This study aims to identify the effectiveness of the Puzzle Media Number Head Together (NHT) learning model on Mathematics learning outcomes of fourth grade students of SDN 01 Damarjati Jepara. This type of research is quantitative research. The research design used in this study is Pre-Experimental Design in the form of One Group Pretest-Posttest Design. The population of this study was all fourth grade students of SDN 01 Damarjati Jepara using the Non Probability Sampling technique which is a type of saturated sampling. Data in this study were obtained through tests, documentation and interviews. Data analysis using the analysis of the final initial normality test and hypothesis testing (t test). normality test is used to find out the student learning outcomes are normally distributed or not. Hypothesis testing using t-test. Based on the results of the research data analysis, the t test coefficient is 14,175 and the coefficient is significant at the level of 5%. The average value before being given treatment is 51 which means less than KKM and the average value after being given treatment is 78 which means it has fulfilled the KKM. The difference in average increases is 27. Therefore, it can be concluded that the use of Media Puzzle Assisted Number Head Together (NHT) learning model is effective for Mathematics learning outcomes of fourth grade students of SDN 01 Damarjati Jepara academic year 2018/2019.
Penelitian ini bertujuan untuk mengetahui dan mendeskripsikan nilai-niali spiritual yang dapat membentuk karakter siswa dalam Buku Cerita Rakyat Joko Dolok Karya Wiradarsono, untuk mengetahui seberapa berpengaruhnya nilai spiritual dalam buku cerita yang dapat membentuk nilai karakter serta untuk mengetahui bagaimana sekolah menanamkan nilai karakter pada anak didik. Penelitian ini dilatarbelakangi oleh kemajuan teknologi yang dapat mempengaruhi berkurangnya minat baca siswa terhadap buku cerita rakyat serta menggeser tata nilai dalam kehidupan. Akibatnya, kehidupan manusia menjadi kering spiritualitas, bahkan keimanan pada Dzat Yang Maha Kuasa juga mulai luntur. Jenis penelitian ini adalah kualitatif dengan metode deskriptif. berdasarkan hasil analisis peneliti, buku cerita rakyat Joko Dolok mengandung 34 nilai spiritual yang dapat membentuk karakter siswa. Nilai-nilai spiritual dan nilai-nilai karakter tersebut dapat dilihat dari kutipan dalam penokohan, dan dibuktikan dari indikator iman, ibadah, dan akhlak serta indikator 18 nilai karakter, beberapa point yang mempengaruhi nilai spiritual dalam buku cerita dapat membentuk nilai karakter yaitu dari lingkungan, banyaknya nilai spiritual yang ada didalam buku tersebut dan isi atau alur dari cerita tersebut. Dan tiga cara menanamkan nilai karakter pada siswa yaitu sebelum pembelajaran dimulai, saat pembelajaran dimulai dan saat diluar jam pembelajaran. Penelitian yang telah dilakukan mengenai nilai spiritual dalam buku cerita rakyat berkaitan dengan karakter siswa itu sendiri, guru bisa menjadikan buku cerita rakyat sebagai media untuk membentuk karakter, media pembelajaran yang menyenangkan sehingga siswa tidak bosan dalam mengikuti pelajaran. Kata kunci : Nilai Spiritual, Nilai Karakter, Buku Cerita Rakyat
This study attempts to find out how the planning process method peers, the implementation of a method of guidance peer and to know the influence of a method of guidance peer against student learning achievements. The kind of this research is the qualitative study with the approach of a case study using data of the information based on discoveries in the field. The population research is students grade 5 SDN Kembangarum 4 sub-district of mranggen, district demak. The Sample taken is 4 the students who were a tutor and 4 students in the guide, with using a technique descriptive analysis phenomenology. Laboratory data obtained through observation, interviews, and documentation. Can be concluded the application of a method of a tutorage can increase student learning achievements grade 5 a student average score the initial conditions 59,42 increased to 78,19 afterward applied a method of a tutorage. That planning the application of a method of a tutorage teacher formerly recognize the characteristics of students so teachers choose to apply the methods of a tutorage. In the implementation of the teachers give instructions to students before applies the methods of a tutor. Students who were deemed was chosen as a tutor.. Based on the result of this research advice to report is the application of a method of a tutorage can last more effective
The aim of this research is to find out the effectiveness of traditional games “engklek” in the liveliness studying of PPKn third grade students of SD N 1 Karangmulyo Kendal. The type of this research is experimental research in the form of Pre-Experimental Design, because there is no control variable, and the sample is not randomly selected. Pre-Experimental Design that used is One Group Pretest-Post Test Design. The study population was third grade students of SD N 1 Karangmulyo Kendal which will be used as the experimental class. The samples taken in this study were all third grade students of SD N 1 Karangmulyo Kendal consisting of 10 males and 10 females to be sampled using Saturated Sampling techniques. The data of this research were obtained through interviews, observations with the pretest post test, and documentation. Based on the results of the analysis the data tested was obtained = 11,723. Then consulted with a table with db = (+) - 2 = (20 + 20) - 2 = 38 and a significance level of 5% is known = 2.021 so> that is 11.723> 2.021. Thus H0 is rejected and Ha is accepted. This means that there are differences in the average score of the pretest and post test. From the calculation results is known that the average post test score is higher than the average pretest score of 35.55> 23.1. Then it can be interpreted that traditional game “engklek” is effective to students liveliness studying.
