cover
Contact Name
Fitria Dwi Prasetyanigntyas
Contact Email
jlj@mail.unnes.ac.id
Phone
+6282225990248
Journal Mail Official
jlj@mail.unnes.ac.id
Editorial Address
Jl. Bringin Raya No. 15, Karanganyar, Ngaliyan, Semarang
Location
Kota semarang,
Jawa tengah
INDONESIA
Joyful Learning Journal
ISSN : 22526366     EISSN : 2775295X     DOI : https://doi.org/10.15294/jlj
Joyful Learning Journal publishes research articles on the development of innovative and creative learning media, the effectiveness of a learning model, the comparison of a learning activity in elementary school, the relationship of a learning concept as well as conceptual studies on basic education.
Articles 20 Documents
Search results for , issue "Vol 7 No 3 (2018): Joyful Learning Journal" : 20 Documents clear
KEEFEKTIFAN MODEL STUDENT FACILITATOR AND EXPLAINING BERBANTUAN MIND MAP TERHADAP HASIL BELAJAR IPS Widyastuti, Aisyah Lenni
Joyful Learning Journal Vol 7 No 3 (2018): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v7i3.24496

Abstract

Abstrak Penelitian ini bertujuan untuk membuktikan keefektifan model Student Facilitator and Explaining (SFAE) berbantuan Mind Map terhadap hasil belajar muatan IPS siswa kelas IV SDN Gugus Mawar Kecamatan Semarang Timur. Jenis penelitian eksperimen menggunakan desain Quasi Experimental Design bentuk Nonequivalent Control Group Design. Populasi penelitian adalah SDN Gugus Mawar Kecamatan Semarang Timur. Teknik pengambilan sampel menggunakan Cluster Random Sampling dengan SDN Kemijen 01 sebagai kelas uji coba, SDN Kemijen 04 kelas IVA sebagai kelas eksperimen dan kelas IVB sebagai kelas kontrol. Penelitian menggunakan teknik tes dan non tes. Hasil penelitian menunjukkan rata-rata hasil posttest kelas ekperimen 71.35 dan kelas kontrol sebesar 61.79. Berdasarkan analisis uji t didapatkan thitung=2.02 dan ttabel=1.67, maka dapat disimpulkan penerapan model Student Facilitator and Explaining berbantuan mind map lebih efektif dibandingkan dengan model Example Non Example. Keefektifan model SFAE diharapkan dapat menjadi pertimbangan untuk diterapkan dalam pembelajaran khususnya Muatan Ilmu Pengetahuan Sosial (IPS) dan muatan lainnya. Abstrak Penelitian ini bertujuan untuk membuktikan keefektifan model Student Facilitator and Explaining (SFAE) berbantuan Mind Map terhadap hasil belajar muatan IPS siswa kelas IV SDN Gugus Mawar Kecamatan Semarang Timur. Jenis penelitian eksperimen menggunakan desain Quasi Experimental Design bentuk Nonequivalent Control Group Design. Populasi penelitian adalah SDN Gugus Mawar Kecamatan Semarang Timur. Teknik pengambilan sampel menggunakan Cluster Random Sampling dengan SDN Kemijen 01 sebagai kelas uji coba, SDN Kemijen 04 kelas IVA sebagai kelas eksperimen dan kelas IVB sebagai kelas kontrol. Penelitian menggunakan teknik tes dan non tes. Hasil penelitian menunjukkan rata-rata hasil posttest kelas ekperimen 71.35 dan kelas kontrol sebesar 61.79. Berdasarkan analisis uji t didapatkan thitung=2.02 dan ttabel=1.67, maka dapat disimpulkan penerapan model Student Facilitator and Explaining berbantuan mind map lebih efektif dibandingkan dengan model Example Non Example. Keefektifan model SFAE diharapkan dapat menjadi pertimbangan untuk diterapkan dalam pembelajaran khususnya Ilmu Pengetahuan Sosial (IPS) dan muatan lainnya. The purpose of this research was to prove the effectiveness of Student Facilitator and Explaining (SFAE) model with Mind Map on the learning outcome of IPS fourth grade students public elementary school (SDN) Gugus Mawar Sub-district of Semarang Timur. This type of experimental research used Quasi Experimental Design form of Nonequivalent Control Group Design. The study population was student fourth grade of public elementary school gugus mawar sub-district of Semarang Timur. The sampling technique used Cluster Random Sampling was public elementary school Kemijen 01 as the trials class, public elementary school Kemijen 04 class IVA as experimental class and class IVB as control class. The research used test and non-test techniques. The result showed that the average of post-test proceeds of experimental class was 71.35 and control class was 61.79. Based on t test analysis obtained t count = 2.02 and ttable = 1.67, it can be concluded that application of Student Facilitator and Explaining (SFAE) model with the aid from mind map more effective than Example Non-Example model. The effectiveness of the SFAE model is expected to be considered for implementation in learning especially in social science(IPS) and other subject.
PENGEMBANGAN KOMIK BERBASIS MULTIMEDIA POWERPOINT DENGAN MODEL INQUIRY IPS KELAS IV Saputri, Sari Mei
Joyful Learning Journal Vol 7 No 3 (2018): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v7i3.24582

