Tujuan penelitian ini untuk mendeskripsikan keefektifan pembelajaran berbasis proyek pada materi statistika ditinjau dari prestasi belajar, kemampuan berpikir kritis, dan kepercayaan diri siswa SMP kelas VII. Pembelajaran berbasis proyek terdiri dari enam langkah yaitu: (1) penentuan proyek; (2) perancangan langkah-langkah penyelesaian proyek; (3) penyusunan jadwal pelaksanaan proyek; (4) penyelesaian proyek dengan fasilitasi dan monitoring guru; (5) penyusunan laporan dan presentasi/publikasi hasil proyek; dan (6) evaluasi dan hasil proyek. Populasi dalam penelitian ini adalah siswa kelas VII SMPN 1 Yogyakarta. Instrumen yang digunakan adalah tes prestasi belajar, tes kemampuan berpikir kritis, angket kepercayaan diri, dan lembar observasi keterlaksanaan pembelajaran. Uji hipotesis menggunakan uji proporsi Z pada taraf signifikan 95% (α = 5%). Berdasarkan hasil uji hipotesis diperoleh proporsi siswa yang prestasi belajarnya telah mencapai KKM lebih dari 75%. Proporsi siswa yang memiliki kemampuan berpikir kritis dan kepercayaan diri pada kategori minimal “baik” lebih dari 75%. Dengan demikian dapat disimpulkan bahwa pembelajaran berbasis proyek efektif ditinjau dari prestasi belajar, kemampuan berpikir kritis, dan kepercayaan diri siswa. The effectiveness of project-based learning viewed from students’ learning achievement, critical thinking skill, and self-confidenceAbstractThe purpose of this study was to describe the effectiveness of project-based learning in statistical material viewed from learning achievement, critical thinking skills, and self-confidence of seventh-grade junior high school students. Project-based learning consists of six steps: (1) determining the project; (2) designing project completion steps; (3) preparing the project implementation schedule; (4) completion of the project with facilitation and monitoring from the teacher; (5) preparation of reports and presentation/ publication of project results; and (6) evaluation and results of the project. The population in this study was seventh-grade students of SMP 1 Yogyakarta, Indonesia. The instruments used were a learning achievement test, a critical thinking ability test, a self-confidence questionnaire, and an observation sheet of learning accomplishments. Hypothesis testing uses the proportion Z test at a significant level of 95% (α = 5%). Based on the results of the hypothesis test, the proportion of students who have learning achievement reached KKM was more than 75%. The proportion of students who have critical thinking skills and self-confidence in the minimum category of "good" was more than 75%. Thus it could be concluded that project-based learning was an effective view from students’ learning achievement, critical thinking skills, and self-confidence.
This research aims to produce comic-based LKPD comic products on the subject of social arithmetic and how to develop comic-based LKPD to be effective. This research uses research method of development of Thiagarajan-4D model, which consists of 4 stages, namely definition, design, development and dissemination. This study begins from a preliminary study in the form of needs analysis consisting of learner analysis, material analysis and task analysis. Preliminary study results indicate the need for the development of comic-based LKPD on the subject of social arithmetic. The development of worksheet based comic begins with arranging worksheet design and all components based on guidance of worksheet preparation in the form of draft 1. The draft 1 has been compiled and then validated by expert to produce draft 2. The validation result indicates that worksheet has fulfilled the content and design feasibility standard. The draft 1 is then refined to produce draft 2 and tested to several learners called a limited trial. The results of a limited trial show that worksheet is included in either category.
Rice husk is an organic waste found in Indonesia as a raw material for paper products. The society has not yet realized that the material could also be a medium of Arabic calligraphy. This research-based community service action aims to introduce the benefits of rice husk as a raw material for making paper. To practice the production of paper from rice husk as the basis for making Arabic calligraphy art, so it is needed to make a business community of paper production from rice husk based on Arabic calligraphy. By using the Asset-Based Community Development method, the community mentoring process is carried out by helping the business community of rice husk paper based on Arabic calligraphy during the production to the marketing process. To control the quality of the art of Arabic calligraphy, the EL-KA Lampung calligraphy community was involved. The result shows that the Arabic calligraphy created by the assisted community has high artistic value with different textures from rice husk paper, then it was created a rice husk paper business community based on Arabic calligraphy.
