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 672 Documents
PENGEMBANGAN MEDIA BONEKA TANGAN BERBASIS AUDIOVISUAL PADA PEMBELAJARAN PKn KELAS V SD wyra, ady mulya
Joyful Learning Journal Vol 6 No 3 (2017): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v6i3.16717

Abstract

Abstrak Pendidikan Kewarganegaan merupakan salah satu mata pelajaran yang wajib diberikan di setiap jenjang pendidikan. Berdasarkan data observasi, wawancara, dan hasil belajar diperoleh informasi bahwa pembelajaran PKn di kelas VA SDN Gisikdrono 03 belum optimal. Penggunaan media pembelajaran terbatas pada gambar yang terdapat di buku ajar sehingga siswa kurang aktif dalam pembelajaran dan hasil belajar PKn menjadi rendah. Solusinya perlu dikembangkan media inovatif yaitu boneka tangan berbasis audiovisual pada pembelajaran PKn. Jenis penelitian adalah Research and Development (R&D) dengan langkah potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, uji coba pemakaian, revisi produk, dan produk akhir. Populasi penelitian adalah seluruh siswa kelas VA SDN Gisikdrono 03 Semarang. Sampelnya adalah siswa kelas VA dengan teknik sampel jenuh. Teknik pengumpulan data menggunakan observasi, tes, wawancara, angket dan dokumen. Teknik analisis data menggunakan analisis data produk, analisis data awal/normalitas, uji t, gain serta analisis data deskriptif. Hasil penelitian menunjukkan media boneka tangan berbasis audiovisual layak digunakan dengan persentase penilaian komponen kelayakan isi 100%, komponen penyajian 93,75% dan komponen kebahasaan 93,75%. Nilai t hitung sebesar -9,468 dan gain sebesar 0,40 dengan kriteria sedang. Simpulan penelitian adalah media boneka tangan berbasis audiovisual efektif digunakan pada pembelajaran Pkn materi keputusan bersama. Saran penelitian hendaknya konten rekaman percakapan adegan media boneka tangan berbasis audiovisual lebih disempurnakan. Civic Education is one of the subjects that must begiven at every level of education. Based on observation data, interviews, and learning out comes obtain the information that called PKn in grade 5 SDN Gisikdrono 03 is not optimal. The use of learning islimited to the drawings contained in the textbooks. So that the student are less active in learning, and the learning out comes of PKn become low. Therefore,it is necessary to develop innovative media such as audiovisual based hand puppets on PKn learning. The research used Research and Development (R&D) with potential and problem steps, data collection, product design, design validation, design revision, product testing, product revision, trial usage, product revision and final product. The population of the study are call 5th A students SDN Gisikdrono 03. The simple is 5th A students with asaturated sample technique. Data collection techniques use observation, tests, interviews, questionnaire and dokuments. Data analysis techniques use product data analysis, initial data, analysis normality, t- test, gain, and descriptive data analysis. The result shows that audiovisual based hand puppets media is feasible to be used with percentage of 100% content feasibility assessment, 93,75% presentation component, and linguistic component 93,75 %. T test result showed a significance value -9,468 and gain of 0,40 with medium category. The conclution of research was audiovisual based hand puppets media effectively used in learning PKn join dicision subjects. The research suggestion is it should be more refined theater recording content of the audiovisual based hand puppet enhanced.
PENGEMBANGAN BUKU PANDUAN MENENTUKAN PIKIRAN POKOK PARAGRAF MENGGUNAKAN MODEL SKRAMBEL Hanifah, Mugiarti
Joyful Learning Journal Vol 6 No 3 (2017): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v6i3.16766

