Marleni
Universitas PGRI Palembang

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THE INFLUENCE OF THE PROBLEM BASED LEARNING MODEL ON STUDENTS' LEARNING OUTCOMES Anita Rahayu; Bambang Hermansyah; Marleni
Esteem Journal of English Education Study Programme Vol. 7 No. 2 (2024): Esteem Journal of English Education Study Programme
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/esteem.v7i2.14165

Abstract

The aim of this research is to find out whether there is an influence of the Problem Based Learning (PBL) model on the learning outcomes of science students regarding plant morphology in class IV at Miftahul Jannah Banyuasin. The method used is quasi experimental design, a form of design that uses non-equivalent control group design. The population of this study was all fourth grade students. Meanwhile, the samples in this research were students in classes IV.A and IV.B with a total of 60 students. The data collection technique is carried out using tests. The data analysis technique used is the t test (independent t test). The results of the research show that the results of the hypothesis using the t-test on both groups with the results obtained, the tcount = 3.60 while the ttable value = 2045, thus tcount > ttable (3.60 > 2045) which means the working hypothesis (Ha) in This research was accepted, namely the results of science learning material on plant morphology for class IV students. This proves that there is an influence of the problem based learning model on the science learning outcomes of plant morphology material for class IV MI (Miftahul Jannah) Banyuasin students.
THE INFLUENCE OF AUDIO VISUAL MEDIA ON STUDENTS’ LEARNING INTEREST TO IMPROVE THEIR LEARNING OUTCOMES Dwi Agustin; Marleni; Henni Riyanti
Esteem Journal of English Education Study Programme Vol. 7 No. 2 (2024): Esteem Journal of English Education Study Programme
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/esteem.v7i2.14166

Abstract

This research is motivated by students' low interest in learning because in the teaching and learning process teachers tend to use tools in the form of simple media, making it less interesting for students to pay attention to. This research aims to determine the effect of audio-visual media on class IV students' interest in learning in SBdP subjects. This research was carried out at SD Negeri 166 Palembang which is located on Jl. Rimba Kemuning Lr. Buyut, Kemuning District, Palembang City, South Sumatra. This research is a type of experimental research, namely the Quasi Experimental Design type. The population and sample in this study were fourth grade students at SD Negeri 166 Palembang, totaling 29 students in the control class and 26 students in the experimental class. Data collection techniques in this research are observation, questionnaires and documentation. Data analysis techniques in this research include Normality Test, Homogeneity Test, Hypothesis Test. The results of this research are hypothesis testing showing that t count ≥ t table or 4.706 ≥ 1.674 so it can be concluded that H0 is rejected and H1 is accepted. This means that there is an influence of audio visual media on class IV students' interest in learning in SBdP subjects.
THE INFLUENCE OF THE TREASURE HUNT METHOD ASSISTED WITH AUDIO VISUAL MEDIA ON THE LEARNING OUTCOMES OF CLASS V SCIENCES IN SDN 13 PALEMBANG Vilda Priyanka Jelantik; Dian Nuzulia Armariena; Marleni
Esteem Journal of English Education Study Programme Vol. 7 No. 2 (2024): Esteem Journal of English Education Study Programme
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/esteem.v7i2.15129

Abstract

This research was motivated by low student learning outcomes due to students' lack of ability to understand social studies learning material. Apart from that, the learning methods and media used by teachers are less varied, and learning activities by memorizing a very wide range of social studies material make learning seem boring. This research aims to determine the effect of the treasure hunt method assisted by audio-visual media on social studies learning outcomes for class V at SD Negeri 13 Palembang. This research was carried out at SD Negeri 13 Palembang which is located at Jl. Tiger Protection, Bukit Baru, Ilir Barat I District, Palembang City, South Sumatra Province. This research is a type of experimental research, namely the True Experimental Design type. The population and sample in this study were fifth grade students at SD Negeri 13 Palembang, totaling 35 students in the control class and 35 students in the experimental class. Data collection techniques in this research are observation, tests and documentation. Data analysis techniques in this research include Normality Test, Homogeneity Test, Hypothesis Test. The results of this research were hypothesis testing using the t test (Independent Sample t-test), it was found that the sig (2-tailed) value was 0.000 because the significant value was smaller than 0.05, so Ho was rejected and Ha was accepted. It can be concluded that there is an influence of the treasure hunt method assisted by audio-visual media on the social studies learning outcomes for class V at SD Negeri 13 Palembang.
DEVELOPMENT OF COMICS BASED LEARNING MEDIA IN CLASS 2 THEME 5 MATERIAL MY EXPERIENCE AT HOME Destriana; Dian Nuzulia Armariena; Marleni
Esteem Journal of English Education Study Programme Vol. 7 No. 2 (2024): Esteem Journal of English Education Study Programme
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/esteem.v7i2.15130

