The purpose of this research was to improve student learning outcomes, activities, and positive responses. Classroom action research carried out in 4 stages: planning, action and observation, reflection, and revision that carried out in three cycles. Data were collected through test, observation, questionnaire, and documentation. The participants of this research are class XI-3 students of State Senior High School 1 Krembung. Data were analyzed descriptively quantitative. Observation cycle 1, motivation by the teacher, learning objectives, explanation of working on worksheets, worksheet systematics, class control, seating settings, and intelligence use are lacking. The mean obtained is 55 with grade completeness of 38%. Observation cycle 2, delivery of learning objectives hastily, connecting material with daily phenomena is less clear, concluding that the material is not systematic. However, many students begin to maximize their intelligence to obtain a mean 63.75 with class completeness of 60%. Observation cycle 3 shows an improvement, and the process runs smoothly so that the mean is 74 with grade completeness 81%. Students' positive activity increased from cycle I to cycle III while learning achievement from cycle one to cycle three increased respectively by 38%, 60%, and 81%. The student’s response questionnaire showed that students had a positive attitude with 81.73% and 18.27% negative. In conclusion, student achievement and activity in learning had increased and received a positive response.
This study aims to produce a valid and effective Pictorial Riddle-based Student Activity Sheets (SAS) that can improve student’s representation skills. The development of Student Activity Sheets uses four D models (Define, Design, Develop and Desseminate) from Thiagarajan. The trial was limited to Open University students in Bojonegoro study group using one shot case study. The research data was collected using validation, observation, tests and questionnaires with validation sheet instruments, observation sheets, learning outcomes tests and questionnaires. Data were analyzed using quantitative and qualitative descriptive analysis, N-gain and t-test. The results of the study show: 1) SAS that was developed are fulfilling in terms of content and construct validity; 2) SAS that was developed are validity criteria fulfilling effectiveness criteria in terms of improving student representation skills and having positive responses. Based on the above, it can be concluded that SAS are valid and effective to improve the representation ability of prospective teacher students.
The purpose of this study explains the effectiveness of the student activity sheet model to enhance scientific creativity and student learning outcomes and student responses to the learning process. The research design used pre-experimental with one group pretest-posttest design. The study's subject was the student activity sheet (SAS) model and the implementation of primary teacher Education undergraduate students who programed a science introductory concept course during the 2019.1 registration at Open University. Data collected using test methods and questionnaires with product cognitive test instruments, cognitive process tests, scientific creativity tests and student questionnaire responses. Data analyzed by t-test and the proportions calculated. Normality test and homogeneity test are done before the t-test is applied. Increased creativity and student learning outcomes are calculated using normalized N-Gain. The results showed: 1) Improvement of students' scientific creativity after joining learning in the medium category. 2) Improving student learning outcomes after participating in learning in the good category. 3) Student responses to the learning process in the positive category. Based on the above, it can be concluded that the application of student activity sheet model used in learning activities to improve scientific creativity competency and student learning outcomes is effective.
The article draws on research that aims to develop a model of the development of pre-reading-writing ability of a character-based education in kindergarten. The study was used the Research and Development method involving teachers and children at three kindergartens in Jombang. The procedure consists of two phases study, the preliminary studies and model development. Data collected by observation, interviews, documentation, questioner techniques, validation testing experts, and the results are analyzed with qualitative analysis techniques. The results showed that teachers require manual and development model's to pre-reading-writing ability of a character-based, as well as scenario development activity. The model of development gives the possibility for children to develop the ability to recognize text and pre-reading-writing through story. Development model cantains character values on planning, include: objectives, materials, and activities, as well as the implementation, include: introduction, core, and closing activities. Artikel ini disusun berdasarkan penelitian yang bertujuan mengembangkan model pengembangan kemampuan pra-membaca-menulis berbasis pendidikan karakter di TK. Penelitian dilakukan menggunakan pendekatan penelitian pengembangan melibatkan guru-guru dan anak-anak di tiga TK Kabupaten Jombang. Prosedur penelitian terdiri atas dua tahap, yakni studi pendahuluan dan pengembangan model. Data dikumpulkan dengan teknik observasi, wawancara, dokumentasi, kuesioner dan uji validasi pakar, serta hasilnya dianalisis dengan teknik analisis kualitatif. Hasil penelitian menunjukkan bahwa guru membutuhkan panduan dan model pengembangan kemampuan pra-membaca-menulis berbasis karakter, serta skenario kegiatan pengembangan. Model pengembangan yang dihasilkan memungkinkan anak mengenal tulisan dan mengembangkan kemampuan pra-membaca-menulis melalui cerita. Model pengembangan memuat nilai karakter pada komponen perencanaan, meliputi: tujuan, materi, dan kegiatan, serta pada pelaksanaan meliputi: pendahuluan, inti, dan penutup.
The implementation of learning activities during the pandemic is carried out online, including learning activities at the Distance Learning Program Unit of the Open University of Semarang using Web-based Tutorials (Tuweb) using Microsoft Team. Online learning requires students to study independently. The purpose of this study was to integrate the impact of user experience, academic self-concept and adversity quetion on independent learning in students. This type of research is quantitative research. Data collection techniques using a psychological scale. The psychological scale used in this study is (1) the learning independence scale. (2) academic self-concept scale (3) adversity quotient scale and (4) user experience scale. The measurement results show a TLI of 0.955. This output shows the accuracy, consistency of the accuracy of the composite reliability measuring instrument which shows the accuracy, consistency of the accuracy of a measuring instrument in making measurements. Student independence is influenced by academic self-concept and user experience, but the adversity quotient does not have a significant effect.
During the pandemic, breakthroughs in learning were required, one of which was the conversion of printed versions of traditional teaching materials into digital teaching materials. While there were many digital textbooks or e-books available on the internet, there was no SD thematic material packaged digitally based on augmented reality and capable of displaying an engaging, augmented reality for students. This augmented reality-based thematic textbook could help elementary students understand basic thematic material, and its products could be installed on all students’ computers and smartphones, making learning more enjoyable. The research method of this study was based on the ADDIE R&D model (analysis, design, develop, implement, and evaluate). Elementary thematic textbooks from various publishers were analyzed, which revealed that no national publisher has produced augmented reality-based elementary thematic textbooks for grade 1. Following that, four chapters of augmented reality-based elementary thematic textbooks were designed, which were validated by learning material and learning media experts with scores of 90 and 92, respectively, indicating that this product is suitable for limited testing in elementary schools in Semarang and its environs. This augmented reality-based elementary thematic textbook is effective because it displays augmented reality, pictures and fun music. Keywords: design, elementary thematic textbooks, augmented reality, ability, student literacy
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