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Journal : Jurnal Pendidikan

PEMANFAATAN ALAT PERMAINAN EDUKATIF ULAR TANGGA DALAM PENERAPAN PEMBELAJARAN TEMATIK DI KELAS III SD Aini Indriasih
Jurnal Pendidikan Vol. 16 No. 2 (2015)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.545 KB) | DOI: 10.33830/jp.v16i2.343.2015

Abstract

Games as tools in education is one of the media-based simulation designed to stimulate the existing problems, in order to obtain the essence of science that can be used to solve the problem. This research was conducted with the purpose of implementing the thematic-based character education by utilizing the tools of educational games. The results of this study are expected to provide an alternative activity to play in learning process and cultivate children to skillfully handle the problem independently, encouraging teachers to be more creative in educating the children with media interest and in accordance with the children's development. This study used a quasi-experimental design. The data collection technique used was the test and observation guidelines. Implementation of research had been done in class III SD 02 Temulus in Distric of Kudus in central of Java. The research result showed that the activity of students in the learning was 84 which is very active. The result of learning process skills was 81, while learning completeness score was 88. The test results influenced the activity of the students’ learning as big as 0,684. There was still 0,352 of variance which was influenced by other variables. The influence of skills in the learning process of students to the students test scores was 0,616. It means, there are other variables which influence the test scores as big as 0,384. Comparative tests between pre-test and post-test (t test) was t = 12,2*, means that there was difference in learning outcomes before and after treatment. Alat permainan edukasi adalah salah satu media berbasis simulasi didesain untuk menstimulasikan permasalahan yang ada, sehingga diperoleh esensi ilmu yang dapat digunakan untuk menyelesaikan masalah.Penelitian ini dilakukan dengan tujuan menerapkan pendidikan karakter berbasis tematik dengan memanfaatkan alat permainan edukatif. Hasil penelitian ini diharapkan dapat memberikan alternatif kegiatan bermain sambil belajar dan membudayakan anak untuk terampil mengatasi masalahnya secara mandiri, mendorong guru untuk dapat lebih kreatif membelajarkan anak dengan media yang menarik dan sesuai dengan perkembangan anak. Penelitian ini menggunakan desain quasi eksperimen (eksperimen semu). Sedangkan teknik pengumpulan yang digunakan adalah tes dan pedoman observasi. Pelaksanaan penelitian dilakukan di kelas III SD02 TemulusKabupaten Kudus. Dari hasil penelitian diperoleh nilai keaktifan siswa dalam pembelajaran sebesar 84 dengan kriteria sangat aktif. Adapun nilai keterampilan proses dalam pembelajaran sebesar 81 dengan kriteria terampil, sedangkan ketuntasan belajar diperoleh skor 88. Dari hasil uji pengaruh keaktifan terhadap hasil belajar diperoleh skor 0,684 yang artinya masih ada pengaruh dari variabel lain sebesar 0,352. Sedangkan pengaruh keterampilan proses siswa dalam pembelajaran diperoleh skor 0,616 sehingga masih ada pengaruh variabel lain sebesar 0,384. Uji banding sebelum dan sesudah perlakukan (uji t) diperoleh nilai t = 12,2 < 0,05 dapat diartikan bahwa ada perbedaan hasil belajar sebelum dan sesudah perlakuan.
PENERAPAN QUANTUM TEACHING MELALUI STRATEGI GROUP STUDY BERBANTUAN MODUL Aini Indriasih
Jurnal Pendidikan Vol. 12 No. 1 (2011)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (141.684 KB) | DOI: 10.33830/jp.v12i1.480.2011

Abstract

In the teaching and learning process there is a strong interrelationship of teachers, students, curiculum, equipment and infrastructure. The teacher is to select models and media which are appropriate to the learning material and hopefully this will stimulate students interest in learning. This study of modular quantum teaching is an experimental research as an alternative to overcome teachersproblems in achieveing the learning objectives, especially in the learning of social science in elementary schools. Study was done in the Elementary Schools 06 of Cendono Kudus in 2010. The samples were taken through a cluster sampling technique and assigned into an experimental group and a control group. The data of activeness and process skills were taken through observation and achievement test. The obtained data were descriptively presented and analyzed through variant analysis. The study showed that the learning activeness of modular quantum teaching group was categorized as learning active. Meanwhile the process skills and learning activeness of expository group were categorized as skilful. Based on the test of influence, process skills, motivation and students activeness of modular quantum teaching group had 4.9% of influence and other factors had 95.1% of influence. The t-test showed different learning achievement of the two groups. The mean score of experimental group was higher than that of control group.
PENERAPAN PEMBELAJARAN KOOPERATIF JIGSAW UNTUK MENINGKATKAN HASIL BELAJAR IPS Dl SD AIni Indriasih UPBJJ-UT Semarang Jalan. Kelud Utara III, Semarang Aini Indriasih
Jurnal Pendidikan Vol. 10 No. 2 (2009)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2346.896 KB) | DOI: 10.33830/jp.v10i2.611.2009

Abstract

This study aims to idenfify the effectiveness of cooperative leaming of Jigsaw and STAD models at elementary school students. Specifically this study aims to (i) identify the learning activities of students in Jigsaw and STAD model, and (ii) identify the effect of cooperative learning on student outcomes, and (iii) identify the effects of cooperative leaming on social skills on elementary school students. Subjects are fourth grade elementary school student of SD Sambungan 01 and 02 in Sub District of Undaan in Kudus Regency, was randomly selected through cluster sampling technique includes two experimental groups. lt consists of 20 students for STAD model and 21 students for Jigsaw model. Collecting the data in the form of student leaming outcomes conducted during the 2009.1 academic year through tests and non test. Data was analyzed using ANOVA and testing requirements through the normality test and homogeneity of variance. Data processing activities and skills gained through observation and then be processed through descriptive analysis. Research results revealed that the implementation of cooperative learning model of Jigsaw and STAD model was capable to improve student learning activities. While the use of both models show that students only skillful in capturing the concept. The value of the influence of process skills with Jigsaw model is 59.6%, and with the STAD model is 55.5%). Average yield study showed significant differences that Jigsaw model is better than STAD model. This means that the Jigsaw model is more able to improve student leaming activity compared with STAD model. It is concluded that the Jigzaw model is better than STAD model. Teachers are advised to apply Jigsaw method of cooperafive learning model as an altemative to teaching in the classroom.