACTThe purpose of this study is to increase learning outcomes of historics grade III MA 1 Pekanbaru and SMA 11. This research is Classroom Action Research consisting of two cycles. The subject of this research was students of grade III MA 1 Pekanbaru and students of SMA 11. The number of students is 36 students. The writer as a class III teacher has conducted creative and productive methods. In pre-cycle the lowest score is 69.25 and it does not require the criterion of Minimal Completness requirements which has been setted 71. The author strives to choose creative and productive methods. The learning process in the first cycle has changed in the number of class score of 2591, and the second cycle was 3021. The average score of the first cycle increased to (71.97), and the second cycle was (79.50). For calculation of completeness, students who complete pre-cycle was 41.69%; cycle I was (80.56%); cycle II was (100%). The score of cycle I was (69) and cycle II was (81) while the highest score was pre-cycle (76); cycle I was (77) and cycle II was (88). For range and criterion score, pre-cycle ranks sufficient was 15 (41.67%), low was 20 (55.56%) and very low was 1 (02.78%) while Cycle I was only 29 (80.56%) low was 7 (19.44%) and cycle II was 36 (100%). From these explanations the range and precycle criterion score were high. Keywords: Creative and productive methods, history, learning outcomes ABSTRAKTujuan penelitian ini adalah rendahnya hasil belajar sejarah siswa kelas III MA 1 SMA Negeri 11 Pekanbaru. Penelitian ini adalah Penelitian Tindakan Kelas (PTK)  terdiri dari dua siklus.. Subjek penelitian siswa kelas III MA 1 SMA Negeri 11  Pekanbaru . Jumlah siswa  36 orang. Penulis sebagai guru kelas III telah melakukan metode kreatif dan produktif. Pada prasiklus  nilai terendah 69,25 dan tidak memenuhi persyaratan KKM yang ditetapkan 71.  Penulis berusaha dengan memilih metode  kreatif dan Produktif. Proses pembelajaran pada siklus I  mengalami perubahan yaitu jumlah nilai perkelas 2591, dan siklus II jumlah 3021. Rata-rata nilai siklus I meningkat menjadi  (71,97), dan siklus II (79,50). Untuk perhitungan ketuntasan, siswa yang tuntas   prasiklus 41,69 %; siklus I (80,56 %); siklus II (100 %). Nilai  siklus I (69) dan siklus II (81)  sedangkan nilai tertinggi prasiklus (76); siklus I (77) dan siklus II (88).  Untuk rentang dan kriteria nilai, praiklus pada peringkat  cukup 15 (41,67 %), rendah 20 (55,56 %) dan sangat rendah 1 (02,78 %) sedangkan Siklus I cukup 29 (80,56 %)  rendah 7 (19,44 %) dan siklus II tinggi 36 (100 %). Dari penjelasan tersebut rentang dan kriteria nilai prasiklus  terletak pada tinggi tinggi. Kata Kunci : Metode kreatif dan produktif, sejarah, hasil belajar 


Author(s):  
Ruth Sumarmi

This study aims to improve student motivation and learning outcomes by using group work methods on Christianity at SD Negeri 38 Ampenan. This research method uses classroom action research methods with research subjects namely fourth grade students of SD Negeri 38 Ampenan. The research instrument used observation and tests. The research data were analyzed using descriptive qualitative and quantitative techniques. The results of this study indicate that the learning process using group work methods can increase student motivation so that it has a positive impact on the final grades obtained by students. Based on the results of observations in cycle I and cycle II, it was found that all students liked the way of learning and were motivated to learn using the group work method on the grounds that the learning process was fun and did not make it saturated.


2018 ◽  
Vol 2 (2) ◽  
pp. 225-246
Author(s):  
Titik Umiyati

AbstrakTujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika dan menganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metode penelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2 siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blora pada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptif komparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasil penelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematika dengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehingga aktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkat ditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus II nilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaran matematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistar bilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semua siswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkan dalam permainan mistar bilangan. AbstractAbstract: The purpose of this research is to study the learningprocess ofmath and analyse increasing of learning achievement through rulernumbers game. The method usedin this research is class action which is done in2 cycles. The subject of the research are fourth grade students of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semester of the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle, first cycle and second cycle. The results of the research that is done two cycles indicate that math learning process by using ruler numbers game can make the students feel pleased so thatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease, it can be showed from the average score of the first cycle is 60.48 and the completeness score reaches57.1%. The average score of thesecond cycle is 75.24 and the completeness score reaches 85.7%. The conclusion of the research ismath learning about addition and deduction of integer through ruler numbers game can improve learning activity and the results of student learning show that all students are interested to obtain the task and get moreenjoyable experience in using rulernumbers game.  


