Tujuan penelitian ini adalah mencari pengaruh penggunaan media pembelajaran interaktif berbasis articulate storyline terhadap motivasi belajar dan hasil belajar IPS. Penelitian ini merupakan penelitian kuantitatif Quasi Ekseperimen dengan desain Pretest Postest Nonequivalent Control Group Desain. Subjek penelitian ini adalah siswa kelas IV sebanyak 30 siswa sebagai kelas eksperimen dan 30 siswa sebagai kelas kontrol di SDN Gubeng I/204 Surabaya. Berdasarkan analisis data motivasi belajar siswa kelas eksperimen mengalami kenaikan 60% dari pada kelas kontrol, begitu juga hasil belajar siswa pada kelas eksperimen yang mengalami kenaikan 70% menggunakan media pembelajaran interaktif berbasis articulate storyline dibanding kelas kontrol yang hanya menggunakan metode konvensional tanpa penggunaan media pembelajaran. Dari analisis data di atas dapat disimpulkan bahwa penggunaan media pembelajaran interaktif berbasis articulate storylineterhadap motivasi belajar dan hasil belajar IPS siswa kelas IV SD.
The development of Islamic education demands a change in the teaching system that leads to the availability of a constructivist-oriented learning model in constructing Fiqh knowledge more logically and rationally through analyzing the context of people's life. This study aims to develop a Direct-Contextual Learning (DCL) model by integrating the characteristics of direct instruction and contextual learning and improving the learning outcomes of comparative Fiqh in higher education. This type of research included the type of research development (R&D) with a systematic approach using the Dick and Carey model. The participants involved in this study were 100 first-level undergraduate degrees at Gontor Islamic University who were selected using the purposive sampling technique. The data collection techniques used include questionnaires, literature reviews, and test learning outcomes. This study's results were the DCL model, and the DCL teaching plan that was developed led to better Fiqh learning outcomes. The DCL phases developed to consist of an introduction, presentation, context exploration, confirmation, and closing. This study provides a new learning model at Modern Islamic University that can be used by lecturers to impart student fiqh knowledge without leaving the lecturer's role in facilitating students through critical analysis of the relationship between Fiqh and the context of social life.
In this study bovine bone material was cured with alkaline solution (calcium oxide) for 10, 30 and 50 days and extracted at three temperature levels (60 °C in extraction I, 70 °C in extraction II, and 100 °C in extraction III) each for 4, 5 and 6 hours. The results showed an increase in the percentage of yield along with an increase in curing and extraction time, where the preparation with 50 days curing time and 6 hours extraction resulted in the highest gelatin yield percentage, i.e. 23.45%. In addition, the increase in curing and extraction time is also closely related to the increase in proximate levels (water and ash) as well as pH of bovine bone gelatin. Slightly different, the results of the viscosity and gel strength analysis showed more specific and varied phenomena. Especially for color organoleptic properties, application of various curing and extraction times does not appear to have a significant effect.
This research aims to know the effect of cooperative learning model of team game tournament with uno card toward student activity fourth grade student of Elementary School and to know the effect of cooperative learning model of team game tournament with uno card to learning outcomes of Social Studies fourth grade student of Elementary School. This research is conducted in SDN Sidokare IV, Sidoarjo with research subject is fourth grade students in fourth A as control class and fourth B grade students as experiment class school year 2015/2016. The type of research is experiment research with form of research is pretest-posttest control group design. The research data was obtained as follows: students activity at experiment class is better than control class. This condition was shown with tarithmetic score (5,253) > ttable (1.994) with mean score in experiment class is 82,3200 higher than students social skills in control class 71,5600. So, there are effect of cooperative learning model of team game tournament with uno card to student activity. While for second hypothesis testing was showed that student learning outcomes in experiment class is higher than control class. This condition was shown with tarithmetic score (5.462) > ttable (1.994) with mean score in experiment class is 90,3400 higher than student learning outcomes in control class 62,9600. So, there are effect of cooperative learning model of team game tournament with uno card to student learning outcomes.Keywords: Team Game Tournament Learning Model, Uno Card, Student Learning Activity. ABSTRAK Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran team game tournament dengan media kartu uno terhadap aktivitas siswa kelas IV Sekolah Dasar dan untuk mengetahui pengaruh model pembelajaran team game tournament dengan media kartu uno terhadap hasil belajar siswa pada mata pelajaran IPS kelas IV Sekolah Dasar. Penelitian ini dilakukan di SDN Sidokare IV, Sidoarjo dengan subjek penelitian adalah siswa kelas IV A sebagai kelas kontrol dan kelas IVB sebagai kelas eksperimen tahun pelajaran 2015/2016. Jenis penelitian yang dilakukan adalah penelitian eksperimen dengan bentuk desain penelitian pretest-posttest control group design. Data hasil penelitian yang diperoleh sebagai berikut: aktivitas siswa pada kelas eksperimen lebih baik dibandingkan dengan kelas kontrol. Hal ini ditunjukkan dengan nilai thitung (5,253) > ttabel (1.994) dengan nilai mean pada kelas eksperimen sebesar 82,3200 lebih tinggi dibandingkan dengan aktivitas siswa pada kelas kontrol yaitu sebesar 71,5600. Jadi, ada pengaruh model pembelajaran team game tournament dengan media kartu uno terhadap aktivitas siswa. Sedangkan untuk pengujian hipotesis kedua menunjukkan bahwa hasil belajar siswa pada kelas eksperimen lebih tinggi dibandingkan pada kelas kontrol. Hal ini ditunjukkan dengan nilai thitung (5.462) > ttabel (1.994) dengan nilai mean pada kelas eksperimen sebesar 90,3400 lebih tinggi dibandingkan dengan hasil belajar siswa pada kelas kontrol yaitu 62,9600. Jadi, ada pengaruh model pembelajaran team game tournament terhadap hasil belajar siswa.Kata Kunci: Model pembelajaran team game tournament dengan media kartu uno, aktivitas siswa, hasil belajar.
Penelitian ini bertujuan untuk menghasilkan perangkat pembelajaran berbasis model Problem Based Learning (PBL) yang layak digunakan untuk meningkatkan keterampilan berpikir kreatif siswa kelas IV Sekolah Dasar. Perangkat pembelajaran meliputi Rencana Pelaksanaan Pembelajaran (RPP), Lembar Kegiatan Siswa (LKS), dan instrumen tes keterampilan berpikir kreatif. Metode pengembangan produk penelitian ini berdasarkan tahapan four-D (Define, Design, Development, Dissaminate). Data penelitian meliputi tiga hal yakni hasil validitas, kepraktisan, dan keefektifan perangkat pembelajaran. Validitas mencakup validitas isi dan konstruk yang diperoleh dari penilaian dua pakar. Kepraktisan perangkat pembelajaran disusun berdasarkan data uji terbatas dan uji lapangan. Sedangkan keefektifan dari perangkat pembelajaran dilihat dari hasil aktivitas dan respon siswa. Produk diujicobakan pada siswa kelas IV Sekolah Dasar pada materi IPA. Hasil penelitian menunjukkan hasil uji validitas dengan kategori valid, keterlaksanaan pembelajaran dengan kategori sangat baik, Aktivitas siswa dengan kategori sangat tinggi, respon siswa dengan kategori sangat baik. Secara keseluruhan disimpulkan bahwa perangkat pembelajaran berbasis model PBL dinyatakan layak digunakan dalam pembelajaran IPA untuk meningkatkan keterampilan berpikir kreatif siswa
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