Abstract

Media pembelajaran sangat membantu dalam penyampaian materi dan meningkatkan motivasi belajar siswa. Pelaksanaan pembelajaran muatan IPS di SDN Gisikdrono 02 kota Semarang belum optimal dan belum menggunakan media pembelajaran yang interaktif. Tujuan penelitian ini adalah untuk mengkaji desain, menguji kelayakan dan keefektifan media komik berbasis multimedia PowerPoint dengan model inquiry. Jenis penelitian ini adalah Research and Development (R&D). Tahapan dalam penelitian ini yaitu Analysis, Design, Development, Implementation, dan Evaluation. Hasil uji kelayakan dari ahli materi sebesar 92%, ahli media sebesar 94.64% dan ahli praktisi sebesar 92,8%. Hasil uji perbedaan rata-rata menggunakan uji paired sample t-test diperoleh -thitung yaitu -12,696 lebih kecil dari -ttabel yaitu -2,063. Hasil pemakaian skala besar rata-rata pretest 62,82 dan posstest 84,48 dengan N-gain 0,583 termasuk kriteria sedang. Kesimpulan dari penelitian bahwa media pembelajaran komik berbasis multimedia PowerPoint dengan model inquiry layak dan efektif digunakan pada pembelajaran IPS materi kegiatan ekonomi Kelas IV-D SDN Gisikdrono 02 Semarang. Kata Kunci: Komik,;Multimedia;PowerPoint;Inquiry;IPS Learning Media is very helpful in the delivery of materials and students motivation in learning. The Implementation of social science Gisikdrono 02 Elementary School Semarang hasn’t been optimal, and has not used instructional media. The purpose of this research was to examine the design, test the feasibility and effectiveness of Multimedia based Powerpoint Comics with Inquiry Model Of Social Science. This research is Research and Development (R & D). The Process of this research were Analysis, Design, Development, Implementation, and Evaluation. The result of feasibility test from material expert is 92%, from media experts is 94.64% and from practitioners is 92.8%. The defference test result using paired sample t-test is –tcount is -12,696 less than -ttable which -2,063. The results of the large-scale use of pretest average of 62.82 pretest and 84.48 posttest with N-gain 0.583 belongs to moderate criteria. The conclusion of this research is that The Comics Based on Powerpoint Multimedia with Inquiry Model feasible and effective in use of social science learning process at 4th grade Gisikdrono 02 elementary school Semarang. Keywords: Comics, Multimedia, PowerPoint, Inquiry, IPS
THE CORRELATION BETWEEN FAMILY ENVIRONMENT AND LEARING STYLE WITH CIVIC LEARNING OUTCOMES Adiyani, Ana
Joyful Learning Journal Vol 7 No 3 (2018): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v7i3.24601