Abstract

This research is motivated by the low interest in reading of students in learning Indonesian because in the teaching and learning process teachers tend to use tools in the form of media in the form of books only and lecture methods, making it less interesting for students to pay attention to. This research aims to determine the development of comic-based learning media that is valid, practical and effective for use in class 11 in Indonesian language subjects. This research was carried out at SD Negeri 17 Palembang which is located on Jl. Enim Lorok Pakjo, Demang Lebar Daun, Palembang City, South Sumatra. This research is a type of ADDIE research, namely analysis, design, development, implementation and evaluation. The population and sample in this research were class 2 students at SD Negeri 17 Palembang, totaling 30 students in the class. Data collection techniques in this research are observation, interviews, questionnaires and documentation. , The results of this research are the results of the assessment of all validators, the percentage is 98% with the criteria "Very Valid" while one to one gets an average percentage of 84.5%. It can be concluded very practically, based on the criteria, the average percentage value is 81%-100 % that the comic media developed is very practical, the implementation of the Small Group trial phase obtained an average percentage of 90.7% Very Practical. The results of the data analysis of the Flied test product trial carried out by 30 class 2 students at SD Negeri 17 Palembang in the table show that It can be seen that the students' response to the total score was obtained with a percentage of 92.2% with very practical criteria, the potential effect on the 2nd class students at SD Negeri 17 Palembang, totaling 30 students, through 10 multiple choice test questions with a completion percentage of 86% or 27 students achieved the KKM score and 3 students below the KKM. Based on this percentage, the potential effect and final results or post test with a percentage result of 90% (p≥80%) so that comic media is categorized as very potential.
THE INFLUENCE OF THE NUMBERED HEAD TOGETHER MODEL ON STUDENTS’ LEARNING OUTCOMES Salsabila Marretta; Hetilaniar; Marleni
Esteem Journal of English Education Study Programme Vol. 7 No. 2 (2024): Esteem Journal of English Education Study Programme
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/esteem.v7i2.15131

Abstract

This research is motivated by low student learning outcomes, because in the teaching and learning process teachers only use conventional learning models, so it is less interesting for students to pay attention to. This research aims to determine the influence of the Numbered Head Together model on English Subject learning outcomes on State Emblem material at SD Negeri 43 Palembang. This research is a type of experimental research, Quasi Experimental Design. The population and sample in this study were class III students at SD Negeri 43 Palembang, totaling 16 students in the control class and 14 students in the experimental class. Data collection techniques in this research are observation, tests, and documentation. The data analysis techniques in this research are normality test, homogeneity test and hypothesis test. From the results of calculating the hypothesis test using the independent sample t-test, the Sig.(2-tailed) value was 0.000 < 0.05 and the value of tcount > ttable was 5.145 > 1.701, which means that based on hypothesis testing Ho was rejected and Ha was accepted. This means that there is an influence of the Numbered Head Together model on learning outcomes in the State Emblem material at SD Negeri 43 Palembang.
DEVELOPMENT OF SMART STUDENT LEARNING MEDIA IN IMPROVING STUDENT ABILITIES TO THINK CRITICALLY Famelia Ariza; Misdalina; Marleni
Esteem Journal of English Education Study Programme Vol. 7 No. 2 (2024): Esteem Journal of English Education Study Programme
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/esteem.v7i2.15313