2019 ◽  
Vol 3 (1) ◽  
pp. 99-109
Author(s):  
Nopriza Rahmawati ◽  
Rusdi Rusdi ◽  
Hanifah Hanifah

AbstrakPenelitian ini bertujuan untuk mengetahui cara menerapkan Model Active Learning Start With A Question sehingga dapat meningkatkan hasil belajar siswa pada pokok bahasan segiempat dan segitiga. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK). Subjek Penelitian ini adalah 22 siswa kelas VIIB SMP Negeri 6 Kota Bengkulu semester genap tahun ajaran 2017/2018. Instrumen yang digunakan adalah adalah lembar observasi aktivitas siswa. Hasil penelitian menunjukkan terjadi peningkatan aktivitas belajar siswa yang dilakukan dengan cara membentuk kelompok diskusi yang heterogen, menggunakan bahan ajar berupa handout, membimbing untuk mengambil andil tugas kegiatan kelompok, dan memberikan motivasi dan apresiasi berupa nilai plus dan pujian. Peningkatan aktivitas belajar dapat dilihat dari rata-rata skor pada lembar observasi aktivitas belajar siswa siklus I sampai siklus III secara berturut-turut: 14 (kriteria kurang); 20,375 (kriteria cukup); 26,5 (kriteria baik).Kata kunci: Aktivitas Belajar, Model Active Learning Start With A Question AbstractThis study aims to find out how to apply Active Learning Start With A Question Models so as to improve learning outcomes of mathematics on the topics of rectangle and triangle. This type of research is Classroom Action Research (CAR). The subject of this research is 22 students of class VII B SMP Negeri 6 Bengkulu City even semester of 2017/2018 academic year. The instrument used is activity observation sheets. The results showed that there was an improvement in the student's learning activities by forming heterogeneous discussion groups, using handout as assistance, guiding them to take on the task of group activities, and providing motivation and appreciation in the form of plus values and praise. The improvement of learning activity can be seen from the average score on the observation sheets of student learning activities from cycle I to cycle III respectively: 14 (less criteria); 20,375 (sufficient criteria); 26,5 (good criteria). Keywords: Learning Activity, Active Learning Start With A Question Models


2020 ◽  
Vol 3 (1) ◽  
pp. 7-20
Author(s):  
Lisdayanti Sultan ◽  
Hajerina Hajerina

The basic problem in this study is the low students learning outcomes in social arithmetic material regarding the profit, loss and percentage and discount in class VII A MTs Alkhairaat Biromaru 2017/2018 school year. There are several causes of the low students learning outcomes including teachers are still learning centers so students still tend to be passive in learning. This makes students become inactive, recultant, afraid and ashamend to ask. Therefore, to improve the learning outcomes of students of class VII A MTs Alkhairaat Biromaru and maximize learning, the researcher applied a quantum learning model, which is a learning model whose entire learning process can sharpen understanding and memory, and make learning a pleasant and useful process, so that learning becomes more motivated. The quantum learning model consists of 6 learning components, namely : 1. grow, 2. natural, 3. name, . demonstrate, 5. repeat, 6. Celebrate This research is a classroom action research using  qualitative approachthat aims to improve the learning outcomes of class VII A MTs Alkhairaat Biromaru sudents. The subject of this study were all students of class VII A totaling 21 people. In the research tht has been carried out, the result of his study indicate that learning activities have been going well and have increased in each cycle. This can be seen from the percentage of completeness of classical learning. In the final test of the first cycle reached the average score of students that is 71,43% with the amount of absorption of 15 students. Then in the final test the second cycle increased to 85,71% in good qualifications. With the number of students who get individual absorption of 18 students.


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