Abstract

The research of development guidebook to determine main idea of the paragraph using scramble model aimed to knowing the character, validity, effectiveness, and practicality of the guidebook to determine main idea of the paragraph using scramble model. This research type is research and development (R & D), using research method from Sugiyono. The results of this research showed that: (1) The developed guidebook contained a typical component of the scramble model on the exercise and evaluation questions part of the guidebook; (2) Guidebook is valid by validation from material and media experts. Obtained percentage and criteria eligibility of content 95% (very valid), eligibility of presentment 100% (very valid), scramble scoring 100% (very valid), eligibility of graphic 89.33% (very valid), and eligibility of language 90% (very valid); (3) The guidebook has an effect at the cognitive learning outcomes showed by the significance value of t test is 0.000 <0,05 and score of the gain test is 0.43 with medium criteria; (4) The percentage of student’s responses after using guidebook in classical is 89.42% with very positive criteria, the percentage of teacher response is 95% with very positive criteria. The conclusions of this research are developed guidebook characterized by scramble model, guidebook is valid, effective can improve student learning outcomes and practical for learning Indonesian Language.
STUDI KASUS PERHATIAN ORANG TUA SARANA PRASARANA BELAJAR DI RUMAH DAN HASIL BELAJAR PKn sari, Tiana eka
Joyful Learning Journal Vol 6 No 2 (2017): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v6i2.16793

Abstract

Tujuan penelitian ini adalah untuk mengetahui dampak perhatian orang tua, sarana prasarana belajar di rumah dan hasil belajar Pendidikan Kewarganegaraan siswa kelas V SD Gugus Sudirman Kecamatan Gajahmungkur Semarang. Penelitian ini menggunakan prosedur penelitian kualitatif. Subjek penelitian adalah orang tua dan siswa kelas V SD Negeri di gugus Sudirman kecamatan Gajahmungkur Semarang. Objek dalam penelitian ini adalah ruang belajar di rumah, orang tua, kegiatan belajar siswa di rumah. Instrumen yang digunakan dalam penelitian ini adalah, pedoman wawancara, angket, observasi dan dokumentasi foto serta hasil belajar siswa. Teknik analisis data yang digunakan adalah teknik analisis isi. Hasil penelitian menunjukkan bahwa bentuk perhatian orang tua di rumah untuk mendukung hasil belajar berupa penyediaan fasilitas belajar di rumah, membantu kegiatan belajar anak, bantuan mengatur waktu belajar anak dan bantuan mengatasi kesulitan anak dalam belajar. Bentuk sarana dan prasarana belajar yang diberikan orang tua untuk mendukung hasil belajar siswa dapat berupa tersedianya dan layaknya tempat belajar, media informasi, alat tulis, koleksi buku, penerangan tempat belajar, kursi belajar, meja belajar, ventilasi ruang belajar dan papan tempel. Dampak dari perhatian orang tua dan kelengkapan sarana prasarana adalah semakin baik perhatian orang tua dan sarana prasarana belajar, maka akan semakin baik pula hasil belajar siswa di sekolah. The purpose of this study is to know the impact of parents’ attention, facilities for study at home and learning outcomes of Civic Education of fifth grade students of SD Gugus Sudirman Kecamatan Gajahmungkur, Semarang. This study used qualitative research procedure. Research subjects of the study were the parents and the fifth grade students of SD Gugus Sudirman, Kecamatan Gajahmungkur, Semarang. Objects of the study were room for study at home, parents, students learning activities at home. Instruments used in this study were interview guides, questionnaire, observation and documentation of photos and students learning outcomes. Data analysis technique was used is content analysis technique.The result of the study showed that attention of the parents at home to support the learning outcomes in the form of provision of facilities for study at home, it help the learning activities of the children, a help to manage the children’s learning time and a help to overcome the difficulties of the children in learning. The form of facilities for study provided by parents to support the students learning outcomes can be in the form of availability of a proper learning room, information media, stationeries, book collections, lighting in the study room, chairs, desk, the study room ventilation and notice board. The impact of the attention of the parents and the completeness of the facilities for study are the better the parents' attention and the facilities for study, the better the students learning outcomes at school.
The Effectiveness of STAD Learning Model towards Mathematics Subject Learning Achievement students of State Elementary School nafisah, romadoni
Joyful Learning Journal Vol 6 No 1 (2017): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v6i1.16879