Abstract

Abstrak Penelitian ini bertujuan untuk mengetahui ada atau tidaknya hubungan antara lingkungan keluarga dan gaya belajar dengan hasil belajar PKn. Penelitian ini menggunakan metode kuantitatif dengan jenis penelitian korelasi. Subyek dan populasi dalam penelitian ini adalah siswa kelas V SDN Gugus Dewi Sartika Kecamatan Bergas Kabupaten Semarang. Pengambilan sampel dalam penelitian ini menggunakan teknik proportional random sampling dengan jumlah sampel sebanyak 111 siswa. Pengumpulan data dilakukan dengan wawancara awal, dokumentasi, dan angket. Teknik analisis data yang digunakan adalah analisis deskriptif dan analisis korelasi. Berdasarkan hasil analisis data diperoleh nilai rhitung sebesar 0,691 dan rtabel sebesar 0,1865 dengan nilai signifikansi 0,05. Hasil penelitian menunjukkan adanya hubungan yang signifikan antara lingungan keluarga dan gaya belajar dengan hasil belajar PKn siswa kelas V SDN Dewi Sartika Kecamatan Bergas Kabupaten Semarang. Dari hasil penelitian dapat disimpulkan bahwa ada hubungan yang signifikan antara lingungan keluarga dan gaya belajar dengan hasil belajar PKn siswa kelas V SDN Dewi Sartika Kecamatan Bergas Kabupaten Semarang. The objectives of this research was to find out whether or not the correlation between family environment and learning style with Civic learning outcomes. This research used quantitative method with correlation research type. The subject and population in this research was the students of fifth grade Gugus Dewi Sartika Bergas Semarang Primary School. The sampling in this study was done by proportional random sampling with the total sample were 111 students. The data collection was done by interview, documentation and questionnaire. The data analysis technique was descriptive analysis and correlation analysis. Based on the data analysis, it obtained rcount value about 0.669 and rtable about 0.1625 with significance value of 0.05. The result of this research indicated a significant correlation between family environment and learning style with Civics learning outcomes of students in the fifth grade Gugus Dewi Sartika Bergas Semarang Primary School. Based on the research results can be concluded that there is a significant correlation between the family environment and learning style with Civic learning outcomes of fifth grade Gugus Dewi Sartika Bergas Semarang Primary School.
PENGEMBANGAN GAME MOBILE MEDIA AKSARA JAWA UNTUK MENINGKATKAN HASIL BELAJAR BAHASA JAWA Febrianti, Fina Ulinnuha Arifin
Joyful Learning Journal Vol 7 No 3 (2018): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v7i3.24627

Abstract

AbstrakBerdasarkan pra-penelitian di kelas VB SDN Jatisari ditemukan informasi bahwa sumber belajar yang digunakan dalam pembelajaran masih terbatas, waktu pembelajaran muatan Bahasa Jawa terbatas, kurangnya media pebelajaran yang menarik dan sesuai dengan kebutuhan siswa, tingkat partisipasi belajar siswa dalam kegiatan pembelajaran rendah, kurangnya minat belajar siswa dalam mempelajari Bahasa Jawa, serta rerata terendah Penilaian Tengah Semester adalah muatan Bahasa Jawa. Penelitian ini bertujuan untuk mengetahui pengembanganan, kelayakan, dan keefektifan media. Jenis penelitian ini adalah Research and Development dengan model pengembangan ADDIE dan prosedur penelitian analyze, desain, development, implementation dan evaluate. Populasi dan sampel yaitu 39 siswa kelas VB SDN Jatisari (sampel jenuh). Pengumpulan data menggunakan observasi, tes, wawancara, angket dan dokumen. Teknik analisis data menggunakan analisis data produk, analisis data awal, uji hipotesis, dan uji n-gain. Hasil penelitian menunjukkan skor kelayakan media 70% dan kelayakan isi materi 88%. Dalam uji hipotesis hasil belajar Bahasa Jawa menunjukkan tsig (2-tailed) 0,000 < 0,05. Skor N-gain yaitu 0,782 dengan kriteria tinggi. Kesimpulan dari penelitian ini yakni Game Mobile Media (GM2) efektif untuk meningkatkan hasil belajar Bahasa Jawa. Abstract___________________________________________________________________Based on the results of pre-research conducted at VB Class SDN Jatisari found information that study resource and time to learn Javanese Language were limited, the learning media was not suited with student’s necessary, student participation in learned Javanese Language was low, and the lowest score in first mid test was Javanese Language. The goals of this research were to know the development, the appropriateness, and the effectivity of media. The research method was Research and Development with ADDIE development model, and the research rules were analyze, desain, development, implementation and evaluate. The population and sample are 39 students in VB Class SDN Jatisari. The collecting data techniques were observation, test, interview, questionnaires, and documentation. The analysis data techniques were product data analysis, early data analysis, t-test, and n-gain test. The results of research showed that score of media component was 70 % and score of material component was 88%. In T-test showed tsig (2-tailed) 0,000 < 0,05 so that Ho non-accepted and Ha accepted, it means there influence using Game Mobile Media through learning outcomes of Javanese Language. The N-Gain score was 0,782 (high criteria). The conclusion of this research was Game Mobile Media (GM2) had possitive effect to increase the learning outcomes of Javanese Language.
HUBUNGAN KEMAMPUAN MEMBACA PEMAHAMAN DAN MOTIVASI SISWA DENGAN HASIL BELAJAR IPS KELAS IV adhit tama, ilham prakasa
Joyful Learning Journal Vol 7 No 3 (2018): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v7i3.24641