Perkembangan teknologi informasi dan komunikasi di era Industri 4.0 telah memiliki pengaruh yang besar terhadap proses pengajaran dan pembelajaran. Kemudahan akses teknologi telah digunakan oleh para pengajar untuk memudahkan proses pembelajaran. Akses teknologi juga mampu meningkatkan kualitas pendidikan. Sejak ditemukannya teknologi internet, hampir segalanya menjadi mungkin dalam dunia pendidikan. Saat ini peserta didik dapat belajar tidak hanya dimana saja tetapi sekaligus kapan saja dengan fasilitas sistem electronic learning yang ada. E-learningkini semakin dikenal sebagai salah satu cara untuk mengatasi masalah pendidikan dan pelatihan, baik di negara-negara maju maupun di negara yang sedang berkembang, khususnya Indonesia. Banyak orang menggunakan istilah yang berbeda-beda untuk e-learning namun pada prinsipnya e-learning adalah pembelajaran yang menggunakan jasa elektronik sebagai alat bantunya.Kata Kunci: Penggunaan Aplikasi Whatsapp dan Zoom, Pembelajaran Daring, Matematika
Children's language skills are a problem that needs attention because many children are not yet able to write and use good and correct language. The purpose of this study was to analyze the effectiveness of online learning based on the complete sentence model on student learning outcomes in Theme 2 Playing in My Environment Sub-theme 1 Playing in the Home environment writing skills for class II. This type of research is experimental research with a research design that is pre-experimental designs. The study population was class II consisting of 28 students for the 2020-2021 school year. The sample taken was class II students consisting of 28 students using nonprobability sampling techniques. In this study, the data analysis technique used is quantitative statistical data analysis techniques. The results showed that the score of the t-test showed that the results of the calculation of the score data of students with t count = 1.717804 with a price of t table = 1.701113, then t count> t table. This research concludes that there is a significant increase, so online learning based on the complete sentence model is effectively used for student learning outcomes in theme 2 Playing in My Environment Sub-theme 1 Playing in the Home environment writing skills class II.
The background that drives this research is that due to the habit of daring to study using gadgets during a pandemic, it is found that the impact of gadgets on changes in fourth grade study habits. This study uses an approach, using a descriptive method. The data in this study were obtained through the distribution of questionnaires, interviews and documentation. The results of the questionnaire analysis on students' use of gadgets showed that the percentage of answers was always 38%, often 6%, sometimes 19% and never 36%. And in the habit of student learning questionnaires, the percentage of answers always showed that 27% answered always, 9% answered often, 20% answered sometimes, and 44% answered never. It was concluded that there was an impact of using gadgets on changes in students' study habits. The data in this study were obtained through the distribution of questionnaires, interviews and documentation.
Abstrak : Model Kooperatif Tipe Team Games Tournament Berbantu Media Ular Tangga Dalam Pembelajaran Materi Sifat Cahaya. Tujuan penelitian ini adalah mendeskripsikan pembelajaran dengan menggunakan model Team Games Tournament berbantu media ular tangga pada materi sifat cahaya. Penelitian ini adalah penelitian kuantitatif. Desain yan digunakan adalah pretest - posttest control group design. Sampel yang digunakan yaitu seluruh siswa kelas V di SD Negeri 3 Welahan yang berjumlah 17 siswa. Data dalam penelitian ini di peroleh melalui observasi, wawancara, tes dan dokumentasi. Berdasarkan hasil perhitungan uji t ketuntasan belajar diperoleh ttabel sebesar 2,0141 dan thitung sebesar 5,625. Jadi thitung > ttabel yang artinya siswa dapat mencapai kriteria ketuntasan yang telah ditetapkan.Kata Kunci : Team Games Tournament, Ular Tangga, Sifat Cahaya
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