Abstract

Abstrak Pembelajaran dikatakan efektif apabila peserta didik mendapatkan hasil maksimal. Hasil belajar siswa pada mata pelajaran Matematika di SDN Gugus Ki Hajar Dewantara belum mencapai KKM. Hal ini dipengaruhi oleh siswa kurang antusias terhadap pelajaran matematika dan media yang digunakan kurang bervariasi hanya menggunakan media gambar. Hasil belajar maksimal dapat diperoleh melalui salah satu model pembelajaran STAD dengan sistem belajar kelompok dan media benda konkret untuk mempermudah memahami materi. Tujuan dari penelitian ini yaitu menguji model pembelajaran pembelajaran STAD dengan media benda konkret lebih efektif daripada menggunakan model pembelajaran TAI. Hasil penelitian uji z menunjukkan z hitung=8,3≥ z tabel = 1,645 bahwa hasil belajar siswa dengan model pembelajaran STAD dapat mencapai Kriteria Ketuntasan Minimal (KKM). Hasil uji-t menunjukkan nilai thitung>ttabel, t hitung = 9,1026 dan t tabel = 1,684 bahwa model pembelajaran STAD lebih efektif terhadap hasil belajar Matematika siswa kelas V SDN Gugus Ki Hajar Dewantara Kabupaten Sragen. ______________________________________________________________ Abstract ___________________________________________________________________ Learning is said to be effective when students get maximum result. However, it was found that the mathematics subject learning achievement of the students of SDN Cluster Ki Hajar Dewantara had not passed the passing grade (KKM) yet. This was influenced by the less enthusiastic students in joining the mathematics class and the less variative media used, in this case the teacher only used picture media. One way to maximize students' learning achievement is by using STAD learning model with the system of group learning and concrete objects to ease students' materials understanding. This study was aimed at examining the effectiveness of the use of STAD learning model with the media concrete objects towards mathematics subject learning achievement of the fifth grade students of SDN Cluster Ki Hajar Dewantara, Sragen and examining STAD learning model with the media of concrete objects against TAI learning model. The findings showed that STAD learning model was more effective towards students' activities z count = 8,3≥ z table = 1,. It was proven by the results of t-test which presented that the values of tcount>ttable t hitung = 9,1026 dan t tabel = 1,684. In other words, STAD learning model is more effective towards mathematics subject learnin achievement of the fifth grade students of SDN Cluster Ki Hajar Dewantara, Sragen Regency.
HUBUNGAN PENGUASAAN STRUKTUR KALIMAT DAN PENGUASAAN KOSAKATA DENGAN KETERAMPILAN MENULIS NARASI Wibowo, Bagas Eko
Joyful Learning Journal Vol 6 No 2 (2017): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v6i2.16884