Abstract

This study aims to examine the relationship between students' ability to read comprehension and motivation with social learning learning outcomes of fourth grade students of SDN cluster Nyi Ageng Serang, Semarang City. This study uses a correlation method with a quantitative approach. Samples of 103 students of class IV taken using saturated sampling. Data collection techniques using tests, questionnaires and documentation. Data analysis techniques with descriptive statistics, correlation analysis, and regression analysis. The results showed a positive relationship between reading comprehension ability and learning motivation with social learning learning outcomes of fourth grade students of SDN cluster Nyi Ageng Serang Semarang City. The results showed that: (1) there was a relationship between reading comprehension and learning outcomes with a correlation coefficient of 0.827; (2) there is correlation between student motivation with learning result with correlation coefficient 0,710; (3) there is a relationship between reading and motivation with learning outcomes with a correlation coefficient of 0.817; (4) the coefficient of determination (R2) reads understanding and learning motivation is 0.717 so that it gives a positive impact together by 71.1% on social learning learning outcomes while 28.3% is influenced by other variables. it can be concluded that there is a relationship between reading comprehension and motivation together with IPS learning outcomes. Teachers should motivate students in learning and improve the ability to read comprehension so that learning outcomes can increase. From the results of the study it can be concluded that there is a positive relationship between the ability to read students' understanding and motivation with the social learning learning outcomes of grade IV SDN Gugus Nyi Ageng Serang Semarang City.
Pengembangan Media Moveable Diorama Muatan IPA Materi Metamorfosis Kelas IV Sekolah Dasar Bismoko, Haryo
Joyful Learning Journal Vol 7 No 3 (2018): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v7i3.24692

