ABSTRAKPenelitian ini berawal dari kenyataan rendahnya hasil belajar IPA dan siswa kesulitan dalam memahami pembelajaran IPA di kelas IV SDN 002 Langgini. Hal ini disebabkan karena guru tidak memberikan pembelajaran yang sesuai dengan situasi konkrit siswa. Salah satu solusi untuk mengatasi masalah ini adalah dengan menggunakan pendekatan problem solving. Pendekatan problem solving merupakan pendekatan mengembangkan daya nalar, keterampilan serta kreativitas siswa dalam memecahkan masalah sehingga dapat meningkatkan hasil belajar, dengan demikian tujuan penelitian ini adalah untuk mendeskripsikan peningkatan hasil belajar IPA siswa kelas IV pada dengan pendekatan problem solving. Penelitian ini menggunakan pendekatan kualitatif dan kuantitatif dengan bentuk penelitian yaitu penelitian tindakan kelas. Penelitian ini dilaksanakan dalam dua siklus. Penelitian ini dilaksanakan di kelas IV SDN 002 Langgini. Pengumpulan data dalam penelitian ini menggunakan teknik dokumentasi, observasi dan tes. Data dianalisis dengan menggunakan analisis data kualitatif dan kuantitatif. Peningkatan hasil belajar siswa pada pembelajaran IPA dengan pendekatan problem solving pada setiap siklus dapat terlihat dari nilai rata-rata 70,1 dengan presentase ketuntasan 71% pada siklus I dan nilai rata-rata 83,1 dengan presentase ketuntasan 93% pada siklus II.Kata Kunci: Pendekatan Problem Solving, Hasil Belajar, IPA PENDAHULUANIlmu Pengetahuan Alam atau yang biasa disingkat dengan IPA merupakan salah satu mata pelajaran pokok yang dipelajari di Sekolah Dasar (SD). IPA berhubungan dengan cara mencari tahu tentang alam secara sistematis, oleh karena itu IPA bukan hanya penguasaan pengetahuan yang berupa fakta, konsep, atau prinsip saja, melainkan suatu proses penemuan. Menurut Trianto (2013: 136-137) "IPA adalah suatu kumpulan teori yang sistematis, penerapannya secara umum terbatas pada gejala-gejala alam, lahir dan berkembang melalui metode ilmiah seperti observasi dan eksperimen serta menuntut sikap ilmiah seperti rasa ingin tahu, terbuka, jujur dan sebagainya".Proses pembelajaran IPA di SD sangat penting untuk menambah sebuah pengalaman dan pengetahun siswa, dalam hal ini, mata pelajaran IPA dinilai sebagai proses belajar yang menekankan pada pemberian pengalaman langsung untuk mengembangkan kompetensi siswa agar memahami alam sekitar secara alamiah, oleh karena itu pelajaran IPA di SD hendaknya dapat menekankan pada pemberian pengalaman belajar secara langsung melalui penggunaan dan pengembangan keterampilan proses dan sikap ilmiah, kemudian mata pelajaran IPA diharapkan dapat menjadi wahana bagi siswa untuk mempelajari diri sendiri serta alam sekitar.Tugas utama guru adalah mengelola proses pembelajaran, sehingga terjadi interaksi aktif antara guru dengan siswa, dan siswa dengan siswa, sehingga tujuan dari belajar itu dapat dicapai, begitu juga dalam pelajaran IPA, maka perlu dilaksanakan dengan cara yang tepat dan dapat melibatkan siswa secara aktif baik secara individu maupun kelompok dengan menekankan pada pemberian pengalaman langsung...