Abstract

AbstrakPenelitian ini bertujuan untuk menguji hubungan penguasaan struktur kalimat dan kosakata dengan keterampilan menulis narasi. Penelitian ini menggunakan pendekatan kuantitatif dengan metode korelasi. Populasi penelitian adalah 169 siswa kelas IV SDN Gugus Nyi Ageng Serang, Kecamatan Tugu, Kota Semarang. Sampel penelitian sebanyak 80 siswa. Teknik pengumpulan data menggunakan tes dan dokumentasi. Teknik analisis data menggunakan analisis statistik deskriptif, analisis korelasi, dan analisis regresi. Hasil penelitian menunjukkan adanya hubungan yang positif dan signifikan antara penguasaan struktur kalimat dan kosakata dengan keterampilan menulis narasi siswa kelas IV SDN Gugus Nyi Ageng Serang Kecamatan Tugu Kota Semarang ditunjukkan dengan nilai rhitung 0,773 lebih besar daripada nilai r tabel 0,220 (0,773>0,220) pada N=80 dengan taraf signifikansi 0,05. Besarnya kontribusi penguasaan struktur kalimat dan kosakata terhadap keterampilan menulis narasi sebesar 59,8%, karena itu dapat dinyatakan bahwa penguasaan struktur kalimat dan kosakata memiliki hubungan positif dan signifikan dengan keterampilan menulis narasi siswa kelas IV SDN Gugus Nyi Ageng Serang Kecamatan Tugu Kota Semarang. This research aimed to test the correlation mastery of sentence structure, vocabulary and narrative writing skills. This research used the quantitative method with correlation design. The research population was a total of 169 fourth grade students of primary school Gugus Nyi Ageng Serang, Tugu, Semarang. The samples in this research was 80 students. The data collection method was used test and documentation. The data analysis technique was used descriptive statistical analysis, correlation analysis, and regression analysis. The results showed a positive correlation between mastery of sentence structure, vocabulary and narrative writing skills with r count 0,773 greater than r table 0.220 (0,773>0,220) on n=80 with significance level of 0,05. The contribution of mastery of sentence structure and vocabulary for narrative writing skills of 59,8%. Therefore, this research concluded that mastery of sentence structure and mastery of vocabulary has a positive and significance correlation with narrative writing skills was a fourth grade students of primary school Gugus Nyi Ageng Serang, Tugu, Semarang.
PENGEMBANGAN MEDIA KARTU BERGAMBAR PADA PEMBELAJARAN IPA _, Istiqomah
Joyful Learning Journal Vol 6 No 1 (2017): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v6i1.16927

Abstract

Abstrak Tujuan penelitian untuk mengembangkan desain media kartu bergambar, menguji kelayakan, dan meningkatkan keefektifan media kartu bergambar dalam pembelajaran IPA. Jenis penelitian ini adalah penelitian pengembangan menggunakan metode Research and Development (R & D) dengan langkah penelitian yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, (5) revisi produk, (6) uji coba produk, (7) revisi produk, (8) uji coba pemakaian, (9) revisi produk, dan (10) produk akhir. Subjek penelitian yaitu siswa kelas IV SDN Tanggel Pati. Teknik pengumpulan data berupa tes, wawancara, observasi, dan dokumentasi. Teknik analisis data menggunakan desain produk, kelayakan produk, dan keefektifan yaitu hasil belajar. Hasil penelitian menunjukkan: (1) media kartu bergambar didesain menggunakan aplikasi CorelDraw, (2) berdasarkan kelayakan kartu, penilaian ahli materi sebesar 87,5% (sangat layak), ahli media sebesar 92% (sangat layak), dan praktisi 90,6% (sangat layak), (3) penggunaan kartu bergambar efektif terhadap pembelajaran IPA yang dibuktikan dengan peningkatan rata-rata hasil belajar siswa sebesar 59,4 menjadi 84,7. Simpulan dari penelitian ini adalah pengembangan desain media kartu bergambar berdasarkan validasi oleh ahli materi, media, dan praktisi telah memenuhi kriteria valid, serta layak digunakan dan efektif terhadap hasil belajar IPA kelas IV. This study was aimed at developing the design of illustrated cards media, examining the feasibility, and improving the effectiveness of illustrated cards media in Natural Science (IPA) subject learning. By these objectives, this study used Research and Development (R&D) method with the several steps, namely (1) potential and problem, (2) data collection, (3) product design, (4) design validation, (5) product revision , (6) product trial, (7) product revision, (8) trial use, (9) product revision, and (10) final product. Moreover, the subjects of this study were the fourth grade students of State Elementary School (SDN) Tanggel Pati. The data of the students were collected through tests, interview, observation, and documentation. The collected data were analyzed by having product design, product feasibility, and effectiveness determined from learning achievement. The results showed that: (1) the illustrated cards media were designed by using CorelDraw application, (2) in terms of card feasibility, this media achieved 87.5% (very feasible) from material expert, 92% (very feasible) from media expert, and 90.6% (very feasible) from practitioner, (3) these media were effective in improving the students' scores average in IPA subject, namely from 59.4 to 84.7. Therefore, this study concluded that the development of the illustrated cards media was valid after being validated by material expert, media expert, and practitioner, feasible to use and effective towards the IPA subject learning achievement of the fourth grade students.
PENGEMBANGAN MEDIA PERMAINAN ULAR TANGGA MENULIS KALIMAT SEDERHANA UNTUK SISWA KELAS II Putranti, Yunaning Dwi
Joyful Learning Journal Vol 6 No 3 (2017): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v6i3.16935

