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Journal : Prosiding University Research Colloquium

Efektivitas Latihan Bank Soal dan Pembahasan Ujian Nasional SD Berbasis Multimedia Interaktif Terhadap Motivasi Siswa di SD N Kalimenur, Sentolo, Kulonprogo, Yogyakarta Tria Mardiana; Agrissto Bintang Aji Pradana; Pratiwi Yuliarni; Setyo Ariawan; Bangkit Hadi Setyawan
Prosiding University Research Colloquium Proceeding of The 7th University Research Colloquium 2018: Bidang Pendidikan, Humaniora dan Agama
Publisher : Konsorsium Lembaga Penelitian dan Pengabdian kepada Masyarakat Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

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Abstract

Ujian Nasional (UN) adalah salah satu implementasi pelaksanaanpenilaian oleh pemerintah dengan tujuan untuk,pertama, menilaipencapaian kompetensi lulusan secara nasional pada mata pelajaranBahasa Indonesia, Matematika, dan Ilmu Pengetahuan Alam (IPA);kedua mendorong tercapainya target wajib belajar pendidikan dasaryang bermutu. Hasil Ujian Nasional digunakan sebagai salah satupertimbangan untukpemetaan mutu satuan pendidikan, dasar seleksimasuk jenjang pendidikan berikutnya, penentuan kelulusan pesertadidik dari satuan pendidikan, dan dasar pembinaan serta pemberianbantuan kepada satuan pendidikan dalam upaya peningkatan mutupendidikan. Observasi yang dilakukan oleh peneliti menunjukkan hasilbahwa sejauh ini persiapan ujian nasional hanya dilakukan dengansistem drill. Penelitian ini bertujuan untuk mengetahui efektivitaslatihan bank soal dan pembahasan ujian nasional SD berbasismultimedia interaktif terhadap motivasi siswa di SD N Kalimenur,Sentolo, Kulon Progo, Yogyakarta.Penelitian menggunakan desainpenelitian kualitatif. Pelaksanaan penelitian dilakukan denganmenerapkan multimedia interaktif sebagai media pembantu padalatihan bank soal persiapan ujian nasional Bahasa Indonesia. Subjekpenelitian adalah seluruh siswa kelas VI di SD N Kalimenur. Teknikpengumpulan data menggunakan angket untuk mengumpulkaninformasi mengenai motivasi siswa setelah menerapkan multimediainteraktif sebagai latihan soal ujian nasional. Bedasarkan angketuntuk uji evektifitas, diperoleh hasil bahwa produk latihan bank soaldan pembahasan soal ujian Bahasa Indonesia berbasis multimediainteraktif terbukti efektif terhadap motivasi siswa. Di dalam angketjuga tersaji data bahwa semua siswa merasa lebih senang menggunakanlatihan soal berbasis multimedia interaktif.
Pengaruh Model Pembelajaran Problem based Learning Berbantuan Media Donat Pecahan terhadap Kemampuan Menyelesaikan Soal Cerita Matematika Mutiara Hikmatin Asyrofa; Tria Mardiana; Kun Hisnan Hajron
Prosiding University Research Colloquium Proceeding of The 15th University Research Colloquium 2022: Mahasiswa (Student Paper Presentation) B
Publisher : Konsorsium Lembaga Penelitian dan Pengabdian kepada Masyarakat Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

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Abstract

This study uses a Pre-Experimental Design research type with the One Group Pretest Post-test Design model. Research subjects were selected using by non-probability sampling saturated sampling model. The samples taken were 26 students. By using data collection method in the form of a description tests of the ability to solve story problems. The validity test for the description test of the ability to solve story problems uses the Pearson formula. The reliability test used cronbach's alpha with the help of IBM SPSS 25. In addition, the researcher used a difficulty level test and a discriminatory power test. Data analysis used a non-parametric statistical technique, namely the Wilcoxon testThe results showed that the calculation of the average score of the post-test description test was 79.36 which was greater than the test results in the pre-test with an average value of 58.46. This is evidenced by the results of the Wilcoxon test analysis which shows Zcount of -4.436 with a significance value of 0.00 <0.05, meaning that there is a significant difference between the results of the pre-test and post-test using the Problem Based Learning Model with the help of fractional donut media. The results of this study can be concluded that the use of Problem Based Learning Model assisted by fractional donut media has a significant effect on the ability to solve students' story problems in Mathematics.
The Effect of The Role Playing Model Assistant Skepita Media (Story Interaction Schemes) on The Ability to Reset The Story Content Hanna Putri Ramadhani; Tria Mardiana; Puji Rahmawati
Prosiding University Research Colloquium Proceeding of The 15th University Research Colloquium 2022: Mahasiswa (Student Paper Presentation) B
Publisher : Konsorsium Lembaga Penelitian dan Pengabdian kepada Masyarakat Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

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Abstract

This study aims to determine the effect of Role Playing assisted by Skepita media on the ability to retell the story content of fourth grade students at SD Negeri Trasan 2, Bandongan District, Magelang Regency. This study uses a Pre-Experimental Design research type with the One Group Pre-test Post-test Design model. Research subjects were selected by non-probability sampling saturated sampling model. Samples were taken as many as 25 students. by using data collection methods in the form of description tests and observations. The validity test for the critical thinking ability description test uses the Pearson formula. The reliability test used cornbach's alpha with the help of IBM SPSS 25. In addition, the researcher used a difficulty level test and a discriminatory power test. Data analysis used a non-parametric statistical technique, namely the Wilcoxon test. The results showed that the calculation of the average score of the posttest description test was 85.00 which was greater than the test results in the pre-test with an average value of 56.80. The calculation of the observation assessment in the pretest activity was 45.2 and the post-test was 85.50 in the post-test activity. This is evidenced by the results of the Wilcoxon test analysis which shows that Zcount is -4.375 with a significance value of 0.00 <0.05, meaning that there is a significant difference between the results of the pre-test and post-test using the Role Playing Model assisted by Skepita media. The results of this study can be concluded that the use of role playing model assisted by skepticism media has a significant effect on the ability to retell story content.