Absolute character education was undertaken in the 21st century in early childhood as curative measures and social pathology in the community, but a preventive measure to the formation the good character of each student have not effectively used in character education. In addition to cognitive learning students' character formation should be noted. In fact, often the formation of character early on is often forgotten. The aim of research explained comprehensively the nature of character education in the 21st century in childhood, explained comprehensively the use of models of learning in character education in the 21st century in childhood, explained comprehensively use learning approaches in character education in the 21st century to children aged early. The research method used in this study is a literature review is to connect research with the existing literature and fills the gaps in previous research. The results obtained in this study the use of the learning model of character education in the 21st century in childhood is the process of empowering the learner process of humanization (humanizing), and the process of acculturation, learning models of education namely learning model planting value, based on the development of moral reasoning, value analysis, and project citizen, effective use helps learners develop competencies become good citizens
The purpose of this research is to produce valid, practical and effective open-ended based mathematical questions in measuring the high-level thinking ability of grade V students of elementary schools. The study was conducted at 002 and 008 Public Elementary Schools in Bangkinang. The research was a Design Research, which is another term of development research according to Plomp and Nieveen. The development model used is the Plomp model consisting of three stages; preliminary research, prototyping phase, and assessment phase. Based on the results of the development, there were obtained 8 questions for cube and cuboid material and 8 questions for statistic material. Some characteristics of valid mathematical questions based on open-ended are (1) the questions developed have several possible answers or have various ways of answering, (2) the resulting questions can measure higher-order thinking abilities; analysing, evaluating, and creating (3) the material asked is in accordance with the level of the school, which is grade V of elementary school related to cube and cuboid, and statistics materials, (4) the questions are related to the students’ daily life. The characteristics of practical open-ended mathematical questions are that can be used by teachers as an evaluation tool. This question will also be easily obtained because it will be posted in a blog owned by researchers and fellow students.
The purpose of this study is to produce the valid, practical, and effective problem-based questions to measure the mathematical problem-solving abilities of eighth-grade students of junior high school. The materials used as the basis of development are system of linear equation in two variables and the Pythagorean theorem. The development model used is the Plomp model consisting of three stages; preliminary research, prototyping phase, and Assessment phase. Based on the results of these stages, 16 problem-based questions were obtained which are valid to the criteria of content, constructs and determined language, practically used by the teacher, and effective for measuring students’ mathematical problem solving abilities because they can direct students to identify problems, plan solutions, implement solutions, and need to carry out evaluations as indicators of problem-solving abilities.
AbstrakPenelitian ini dilatar belakangi oleh hasil belajar siswa yang masih rendah di SD Negeri Sidorejo Kidul 02 pada mata pelajaran matematika. Tujuan penelitian untuk meningkatkan hasil belajar matematika melalui penerapan pembelajaran Teams Games Tournament (TGT) berbantuan media Papan Jaring Baku. Jenis penelitian ini menggunakan Penelitian Tindakan Kelas (PTK). Subjek penelitian ini adalah siswa kelas V SD Negeri Sidorejo Kidul 02 yang berjumlah 27 siswa. Penelitian ini dilaksanakan dalam 2 siklus. Teknik pengumpulan data dalam penelitian ini adalah teknik tes dengan analisis data berupa analisis kuantitatif. Hasil penelitian menunjukkan peningkatan persentase hasil belajar siswa pada tahap pra siklus siswa yang tuntas dalam pembelajaran hanya 10 siswa (37%) lalu meningkat pada siklus I sebanyak 19 siswa (70%) yang tuntas dan meningkat lagi pada siklus II menjadi 24 siswa (89%). Peningkatan ini terjadi karena siswa mulai memahami konsep pada pembelajaran matematika yang diterapkan dengan model pembelajaran Teams Games Tournament serta guru menggunakan media papan jaring baku yang dapat membatu siswa memahami konsep pembelajaran. AbstractThe background of the research based on the mathematics learning outcome that needs to be proved at 2 nd Sidorejo Kidul National Elementary School. The purpose of the research is to increase the learning outcomes in mathematics using learning method Teams Games Tournament using assistance manipulative of 'papan jaring'. This research using Classroom Action Research (CAR). The subject of the research is 27 students in 5 th grade of 2 nd Sidorejo Kidul National Elementary School. This research be done in 2 cycles. Collecting data techniques that be used in this research is test with data quantitave analysis. The result indicate there are some increasing in learning outcomes of students from level pre-cycle only 10 students (37%) that completely in learning then increase in cycle I which is 19 students (70%) that completely and increase again become 24 students (89%) in cycle II. This can happen because the students already understand about the mathematics concept using Teams Games Tournaments, and the teacher using 'papan jaring' for manipulative tools to help them understand the concept of learning.
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