Abstract

AbstrakMenulis merupakan keterampilan yang harus dikuasai oleh siswa, namun masih banyak terjadi permasalahan terutamadengan menggunakan huruf tegak bersambung. Penelitian ini bertujuan untuk mengembangkan permainan ular tanggauntuk pembelajaran menulis kalimat sederhana pada siswa kelas II. Penelitian ini menggunakan pendekatan penelitianpengembangan pada teori Borg dan Gall (Sugiyono, 2015:35) namun hanya menggunakan tujuh tahap penelitian yaitu:(1) tahap survei pendahuluan; (2) tahap awal pengembangan prototype; (3) tahap desain produk; (4) tahap validasidesain; (5) tahap revisi dan perbaikan desain; dan (6) tahap uji coba produk; (7) tahap revisi produk dan penyusunanhasil. Hasil dari penelitian ini adalah: (1) siswa dan guru membutuhkan media permainan ular tangga berukuran besardengan warna yang menarik, dan kartu gambar tentang kegiatan anak; (2) kelayakan penggunaan media permainan ulartangga menulis kalimat sederhana oleh ahli materi adalah 84 dan ahli media adalah 88 sehingga mendapatkan jumlah172 termasuk ke dalam kriteria sangat valid. (3) rata-rata hasil penilaian menulis kalimat pada uji efektifitasmendapatkan rata-rata 78,42 dengan ketuntasan 100%. Berdasarkan hasil penelitian tersebut, mengartikan bahwa produkmedia ular tangga menulis kalimat sederhana sangat layak untuk digunakan. Peneliti memberikan saran untukmeningkatkan keterampilan menulis kalimat sederhana dengan huruf tegak bersambung menggunakan media permainanular tangga menulis kalimat sederhana. Writing skill must be mastered by the students, but there are still many problems especially using cursive handwriting.This research aims to develop a snake and ladder game of simple sentence writing lesson for second grade. Thisresearch uses development research approach on Borg and Gall theory (Sugiyono, 2015: 35) but its only uses sevenstages of research, there are: (1) Research and information collecting; (2) planning; (3) develop preliminary form aproduct; (4) preliminary field testing; (5) main product revision; (6) main field testing; and (7) operational productrevision. The result of the research are: (1) students and teachers need a large size of snake and ladder game with brightcolors, and picture of the cards is about children's activities; (2) the feasibility of using snake and ladder game of writea simple sentence by the material expert is 84 and the media expert is 88 so getting the number 172 included in thevery valid criterion. (3) the average result of writing simple sentence on the effectiveness test get 78,42 with 100%completeness reaches. Based on the results of the research means that the snake and ladder game of writing simplesentences is very feasible to use. Researchers provide suggestions for improving the skill of writing simple sentenceswith cursive handwriting continued using snake and ladder game of writing a simple sentence.
PENGEMBANGAN MEDIA POPSCRAP BOOK UNTUK MENINGKATKAN HASIL BELAJAR IPS SISWA KELAS IV Fapriyani, Novita
Joyful Learning Journal Vol 6 No 1 (2017): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v6i1.16972

