Balikpapan Botanical Garden School has a very supportive learning environment, especially in studying plant material, but there are still many students who show low interest in learning so that an application in the form of android application to foster student interest in learning related to plants. This research aims to determine the feasibility of the botanical application as the further development of a flash application with the same theme to enhance interest in learning plant material. This research is used Research and Development (R&D) with ADDIE model which includes the analysis, design, development, implementation, and evaluation stage. The data were collected using a questionnaire to measure students’ learning referring to Mitchell's theory with 25 questions. The result showed that the botanical application is feasible to use with a score of 3,86 (feasible) and 4,16 (very feasible) according to media and material experts, and also a score of 4,47 (very feasible) according to the students. It also can enhance interest in learning plant material at the significance level of 0.002<0.05 with 46,6% of students reach the high criterion and the other 53,3% reach the moderate criterion of interest. This android-based of botanical application turns out to be able to enhance interest in learning about plant material due to learners' option to choose learning content depending on their interest.
This study aims to describe the learning steps by using the Contextual Teaching Learning (CTL) approach that can improve students 'mathematical reasoning, so that students' mathematical reasoning problems are well resolved in the learning process. Classroom Action Research). The research design consists of several actions, one action is called a cycle. The activities of each cycle consist of four main activities, namely planning (planning), action (action), observation (observation), and reflection (reflection). The CTL strategy used in this study includes: Relating, Cooperating, Experiencing, Appliying, Transfering. The results of the study show that: (1) Implementation of learning with an approach consists of: Students observe problems, write problems, solve problems, and students discuss problems; (2) Mathematical reasoning of students who study using CTL has increased; (3) Learning with CTL is favored by students.
The purpose of this research was to increase students' enthusiasm for learning during online learning. Students feel bored with the type of task given by the teacher which were monotonous. In addition, students are often late in collecting assignments given by the teacher. It takes media or the help of interesting props so that students are excited. Sway media included creative media that can increase students' enthusiasm for learning. This research included classroom action research with the subject of class II students at SDN Simokerto V/138 Surabaya. The results showed that students' enthusiasm for learning had increased. In the first cycle, 72% of students were enthusiastic about participating in learning, increasing to 95% in the second cycle. In addition, the activities of teachers and students also increased. It can be concluded that the use of media sway can increase the learning spirit of class II students at SDN Simokerto V/138 Surabaya.
ABSTRAKPenelitian ini bertujuan (1) mendeskripsikan langkah-langkah pembelajaran dengan media pohon matematika, (2) mengetahui pengaruh penggunaan media pohon matematika terhadap hasil belajar matematika, (3) mengetahui pengaruh penggunaan media pohon matematika terhadap kreativitas mahasiswa, dan (4) mengetahui pendapat mahasiswa tentang pembelajaran matematika dengan media pohon matematika. Rancangan dalam penelitian ini merupakan The Static Group Comparison. Peneliti memberikan perlakuan pada kelompok eksperimen dengan pembelajaran menggunakan media pohon matematika. Sedangkan kelompok kontrol adalah kelompok yang belajar tanpa menggunakan media pohon matematika. Sebelum penelitian, diadakan tes kemampuan awal (pretes) untuk masing-masing kelompok. Setelah dikenai perlakuan yang berbeda, maka masing-masing kelompok diberikan postes. Hasil penelitian menunjukkan bahwa: (1) Implementasi pembelajaran dengan media pohon matematika terdiri dari: a) Tahap awal, yaitu penjelasan peraturan pohon matematika dan pembagian kelompok; b) Tahap inti, yaitu masing-masing kelompok bekerja sama dalam mengkonstruksi daun pohon matematika; dan c) Tahap akhir berupa presentasi oleh masing-masing kelompok dan membahas jawaban. (2) Hasil belajar matematika mahasiswa yang belajar dengan menggunakan media pohon matematika lebih tinggi daripada hasil belajar matematika mahasiswa dengan metode pembelajaran ekspositori. (3) Pembelajaran dengan pohon matematika memungkinkan mahasiswa untuk menyelesaikan masalah dengan bermacam-macam interpretasi, metode penyelesaian atau jawaban sehingga kreativitas mahasiswa dapat berkembang. (4) Pembelajaran dengan media pohon matematika disukai mahasiswa. Kata kunci: kreativitas mahasiswa, pohon matematika ABSTRACTThis study aims to (1) describe the steps of learning with mathematical tree media, (2) to know the influence of mathematical tree usage of mathematics learning result, (3) to know the influence of mathematical tree usage on student creativity, and (4) to know student opinion about mathematics learning with math tree media. The design in this study is The Static Group Comparison. The researcher gave treatment to the experimental group by learning using math tree media. While the control group is a group that learns without using math tree media. Prior to the study, pretesting tests were conducted for each group. After being subjected to different treatment, each group is given post test. The results showed that: (1) Implementation of learning with math tree media consists of: a) The initial stage, namely the explanation of mathematical tree rules and division of groups; b) The core stage, that is, each group works together in constructing the leaves of the math tree; and c) The final stage of the presentation by each group and discuss the answers.(2) The result of mathematics learning of students who studied by using math tree media is higher than the result of students' mathematics learning with expository learning method. (3) Learning with mathematical trees allows students to solve probl...
Tujuan dari penelitian ini adalah untuk mengetahui efektivitas penggunaan Porogapit Card untuk meningkatkan motivasi dan pemahaman siswa dalam menyelesaikan soal pembagian selama proses pembelajaran. Metode yang digunakan adalah Penelitian dan Pengembangan (R&D), terbatas hingga tahap implementasi dan menggunakan metode kuasi eksperimen dengan satu kelompok pretest-posttest. Instrumen motivasi adalah kuesioner yang dimodifikasi oleh Keller dengan model ARCS, terdiri dari 4 aspek termasuk perhatian, relevansi, kepercayaan diri, dan kepuasan. Populasi adalah semua siswa dari kelas 5 SDN 1 Sidorejo, Pakis. Posttest diadakan untuk mengetahui motivasi dan pemahaman siswa dalam menyelesaikan soal pembagian dengan menggunakan Porogapit Card. Data dikumpulkan dari angket motivasi dan tes. Setelah menggunakan Porogapit Card, terdapat 14 siswa dengan kriteria motivasi tinggi (71,91 ≤ x <86), 21 siswa dengan kriteria motivasi menengah (57,82 ≤ x <71,91), dan 3 siswa dengan kriteria motivasi rendah (43,74 ≥ x), dan 84,2% siswa lulus dalam menyelesaikan soal pembagian. Berdasarkan analisis data, Porogapit Card layak digunakan untuk meningkatkan motivasi dan pemahaman belajar siswa.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.