Penelitian ini bertujuan untuk menghasilkan suatu produk pengembangan dalam bentuk desain didaktis dan mengetahui kemampuan pemecahan masalah matematis siswa. Data diperoleh dari wawancara, observasi dan tes kemampuan pemecahan masalah. Berdasarkan hasil uji coba lapangan nilai rata-rata sebesar 74,2% dan tingkat kelulusan 76,19%. Hasil tertinggi dari aspek pemecahan masalah adalah memahami masalah 90,48% dan nilai terendah adalah memeriksa kembali sebesar 56,55%. Kesimpulan penelitian ini bahwa hasil posttest menunjukkan indikator memahami masalah sudah baik artinya siswa mampu memahami masalah dengan menuliskan apa yang diketahui dan ditanyakan. Namun, pada indikator memeriksa kembali diperoleh presentase terendah, karena siswa jarang memeriksa kembali jawaban yang telah ditulis.
Tujuan dalam penelitian ini adalah untuk mengembangkan Lembar Kerja Peserta Didik (LKPD) berbasis seni kaligrafi dengan pendekatan guided discovery learning materi persegi dan persegi panjang kelas VII di MTs Ma’arif 01 Punggur dan untuk mengetahui respon siswa. Penelitian ini dapat memberikan manfaat bahwa LKPD berbasis seni kaligrafi ini dapat dijadikan salah satu bahan ajar. LKPD berbasis seni kaligrafi dapat membiasakan peserta didik untuk membaca atau menulis ayat Al-Quran. Jenis penelitian ini adalah penelitian dan pengembangan (RnD) dengan model 4D yang merupakan singkatan dari define (pendefinisian), design (perancangan), development (pengembangan), desseminate (penyebaran). Berdasarkan analisis data hasil penelitian LKPD berbasis seni kaligrafi dengan pendekatan guided discovery learning pada materi persegi dan persegi panjang kelas VII di MTs Ma’arif 01 Punggur mendapatkan penilaian dari ahli materi, ahli media, ahli bahasa dan ahli kaligrafi serta hasil dari respon siswa bahwa LKPD ini layak untuk dijadikan bahan ajar dalam kegiatan belajar mengajar pada materi persegi dan persegi panjang.
This research generally aims to produce Module teaching material products with the Discovery Learning approach to the set material, and the specific purpose is to find out how the development and attractiveness of the Module teaching materials with that approach. This study uses the Thiagarajan 4D model development method, which consists of 4 stages, namely definition, design, development, and dissemination. The results of the research on the development of the Modules teaching material with the Discovery Learning approach. : (1) The main results of this research and development are Module teaching materials with the Discovery Learning approach. (2) Research data shows that material experts obtained an average value of 76% with the criteria of "feasible", design experts obtained an average value of 78% with the criteria of "feasible", and linguists obtained an average value of 79% with the criteria "feasible". (3) For the user's response to the teaching materials of the module with the discovery learning approach of the response of students obtained an average value of 74% with the criteria that is "interesting" and the response from educators gained a percentage of 74% with the interpretation criteria achieved namely "interesting". The significance of this research, among others, is that researchers can develop teaching material in the form of learning modules that can increase the activeness and effectiveness of students in carrying out teaching and learning in the classroom.
This study aims to produce a calculus module using geogebra software on limits, derivatives, and integrals. This research uses the 4D Thiagarajan development. This method is modified into 3D, thats define, design, and development. This research begins with a need’s analysis covering student analysis, material analysis, task analysis, analysis of the formulation of learning objectives. The results of the needs analysis that the calculus module using geogebra applications needs to be developed. Based on the results of the student and teacher questionnaire responses said the module developed was very good with a value of 81%.
This study aims to develop Mathematics learning media using ethnomathematics based Powtoon applications. This study is using the Borg and Gall development model. Media development is carried out on the material of a flat triangle and quadrilateral of Class VII Junior High School. Data collection instruments used were media expert questionnaires, material experts used to test the quality of mathematics-based Powtoon learning media, and student response questionnaires to test interest in the developed media. Data collection methods used the form of interviews, documentation and questionnaires. This research resulted in ethnomathematics based Powtoon learning media. The results of the assessment by media experts scored 88% in the very feasible category, the assessment of the material experts obtained a score of 87% in the very feasible category, while based on trials in class VII students of Ma'arif 1 Metro SMP which amounted to 22 students obtained a score of 80% with the eligible category. The development of ethnomathematics based Powtoon learning media is feasible and can be used by teachers and students as learning media.
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