Abstract

Media yang terbatas dan pengembangan media yang belum optimal mengakibatkan pelaksanaan pembelajaran Muatan IPA di kelas IV SD N 01 Bantrung masih terfokus pada penggunaan buku siswa. Pemecahan masalah dari permasalahan tersebut yaitu media movable diorama. Penelitian ini bertujuan untuk mengembangkan media movable diorama pada muatan IPA materi metamorfosis kelas IV SD. Jenis penelitian ini adalah Research and Development (R&D). Prosedur penelitian menggunakan model pengembangan borg and gall. Desain penelitian yang digunakan adalah one group pretest-posttest. Subjek penelitian adalah siswa kelas IV dan guru kelas IV SD N 01 Bantrung. Teknik pengumpulan data dilaksanakan dengan Teknik tes: pretest dan posttest, serta non tes yaitu dengan menggunakan kuesioner, wawancara, dan dokumentasi. Hasil penelitian diperoleh penilaian uji ahli materi memperoleh kriteria sangat layak dengan presentase sebesar 96,6% dan penilaian ahli media memperoleh kriteria sangat layak dengan presentase sebesar 88,8%. Media movable diorama berpengaruh terhadap hasil belajar dengan adanya perbedaan rata-rata melalui uji t dan peningkatan rata-rata (gain) sebesar 1,015 dengan kriteria tinggi. Berdasarkan hasil analisis media movable diorama dapat memberikan manfaat untuk meningkatkan hasil belajar siwa pada muatan IPA. Limitations of media and media development that has not been optimal has resulted in the implementation of the learning of Science in the fourth grade of SD N 01 Bantrung still focused on the use of student books. This study aims to develop movable diorama media on IPA content of fourth grade elementary metamorphosis material. This type of research is Research and Development (R & D). The research procedure uses the borg and gall development model. The research design used was one group pretest-posttest. Research subjects were fourth grade students and fourth grade teachers at SD N 01 Bantrung. Data collection techniques were carried out with the test technique: pretest and posttest, as well as non-tests using questionnaires, interviews, and documentation. The result of the research shows the assessment of material experts was obtained very reasonable criteria with a percentage of 96.6% and the assessment of media experts was obtained very reasonable criteria with a percentage of 88.8%. Media movable dioramas have an effected on learning outcomes with an average difference through the t test and an average gain of 1.015 with high criteria. Based on the results of movable diorama media analysis can provide benefits to improve student learning sains outcomes.
Pengembangan Media Luas Daerah Bangun Datar berbasis Adobe Flash roziqin, roziqin
Joyful Learning Journal Vol 7 No 3 (2018): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v7i3.25035

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran, mengetahui kelayakan media, efektifitas penggunaan media dan mengetahui perbedaan hasil belajar matematika materi luas daerah bangun datar kelas IV SD Negeri Sampangan 01 Semarang. Jenis penelitian ini adalah Research and Development. Penentuan tingkat kelayakan media pembelajaran berdasarkan uji validasi para ahli dan uji coba pemakaian. Hasil penelitian menunjukkan bahwa persentase yang didapat dari ahli materi sebesar 73% dengan kategori layak. Persentase yang dicapai oleh ahli media 77% dengan kategori layak. Persentase yang dicapai oleh ahli rencana pelaksanaan pembelajaran mendapat nilai 79,4 dengan kategori layak. Peningkatan hasil belajar dilihat dari hasil uji skala besar pada pemberian pretest dan posttest dengan perolehan kriteria sedang sebesar 0,32 dengan kriteria sedang. Aktivitas siswa dalam penggunaan media luas daerah bangun datar berbasis adobe flash dalam pembelajaran menunjukan bahwa siswa menjadi lebih aktif. Simpulan penelitian ini yaitu media luas daerah bangun datar berbasis adobe flash dapat meningkatkan hasil belajar, layak dan efektif dapat meningkatkan aktivitas siswa dalam pembelajaran. This research aimed to develop learning media, assess the feasibility of media, the effectiveness of media, and know the learning outcomes of mathematics subject on two-dimensional figures content in 4th grade of primary School state Sampangan 01 Semarang. The type of this research was Research and Development. The feasibility level of learning media was assessed by the validation experts and used test. The result of this research showed that the percentage obtained from material expert was 73% with a decent category. The percentage achieved by media experts is 77% with a decent category The percentage that was achieved by the lesson planning expert obtained score 79,4 with a decent category. The improvement of learning outcomes seen from large scale test result on the provision of pre-test and post-test obtained average criteria in the amount of 0.32. The two-dimensional figures area media based on Adobe Flash using showed that the students became more active. The conclusion of this research was two-dimensional figures area based on Adobe Flash was feasible and effective to improve the students learning outcomes and activity in the learning process.
PENGARUH PENGUASAAN DIKSI DAN KETERAMPILAN MEMBACA PERMULAAN TERHADAP KEMAMPUAN MENYAMPAIKAN UNGKAPAN SANTUN Rahmadiany, Meilita
Joyful Learning Journal Vol 7 No 3 (2018): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v7i3.25265

