Claim Missing Document
Check
Articles

Found 2 Documents
Search
Journal : Joyful Learning Journal

PENINGKATAN KUALITAS PEMBELAJARAN IPA MELALUI MODEL TWO STAY TWO STRAY DENGAN PUZZLE Saputri, Atip Nurharini, Sutji Wardhayani, Arum Anggi Prana
Joyful Learning Journal Vol 4 No 2 (2015): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v4i2.7493

Abstract

Penelitian ini bertujuan meningkatkan kualitas pembelajaran IPA melalui model Two Stay Two stray dengan Media Puzzle. Rancangan penelitian ini adalah Penelitian Tindak Kelas yang dilaksanakan dalam tiga siklus meliputi tahap perencanaan, pelaksanaan, observasi, dan refleksi. Teknik pengumpulan data dengan observasi, catatan lapangan, angket respon siswa dan tes. Data dianalisis mengggunakan teknik analisis deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan (1) keterampilan guru pada siklus pertama memperoleh skor 20, pada siklus kedua memperoleh skor 28, dan siklus ketiga memperoleh skor 33; (2) Aktivitas siswa pada siklus pertama memperoleh skor 22, siklus kedua menjadi 28.6, dan siklus ketiga memperoleh skor 34,1; (3) Respon siswa pada siklus 1,2 and 3 meningkat dari 91%, menjadi 93% dan menjadi 100%; (4) Hasil belajar siswa secara klasikal siklus pertama 61%, siklus kedua 82%, dan siklus ketiga 93%, Simpulan dari penelitian ini adalah melalui model two stay two stray dengan media puzzle dapat meningkatkan kualitas pembelajaran IPA. This research aims to improve the quality science instructional through two stay two stray model with puzzle. The design of research used classroom action research is conducted in three cycles includes planning, implementation, observation, and reflection. The data collection techniques using observation, field notes, interview, documentation, and test. The data were analyzed using quantitative and qualitative descriptive. The results of research showed that: (1) Teacher skills in first cycle scored 20, in second cycle scored 28, and third cycle scored 33; (2) Students activity in first cycle scored 22, second cycle becomes 28.6, and third cycle scored 34,1; (3) Student’s Respons in first cycle becomes 91%, second and third cycles 2 and 3 becomes 93% and 100%; (4) Classical outcomes completeness in first cycle was 61%, second cycle 82%, and third cycle 93%. Conclusions from of this research is through two stay two stray model with puzzle can improve the quality of science instructional.
PENINGKATAN KUALITAS PEMBELAJARAN IPA MELALUI MODEL TEAMS GAMES TOURNAMENT BERBANTUAN AUDIO VISUAL Putra, Atip Nurharini, Maulana Dias
Joyful Learning Journal Vol 4 No 1 (2015): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v4i1.8384

Abstract

Penelitian ini bertujuan untuk meningkatkan kualitas pembelajaran IPA dengan modelTeams Games Tournament berbantuan audio visual siswa kelas IV C SD Islam Al-Madina Semarang. Penelitian ini dilaksanakan tiga siklus. Setiap siklus terdiriperencanaan, pelaksanaan, observasi dan refleksi. Subyek penelitian adalah guru dansiswa kelas IV C SD Islam Al-Madina Semarang. Teknik pengumpulan data tes dannon-tes. Teknik analisis data kuantitatif dan kualitatif. Hasil penelitian menunjukkan:(1) keterampilan guru siklus I skor 30 (sangat baik), siklus II skor 34 (sangat baik),siklus III skor 36 (sangat baik); (2) aktivitas siswa siklus I skor 30,1 (sangat baik), siklusII skor 31,6 (sangat baik), siklus III skor 34,9 (sangat baik); (3) hasil belajar siswa siklusI mencapai ketuntasan klasikal 70%, siklus II 78%, dan siklus III 96%. Simpulanpenelitian menunjukkan bahwa model Teams Games Tournament berbantuan audiovisual dapat meningkatkan kualitas pembelajaran IPA kelas IV C SD Islam Al-MadinaSemarang.The purpose of this study is to improve the quaity of IPA (Natural Sciences) learning throughTeams Games Tournament model by using audio visual media for forth C graders of SD islamAl-Madina Semarang. This study used action research method which consisted of three cycleswith four stage, namely: planning, implementing, observation, and reflection. The suject were theforth C graders and the theachers of SD islam Al-Madina Semarang. The collecting data usedtest and nontest technique. The data were analyzed qualitatively and quantitatively. The resultshowed that: (1) the theacer’s skill in the cycle I gained score 30 (very good), 34 in the cycle II(very good), 36 in the cycle III (very good). (2) the average score of student’s activity in the cycle Iwas 30,10 (very good), 31,60 in the cycle II (very good), 34,90 in the cycle III (very good). (3)Then, the classical completeness was 70% in the cycle I, 78 % in the cycle II, 96% in the cycle III.Therefore, it can be concluded that for forth C graders of SD islam Al-Madina Semarang throughteams games tournament model by using audio visual media can improve the quality of IPAlearning for forth C graders of SD islam Al-Madina Semarang.