This study aims to determine the effect of manipulative media on student learning outcomes in learning mathematics class V SDN 52 Kota Bengkulu. This research is a quantitative type. The research method used is Quasi Experimental with design type The Matching Only Pretest-Posttest Control Group Design. The population in this study is all students of grade V SDN Kota Bengkulu using KTSP. While the sample of class V students in SDN 52 Kota Bengkulu consists of VA, VB, VC and VD. The sampling technique uses cluster random sampling. From the scramble obtained VC class of 28 students as experiment class and VA class amounted to 29 students as control class. The research instrument used in the form of cognitive learning result test is in the form of multiple choice questions given through pretest and posttest in the experimental class and control class. Data of this research are analyzed by using descriptive analysis and inferential analysis that is t-test. Data of research result which is processed by using t-test is got tcount value 2,84 and t table value equal to 1,625. Systematically seen t count (2.84)> t table (1,625) at 5% significant level, it can be concluded that there is influence of the use of manipulative media on student learning outcomes on learning matemtika class V SDN 52 Kota Bengkulu.
Eko Prawoto merupakan seorang seniman sekaligus arsitek lulusan UGM dan Berlage Istitute yang selalu mengolaborasikan keindahan seni rupa ke dalam karya arsitekturnya. Selain itu, arsitek ini juga dikenal dengan karya yang humanis. Dengan mengambil telaah terhadap beberapa karyanya, penulis hendak mengetahui karakter desain Eko Prawoto dengan mengungkap aspek puitisasi arsitektur dan kemanusiaan. Melalui tinjauan proses kreativitas dan fokus pada material Arsitektur Puitis dari Antoniades (1992), tinjauan Wastu Citra dari Mangunwijaya (1988), ditelaah bagaimana apresiasi Eko Prawoto terhadap seni dan arsitektur. Dapat disimpulkan bahwa Eko Prawoto merupakan arsitek kreatif berjiwa seni sekaligus budayawan yang selalu mengedepankan nasib alam serta mengutamakan kerendahan hati dan kejujuran dalam setiap karyanya. Lewat kepekaan pada material, ia mampu mengolah proses kreatifnya untuk menciptakan karya-karya sebagai representasi dialog alam dan budaya manusia.
Elementary school teachers have unresolved problems, including a good ability to develop learning tools based on High Order Thinking Skills. If they already have a good understanding, then this training is very much needed in order to hone their skills in developing HOTS-based learning tools. Thus, it is hoped that teachers can provide critical thinking skills for their students. The service method used is in the form of training/workshops. The target of service is representatives who are determined purposively, namely the principal and teachers of the Kedungkandang Elementary School Group I, Malang City. As a result of service activities, teachers and principals at SD cluster I, Kedungkandang District have the knowledge and skills in developing HOTS-based learning tools. The results of the HOTS-based learning tools that have been developed are 7 devices. The level of satisfaction of the activities carried out is 92 percent.Guru Sekolah Dasar memiliki permasalahan yang belum terselesaikan, diantaranya yakni kemampuan yang baik dalam mengembangkan perangkat pembelajaran yang berbasis High Order Thinking Skill. Apabila mereka telah memiliki pemahaman yang baik, maka pelatihan ini sangat dibutuhkan dalam rangka mengasah kemampuan mereka dalam mengembangkan perangkat pembelajaran yang berbasis HOTS. Dengan demikian, diharapkan para guru dapat memberikan bekal keterampilan berpikir kritis bagi siswa mereka. Metode pengabdian yang digunakan berbentuk pelatihan/workshop. Sasaran pengabdian merupakan perwakilan yang ditentukan secara bertujuan/ purposive yaitu kepala dan guru Sekolah Dasar gugus I Kedungkandang Kota Malang. Hasil kegiatan pengabdian, guru dan kepala sekolah di SD gugus I Kecamatan Kedungkandang telah memiliki pengetahuan dan keterampilan dalam mengembangkan perangkat pembelajaran berbasis HOTS. Hasil perangkat pembelajaran berbasis HOTS yang telah dikembangkan sebanyak 7 perangkat. Tingkat kepuasan kegiatan yang dilaksanakan sebesar 92 persen.
The application of innovative and interactive learning media can encourage students to be active in learning. However, in reality social studies learning is still teacher-centered. The teachers do not use innovative learning media, and are fixated on one source book that has been provided by the school. This study is to determine the effect of using cultural map media on student learning outcomes on the material diversity of the Indonesian nation. The study used a quasi-experimental research method using one experimental group. Therefore, the design used by the researcher is a one group pretest-posttest design. The results of the statistical test showed that the average posttest results of the students were higher than the students' average pretest, which was 83.77 > 76.33 with Sig = 0.000. Therefore, the application of cultural map learning media has an effect on improving student learning outcomes on the material diversity of the Indonesian nation
The achievement of learning objectives in forming quality educated human beings includes intelligence in cognitive, affective and psychomotor aspects. Intelligence is divided into three pillars namely Intelligence Quotient (IQ), Emotional Quotient (EQ), and Spiritual Quotient (SQ). The pillars certainly have different meanings. Individuals who have a better EQ will be more successful in the world of work later, successful learning is the achievement of national education goals. The reality in the field based on observations and interviews is the use of learning models that are not based on social learning theory, and students' creativity is not visible in learning activities. This research uses a qualitative approach with a descriptive study type with the literature study method. The purpose of this study is to contribute insightful knowledge to educational experts and educational practitioners about the concept and implementation of role playing learning models based on social learning theory
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