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Contact Name
Bagus Shandy Narmaditya
Contact Email
bagus.shandy.fe@um.ac.id
Phone
+6282234019099
Journal Mail Official
bagus.shandy.fe@um.ac.id
Editorial Address
Jalan Semarang 5 Malang 65145 Indonesia
Location
Kota malang,
Jawa timur
INDONESIA
Classroom Action Research Journal (CARJO)
ISSN : 25984195     EISSN : 25984195     DOI : 10.17977/um013
Classroom Action Research Journal (CARJO) with E-ISSN: 2598-4195 is the international academic journal, and is a double-blind, peer-reviewed academic journal publishing high quality conceptual and measure development articles in the areas of classroom action research in economics, accounting, and management. These studies may take the form of action research, design experiments, pedagogical research more generally that is designed to improving the quality of teaching and learning. The objective of the journal is to promote interdisciplinary and cross-national collaboration between groups of teacher educators, educational researchers and schoolteachers.
Articles 6 Documents
Search results for , issue "Vol 1, No 2 (2017)" : 6 Documents clear
Implementation of Cooperative Learning Model with Teams Games Tournament (TGT) Method to Improve Interests and Learning Outcomes Sa'adah, Silky Roudhotus
Classroom Action Research Journal (CARJO) Vol 1, No 2 (2017)
Publisher : Unversitas Negeri Malang

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Abstract

This study attempts to know: (1) an increase in interest learn economic after determining model cooperative TGT and (2) increasing the study results economic after determining learning model cooperative TGT.Research approach that is used is the qualitative study is descriptive analytic. The kind of research that is used is the act of instrumen research be used that is a sheet of observation, poll, and about pretax post test and test. The subject of study class XI social scient 3 SMAN 1 Kesamben, object research cooperative TGT learning. Is using the research in 2 cycles.Study results class XI Social Scient 3 SMAN 1 Kesamben increase after done a method of learning team games tournemnt (TGT). Look increase on the outcome of post test for each cycle. On the outcome of pre test there was only one of students are be completed. Then on the outcome of post test 1 in cycle 1 the percentage  rose to 41.2 %. These increases do not too large on the outcome of post test to 2 the percentage forty-seven percent only up as many as 5.8 % .But the result look significant to the test to 3 that is up from 47 % to 91.2 % the percentage the increase in 44 .2 %. Interest learn class XI Social Scient 3 SMAN 1 kesamben increased. Keywords: cooperative learning method teams games tournament, interest, study results. DOI: 10.17977/um013v1i22017p065
The Implementation of Role Playing Learning Model to Increase Student Learning Activities and Outcomes Prayitno, Putra Hilmi; Wibowo, Agus
Classroom Action Research Journal (CARJO) Vol 1, No 2 (2017)
Publisher : Unversitas Negeri Malang

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Abstract

This present research was conducted in the SMA Laboratorium Universitas Negeri Malang. 45 students from XI class of Social Science 1 were recruited as the subject of this research. This research includes classroom action research consisting of two cycles and each cycle consists of two meetings. The data for student learning activities are collected by using observation sheets, meanwhile, the data for student learning activities to learning outcomes are collected by observing the score progress in the test cycle I and cycle II. The objective of this study are; 1) To describe and analyze the use of role-playing learning model in improving students activity of XI class SMA Laboratorium Universitas Negeri Malang in economic subjects, and 2) To observe the student’s activity and poor students' in economic subjects after implementing the Role Playing learning model. In this research, student learning activities increased from 46.67% in the first cycle to 73.33% in the second cycle. Meanwhile, the learning outcomes increased from 73.3% to 77.8% in cycle II. It can be concluded that role-playing learning model increased the learning activity and outcome of the XI social science class 1 of SMA Laboratorium Universitas Negeri Malang. Keywords: role-playing learning models, student learning activities, learning outcomes DOI: 10.17977/um013v1i22017p073
Development of Scientific Learning Model on Trading Company Accounting Subject for XI Class students of Accounting Department of SMK Negeri 1 Malang Rahmadany, Mirza
Classroom Action Research Journal (CARJO) Vol 1, No 2 (2017)
Publisher : Unversitas Negeri Malang