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penguasaan diksi terhadap kemampuan menyampaikan ungkapan santun, mengetahui pengaruh keterampilan membaca permulaan terhadap kemampuan menyampaikan ungkapan santun, dan mengetahui pengaruh penguasaan diksi dan keterampilan membaca permulaan terhadap kemampuan menyampaikan ungkapan santun. Penelitian ini merupakan penelitian korelasi. Metode pengumpulan data menggunakan wawancara, tes, dan dokumentasi. Teknik analisis data meliputi analisis deskriptif, analisis regresi linier sederhana, analisis regresi linier berganda, koefisien determinasi, dan uji F. Hasil penelitian menunjukkan bahwa: (1) terdapat pengaruh penguasaan diksi terhadap kemampuan menyampaikan ungkapan santun dengan kontribusi sebesar 13,3% yang termasuk dalam kategori rendah; (2) terdapat pengaruh keterampilan membaca permulaan terhadap kemampuan menyampaikan ungkapan santun dengan kontribusi sebesar 14,7% yang termasuk dalam kategori rendah; dan (3) terdapat pengaruh penguasaan diksi dan keterampilan membaca permulaan terhadap kemampuan menyampaikan ungkapan santun dengan kontribusi sebesar yaitu sebesar 23,5% yang termasuk dalam kategori sedang. Simpulan penelitian ini adalah terdapat pengaruh pada penguasaan diksi dan keterampilan membaca permulaan terhadap kemampuan menyampaikan ungkapan santun. This study aimed to (1) assess the influence of diction’s mastery on the ability to communicate polite expression; (2) to assess the influence of early reading skills on the ability to communicate polite expressions; and (3) to assess the influence of diction’s mastery and early reading skills on the ability to communicate polite expressions. This research was a correlation research. Data collection methods used interviews, tests, and documentation. Data analysis techniques used descriptive analysis, simple linear regression analysis, multiple linear regression analysis, coefficient of determination, and F test. The results showed that: (1) there was influence of diction’s mastery on the ability to communicate polite expression with a contribution of 13.3% which was included in the low category; (2) there was influence of early reading skills on the ability to communicate polite expressions influence of early reading skills on the ability to communicate polite expressions with a contribution of 14.7% which was included in the low category; and (3) there was influence of diction’s mastery and early reading skills on the ability to communicate polite expressions with a contribution of 23.5% which was included in the medium category. The conclusion of this study is that there was an influence of diction’s mastery and early reading skills on the ability to communicate polite expressions of 2nd grade students of Dwija Harapan Cluster Elementary School Semarang.
keefektifan model pembelajaran sosiodrama terhadap hasil belajar IPS Chintiawati, Priscilia Dewi
Joyful Learning Journal Vol 7 No 3 (2018): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v7i3.25677

