S. Alimah, S.
Science Education Study Program, FMIPA, Unnes Semarang, Indonesia

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SOUNDS LEARNING USING TEAMS GAMES TOURNAMENT WITH FLASH CARD AS MEDIA AT THE 13th JUNIOR HIGH SCHOOL OF MAGELANG Lestari, A.; Widiyatmoko, A.; Alimah, S.; Juliyani, I.
Jurnal Pendidikan IPA Indonesia Vol 4, No 2 (2015): October 2015
Publisher : Program Studi Pendidikan IPA Fakultas Matematika dan Ilmu Pengetahuan Alam (FMIPA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpii.v4i2.4188

Abstract

The aim of this research is to know about students’ response and the effectiveness of Teams Games Tournament learning model with Flash Card as media. This research type is Quasi Experimental Nonequivalent Group Design. The subject of the study is the students of 8 E and 8 F of the 13th junior high school of Magelang. The result of cognitive assessment showed that the classical learning achievement was 87% and the gained score was 0.46 which is included in media category. Value of Sig. (2-tailed) of Mann-Whitney U-Test is 0.01. It means that there is the significant difference of academic achievement between the experiment group and the control group. The result of affective and pshycomotoric assessments are included in good category at average score 75% and 71%. Correlation among cognitive, affective, and psychomotoric learning achievements was strong at R Score 0.684. Students’ response toward the learning showed average score at 74%, and it was included in good category. Based on the result, Teams Games Tournament learning model with Flash Card as media in learning about sounds at the 13th junior high school in Magelang is effective towards the learning achievement and the responses of the 8 D graders towards the learning is categorized good.
SOUNDS LEARNING USING TEAMS GAMES TOURNAMENT WITH FLASH CARD AS MEDIA AT THE 13th JUNIOR HIGH SCHOOL OF MAGELANG Lestari, A.; Widiyatmoko, A.; Alimah, S.; Juliyani, I.
Jurnal Pendidikan IPA Indonesia Vol 4, No 2 (2015): October 2015
Publisher : Program Studi Pendidikan IPA Fakultas Matematika dan Ilmu Pengetahuan Alam (FMIPA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpii.v4i2.4188

Abstract

The aim of this research is to know about students’ response and the effectiveness of Teams Games Tournament learning model with Flash Card as media. This research type is Quasi Experimental Nonequivalent Group Design. The subject of the study is the students of 8 E and 8 F of the 13th junior high school of Magelang. The result of cognitive assessment showed that the classical learning achievement was 87% and the gained score was 0.46 which is included in media category. Value of Sig. (2-tailed) of Mann-Whitney U-Test is 0.01. It means that there is the significant difference of academic achievement between the experiment group and the control group. The result of affective and pshycomotoric assessments are included in good category at average score 75% and 71%. Correlation among cognitive, affective, and psychomotoric learning achievements was strong at R Score 0.684. Students’ response toward the learning showed average score at 74%, and it was included in good category. Based on the result, Teams Games Tournament learning model with Flash Card as media in learning about sounds at the 13th junior high school in Magelang is effective towards the learning achievement and the responses of the 8 D graders towards the learning is categorized good.
A Needs Assessment of Edutainment Module with Ethnoscience Approach Oriented to the Love of the Country Ardianti, S. D.; Wanabuliandari, S.; Saptono, S.; Alimah, S.
Jurnal Pendidikan IPA Indonesia Vol 8, No 2 (2019): June 2019
Publisher : Program Studi Pendidikan IPA Fakultas Matematika dan Ilmu Pengetahuan Alam (FMIPA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpii.v8i2.13285

Abstract

In this globalization era, young generations are having problems regarding the love of the country character. The purposes of this research were (1) analyzing students’ need on an entertaining module; (2) analyzing students’ need on learning with ethnoscience approach; and (3) analyzing students’ need on building the love of the country character. This research is qualitative research involving 5th-grade students of IT Umar bin Khattab Elementary school as the subject. A purposive sampling technique used, where the research instruments included questionnaires, interviews, and documentation studies. The data analysis involved several steps, namely, data reduction, categorization, validity checkings, interpretation, and inferences. The result of this research showed that the government and particular publisher distributed the learning material used by students. The teacher had never given any innovation by using culture based-learning for improving the love of country character to the students. Besides, the questionnaire showed that the students expected an entertaining learning material with stories, picture, and fun activity. However, based on the result, the edutainment module with ethnoscience approach was needed for improving students’ love of the country character.