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Abstract

The purpose of this research is to develop Problem Based Learning and Project Based Learning using scientific learning approach in accounting subjects of class XI trading companies Accounting of SMK Negeri 1 Malang. This type of research is the development of research using a development model Borg and Gall (1983) which has been modified according to the needs of research. The trial subject of this research is the subject teachers as well as the trading company's accounting class XI AK 3 and 4 which respectively accounted for 36 and 31 students. Data were analyzed using content analysis techniques and descriptive percentage. The results validate learning experts obtained a value of 84.38%, 75% of subject matter experts, 77.26% of the experts the development of teaching materials, as well as from the user namely 75% of teachers and students by 82.29%. The average percentage of 79.79% for the overall learning model, 75% for instructional material contained in the book of teachers and students, as well as 77.26% of the student book so it can be concluded that the learning model that consists of teachers and students developed books is feasible and can be used in the learning process. Keywords: scientific learning model, accounting, project-based learning DOI: 10.17977/um013v1i22017p082
Applying a Journal Project to Learners and Learning Kadarisman, Yuna
Classroom Action Research Journal (CARJO) Vol 1, No 2 (2017)
Publisher : Unversitas Negeri Malang

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Abstract

This paper explores learners and learning based on my case study. I will discuss learner characteristics based on my prediction of how learning would happen when I developed the project. Then I will discuss motivation and interests impacting on learners where I will further explore how learning actually happened. The following discussion will concern the context of the learning environment where I analyse factors that impact on learning and learners. Then, I will also explore my reflections on the learning process and introduce my plans to improve my teaching strategies in the future. Throughout the discussion I will refer to two different types of results, based on the general result of teaching and learning activity and based on Ikbar’s case, which showed a deviation from general performance.Keywords: journaling, writing, learningDOI: 10.17977/um013v1i22017p091
Implementation of learning model talking stick with Crossword Puzzle model to increase IPS integrated learning outcomes grade VII SMP Negeri 11 Malang Wiajayanti, Ratna Diyah; Istiqomah, Ni’matul
Classroom Action Research Journal (CARJO) Vol 1, No 2 (2017)
Publisher : Unversitas Negeri Malang

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Abstract

Based on observations and interviews with a social teacher at SMPN 11 Malang, obtained information that the learning process of a social subject is still using lecture method and to be one-way in the classroom. This causes less active students in learning so that activity in students to learn is still lacking. This will have an impact on student's mastery learning which is the minimum standard of mastery learning which has been established by SMP Negeri 11 Malang is 75%. To overcome these problems required learning model that can improve student learning activity. The model applied in this study is a learning model Talking Stick with Crossword. This research aims to determine the completeness of VII students in G class SMP Negeri 11 Malang through the Application of Learning Model Talking Stick with Crossword models. This research is a classroom action research (PTK), which consists of two cycles. The research data obtained from test results at the end of each cycle. The results show that in the first cycle, the completeness of students learning is 89% and increased in the second cycle become 100%. Keywords: Talking Stick Model, Crossword Puzzle Model  DOI: 10.17977/um013v1i22017p058
Implementation of Learning Model Cooperative Learning Teams Games Tournament Collaborates With Lottery Card Lestari, Oktaviary Wahyu; Yunikawati, Nur Anita
Classroom Action Research Journal (CARJO) Vol 1, No 2 (2017)
Publisher : Unversitas Negeri Malang

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Abstract

Economic studies in class XI IPS 1 on MAN 3 Malang apply conventional learning methods and discussion groups. These methods are already focused on student learning activities, but only a few students are able to demonstrate their academic ability. The existence of these problems resulted in students who are still unable to achieve minimal competence. Therefore, needed learning models that can improve student learning outcomes. The purpose of this research was conducted to describe the learning results of students of Class XI IPS 1 MAN 3 Malang cognitive domain in economic subjects with applied learning model Cooperative Learning Teams Games Tournament collaborated with Lottery Card. The results is: 1) On cycle 1 an increase in percentage of completed learning 3.85% when pretest become 76% when the post-test; 2) At cycle 2 an increase in percentage of completed learning 7.69% when pretest be 100% on the post-test. The first conclusion of this research is that the application of the Cooperative learning model of the Learning Teams Games Tournament collaborated with Lottery Card on economic subjects can be applied well in class XI IPS 1 MAN 3 Malang, both the application of Cooperative learning model of the Learning Teams Games Tournament collaborated with Lottery Card can improve the students learning outcomes on economic subjects of Class XI IPS 1 MAN 3 Malang.Keyword: Cooperative Learning, Teams Games Tournament, Lottery Card, The Result of the Study.DOI: 10.17977/um013v1i22017p099

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