Abstract

Abstrak ______________________________________________________________ Penelitian ini bertujuan untuk mengidentifikasi tanggapan guru dan siswa terhadap media popscrap book, menjelaskan prosedur pengembangan media popscrap book pada muatan IPS tema Indahnya Kebersamaan kelas IV SD, mengetahui kelayakan media, dan menguji keefektifan penggunaan media. Metode yang digunakan dalam penelitian adalah Research and Development dengan menggunakan desain yang dikembangkan oleh Borg dan Gall. Penelitian ini dilaksanakan dalam sembilan tahap yaitu, (1) survei pendahuluan, (2) pengumpulan data, (3) pengembangan desain produk, (4) validasi desain, (5) revisi desain, (6) uji coba awal, (7) revisi produk, (8) uji coba pemakaian, dan (9) revisi produk. Hasil dari penelitian ini adalah (1) pengembangan media berdasarkan pada angket kebutuhan guru dan siswa, (2) penilaian kelayakan media oleh tim ahli diperoleh hasil skor media sebesar 80 dengan persentase 100%, skor materi sebesar 42 dengan persentase 95%, dan skor bahasa sebesar 39 dengan persentase 88,6% termasuk dalam kriteria sangat baik, dan (3) media popscrap book efektif digunakan dalam pembelajaran IPS, dimana hasil analisis t-test menunjukkan bahwa thitung = 6,174 dan ttabel = 2,045, serta terdapat peningkatan rata-rata hasil belajar siswa dimana hasil uji N-gain 0,430 termasuk dalam kriteria sedang. Dapat disimpulkan bahwa media popscrap book efektif digunakan pada pembelajaran IPS tema Indahnya Kebersamaan dan meningkatkan hasil belajar. Abstract ___________________________________________________________________ This study aimed to identify teachers' and students' responses towards popscrap book media, explain the developmental procedures of popscrap book media on IPS subject with the theme of The Beauty of Togetherness (Indahnya Kebersamaan) in the fourth grade level of Elementary School (SD), to know the media feasibility, and to examine the effectiveness of media use. Further, the method employed in this study was Research and Development from Borg and Gall. This research design consists of nine steps, namely, (1) initial survey, (2) data collection, (3) product design development, (4) design validation, (5) design revision, (6) initial trial test, (7) product revision, (8) trial use test, and (9) product revision. The results were (1) the media were developed based on teachers' and students' needs, (2) the media expert gave score of 80 with 100% percentage, material score of 42 with 95% percentage, and language score of 39 with 88.6% percentage belonged to very good criterion, and (3) the popscrap book media were effective to use in IPS subject learning. It was showed by the t-test analysis which achieved tcount=6.174 and ttable= 2.045. There also found the improvement on students' score average realized in N-gain test, namely 0.430 which belonged to fair criterion. It could be concluded that popscrap book media was effective to be used in IPS subject with the theme of The Beauty of Togetherness and can improve learning achievement.
KEEFEKTIFAN MODEL TEAM ASSISTED INDIVIDUALIZATION TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS III sari, rahmawati wulan
Joyful Learning Journal Vol 6 No 1 (2017): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v6i1.16978

Abstract

Penelitian ini bertujuan untuk mengetahui keefektifan model TAIterhadap hasil belajar matematika siswa kelasIII SD Gugus Kenanga Kecamatan Gebog Kudus. Jenis penelitian yaitu eksperimen semu dengan bentuk nonequivalentcontrol group design. Populasinya adalah siswa kelas III SD Gugus Kenanga Kecamatan Gebog Kudus. Teknik pengambilan sampel yaitu cluster random sampling. Data dikumpulkan dengan teknik tes, dokumentasi, dan observasi.Data dianalisis menggunakan uji proporsi satu pihak yaitu uji z, uji t, uji gain dan N-gain.Hasil penelitian menunjukkan bahwa hasil belajar matematika siswa kelas III SD Gugus Kenanga Kecamatan Gebog Kudus yang menggunakan model pembelajaran TAI dapat mencapai KKM, dan model pembelajaran TAI lebih efektif daripada model pembelajaran GI. Ditunjukkan dengan > thitung = 3,829 ttabel = 1,72 maka H0 ditolak dan H1 diterima. This study was intended to know the effectiveness of Team Assisted Individualization learning model towards mathematics subject learning achievement of the third grade students of Elementary Schools (SD) Cluster Kenanga, Gebog Subdistrict, Kudus. To achieve this objective, this research used quasi experimental research with the type of nonequivalent control group design. The subjects of this study were the third grade students of SD Cluster Kenanga, Gebog Subdistrict, Kudus. They were sampled by using cluster random sampling. As the data were collected, they were analyzed by using one tailed proportion test, namely z test, t test, gain test and N-gain. The results showed that the mathematics learning achievement of the third grade students of SD Cluster Kenanga, Gebog Subdistrict, Kudus who achieved the treatment of TAI learning model achieved the passing grade (KKM) score, and TAI learning model was more effective than GI. It was showed by the comparison of tcount = 3.829>ttable = 1.72 which meant that H0 was rejected, while H1 was accepted.
PEGEMBANGAN MEDIA DIORAMA 3 DIMENSI DALAM PEMBELAJARAN IPA MATERI EKOSISTEM KELAS V prabowo, dady mukti
Joyful Learning Journal Vol 6 No 4 (2017): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v6i4.17008