Abstract

Abstrak Penelitian ini bertujuan untuk mengetahui keefektifan model pembelajaran sosiodrama terhadap hasil belajar IPS kelas V SDN Gugus Cakra Semarang.Penelitian ini adalah penelitian eksperimen semu dengan bentuk Pretest-Posttest Control Design. Populasi dalam penelitian ini seluruh siswa kelas V SDN di Gugus Cakra sejumlah 282 siswa. Teknik Pengambilan sampel menggunakan probability random sampling. Kemudian diperoleh sampel SDN Tambakaji 05 yang berjumlah 31 sebagai kelas eksperimen, SDN Tambakaji 01 yang berjumlah 34 sebagai kelas kontrol. Hasil penelitian menunjukkan bahwa (1) dengan model pembelajaran sosiodrama dapat mencapai ketuntasan klasikal 75% pada hasil belajar IPS. Ketuntasan belajar kelas eksperimen mencapai 77% > kelas kontrol 8%. (2) model pembelajaran sosiodrama efektif digunakan dalam pembelajaran muatan IPS. Hasil uji t menunjukkan t-hitung (9.12) > t­-tabel (1,66); hasil uji N-Gain menunjukkan hasil belajar kelas eksperimen sebesar 0.85 dengan kriteria tinggi. Simpulan penelitian ini adalah dengan menggunakan model pembelajaran sosiodrama hasil belajar IPS siswa dapat mencapai ketuntasan klasikal dan Model pembelajaran sosiodrama efektif digunakan saat pembelajaran IPS dengan ditunjukkan hasil dari uji z, uji-t dan uji N-Gain. Model sosiodrama ini diharapkan dapat dikembangkan lagi oleh guru sebagai model pembelajaran dalam pembelajaran IPS. This research aimed to test using sociodrama model can improve the classical mastery of IPS and to test the effectiveness of sociodrama learning models toward 5th grade social studies learning outcomes.This research was a quasy eksperimental study with formed of pretest-posttes control design. Population in this study were all grade 5 students at SDN gugus cakra, totalling 282 students. Sampling technique used probability sampling. Then the sample was obtained SDN tambakaji 05 as experimental class totalling 31 students, SDN Tambakaji 01 totalling 34 students as control class. The results of the study showed that (1) by using sociodrama model can achieved 75% classical completeness. The completeness of experimental class reached 77% > control class 8%. (2) sociodrama model was effective used in social studies learning. The results of experimental class posttest used a sosiodrama model amounted to 80,39 while the control class is not treated amounted to 61,93. Diferrences in learning outcomes were proven through t test, the results of the t test have shown that t counts (9,12) > t-table (1,70). Besides the results of the n gain test of the experimental class have reached 0,856 (high) while the control class is equal to 0,363 (medium). The conclusion of this study was by using sociodrama model students learning outcomes can achieved classical completeness and the sociodrama learning models effective used to social studies learning outcomes. This model was excpeted to be developed by the teacher as a learning model in social studies learning.
PEMANFAATAN BARANG BEKAS SEBAGAI MEDIA PENINGKATAN KREATIVITAS PADA MATA PELAJARAN SBK Agustina, Riya
Joyful Learning Journal Vol 7 No 3 (2018): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v7i3.25859

Abstract

AbstrakBarang bekas merupakan sampah rumah tangga yang sudah tidak terpakai, barang bekas dapat berupa botol plastik, kardus maupun peralatan rumah tangga yang sudah tidak digunakan.Barang bekas sangat berpengaruh terhadap kesenangan anak untuk bermain, maka penampilannya harus menarik. Penggunaan media barang bekas pada anak dalam penelitian ini adalah untuk meningkatkan kreativitas anak. Penelitian ini bertujuan untukmengetahui (1) Proses pemanfaatan barang bekas sebagai media peningkatan kreativitas siswa kelas III dan IV pada mata pelajaran SBK di SD Negeri Puguh (2) hambatan dalam pemanfaatan barang bekas sebagai media peningkatan kreativitas siswa kelas III dan IV pada mata pelajaran SBK di SD Negeri Puguh (3) Faktor penunjang dalam pemanfaatan barang bekas sebagai media peningkatan kreativitas siswa kelas III dan IV pada mata pelajaran SBK di SD Negeri Puguh. Metode penelitian ini menggunakan penelitian Kualitatif deskriptif, anlisis data dilakukan dengan menggunakan teknik deskriptif. Dari hasil penelitian menunjukkan bahwa kegiatan pemanfaatan barang bekas melalui mata pelajaran SBK kelas III dan IV di SD Negeri Puguh sudah dapat dijadikan sebagai media peningkatan kreativitas siswabaik secara motorik maupun kognitif dan siswa mampu mengembangkan sebuah hasil karya menurut pemikiran dan imajinasi mereka sendiri. Scraps are kinds of domestic garbage which have not been used anymore, such as plastic bottles, cardboards, or other unused domestic utensils. Scraps truly affected to children’s playing pleasure so that their appearance should be attractive. The scraps media usage for children of this research was to elevate children’s creativity. The aims of research were to reveal (1) the scraps utilisation process (2) the barriers of scraps utilisation (3) the supporting factors as a creativity enhancement media on Handycrafts and Cultural Art Education of the third and fourth grade students in State Primary School Puguh. This research method used a descriptive qualitative research. Data analysis technique used a descriptive analysis. The results showed that the scraps utilisation activity on Handycrafts and Cultural Art Education of the third and fourth grade students in State Primary School Puguh had been successfully used as students’ media to enhance creativity not only in psychomotor but also cognitive aspects and students could develop a masterpiece based on their own thoughts and imaginations.

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