Abstract

The low interest that students have in mathematics classes is the driving force behind this research, which aims to increase students' engagement and comprehension of addition and subtraction concepts by employing smart ladder media. The purpose of this study is to use smart ladder media to increase the Hots Thinking Subject's capacity. SD Negeri 83 Palembang, situated on Jl. Pangeran Ratu Jakabaring, RT 29/ RW 08, 15 Ulu, Seberang Ulu I District, Palembang City, South Sumatra, is the location where this research was conducted. This study falls under the category of development research since it aims to identify Valid, Practical, and Potential Effects. 10 students from class II at SD Negeri 83 Palembang participated in this study; ten students took the practical test and twenty-seven students worked on the questionnaire. In this study, tests and questionnaires were used as data collection methods. The investigation yielded 89% of the results with the criterion "Very valid" across all validators. A practicality test, administered at SD Negeri 83 Palembang, yielded a 56% "Quite practical" proportion among the ten students who completed the questionnaires. At SD Negeri 83 Palembang, the possible impact of providing 10 essay test questions received an 82% "Very Effective" rating.
USING GUESS THE WORD GAME IN ENHANCING THE SPEAKING ABILITY OF SEVENTH GRADE STUDENTS AT STATE JUNIOR HIGH SCHOOL NUMBER 30 PALEMBANG Mahfi Putra Riansyah; Asti Veto Mortini; Marleni
Esteem Journal of English Education Study Programme Vol. 7 No. 2 (2024): Esteem Journal of English Education Study Programme
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/esteem.v7i2.16973

Abstract

This research investigates the impact of the Guess the Word Game on improving the speaking proficiency of seventh-grade students at Junior High School 30. Palembang employed a singular class in an experimental design. The class utilized the Guess the Word game as the principal instructional method to enhance students' speaking abilities. Pre-test and post-test evaluations were administered to examine the pupils' advancement in speaking proficiency. The results indicated a significant enhancement in students' speaking skills following their participation in the game, demonstrating that the inclusion of interactive activities such as the Guess the Word Game can serve as an effective approach for improving student engagement and language competency. This study indicates that game-based learning may serve as an innovative approach to enhance speaking skills in educational environments.
Penggunaan Metode Cerita Pada Pembelajaran Bahasa Indonesia Dalam Meningkatkan Kemampuan Berbicara Siswa Kelas III SDN 02 Payaraman Dinda Ramayanti; Dian Nuzulia Armariena; Marleni
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 1: Desember 2024
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i1.5972

Abstract

Penelitian ini di latar belakangi oleh rendahnya kemampuan berbicara siswa pada saat pembelajaran Bahasa Indonesia, Hal ini dibuktikan dengan adanya siswa yang belum terlalu lancar dalam membaca, kurangnya keberanian siswa untuk tampil berbicara di depan umum, serta penggunaan metode pembelajaran yang monoton seperti pembelajaran secara konvensional, sehingga siswa sulit dalam memahami materi dan membuat pembelajaran kurang bermakna. Tujuan penelitian ini yaitu untuk mengetahui ada atau tidaknya efektivitas penggunaan metode cerita pada pembelajaran Bahasa Indonesia dalam meningkatkan kemampuan berbicara siswa kelas III SDN 02 Payaraman. Penelitian ini di laksanakan di SDN 02 Payaraman yang beralamatkan di Jalan Agung Raya Desa Rengas II, Kec. Payaraman, Kab. Ogan Ilir, Sumatera Selatan, Penelitian ini merupakan jenis penelitian eksperimen, yaitu jenis Quasi Eksperimental. Populasi dan sampel dalam penelitian ini adalah siswa siswa kelas III SDN 02 Payaraman yang berjumlah 22 siswa di kelas kontrol dan 24 siswa di kelas eksperimen. Teknik pengumpulan data dalam penelitian ini yaitu Observasi, Tes, dan Dokumentasi. Teknik analisis data dalam penelitian ini antara lain Uji normalitas, Uji Homogenitas, Uji Hipotesis. Hasil dari penelitian ini adalah uji hipotesis menunjukan bahwa t hitung > t tabel atau 3,189 > 2,01537 maka dapat disimpulkan bahwa H0 ditolak dan Ha diterima. Hal ini berarti terdapat efektivitas metode cerita pada pembelajaran Bahasa Indonesia dalam meningkatkan kemampuan berbicara siswa kelas III SDN 02 Payaraman.