Abstract

Abstrak IPA merupakan salah satu mata pelajaran yang wajib diberikan kepada siswa SD, namun kenyataan dilapangan, pembelajaran IPA masih belum optimal. Berdasarkan data observasi, wawancara dan dokumentasi yang didapatkan di SDN Kalibanteng Kidul 02 Semarang ditemukan informasi bahwa terdapat permasalahan kurang tersedianya media yang relevan. Sehingga perlu dikembangkan media diorama 3 dimensi dalam pembelajaran IPA. Tujuan penelitian ini adalah untuk mendeskripsikan langkah-lanhak pengembangan media diorama 3 dimensi, untuk mengkaji kevalidan media diorama 3 dimensi, dan untuk mengkaji keefektifan media diorama 3 dimensi dalam pembelajaran. Jenis penelitian ini adalah Research and Development (R&D) dengan langkah pra research, pengumpulan data, perancangan desain media, validasi produk, revisi produk, uji skala kecil, uji skala besar, dan produk akhir. Populasi penelitian ini adalah seluruh siswa kelas V SDN Kalibanteng Kidul 02 Semarang dan yang menjadi sampel adalah siswa kelas V dengan teknik sampel jenuh. Teknik pengumpulan data menggunakan observasi, wawancara, tes, angket, dan dokumentasi. Teknik analisis data menggunakan analisis data produk, analisis data awal/uji normalitas, uji t, uji N-Gain. Hasil penelitian menunjukan bahwa media diorama 3 dimensi layak digunakan dengan persentase penilaian validasi ahli media 94%, ahli materi 97%, praktisi media 97%, dan praktisi materi 93% dengan uji T mendapat hasil thitung yaitu 7,396 lebih besar dari ttabel yaitu 1,671 dan uji N-Gain sebesar 0,7063 dengan kriteria tinggi. Simpulan penelitian ini adalah media diorama 3 dimensi efektif digunakan pada pembelajaran IPA terhadap hasil belajar siswa. Saran penelitian selanjutnya dapat menerapkan media diorama 3 dimensi pada pembelajaran lain dengan menyesuaikan komponen dan desain sesuai materi yang diajarkan. ______________________________________________________________ Abstract _______________________________________________________ Sains education is the one of lesson that must be given for student of elementary school, but in fact, Sains education still unoptimally done. Based on datas of observation, interview, and document that be found at Kalibanteng Kidul 02 Semarang State Elementary School is showed information that there is problem with the relevance learning media is still low. So, need to be developed 3 dimension diorama media in sains education. The purpose of this research is to describe the steps of developing 3 dimesion diorama media, to know about validity of 3 dimension diorama media, and to know about efectivity of 3 dimension diorama media in the learning. Type rsearch is Research and Development (R&D) with some step are pra research, collecting data, preparing the media design, product validation, product reparation, small scale test, big scale test, and the last product. Research population is all student of grade V at Kalibanteng Kidul 02 Semarang State Elementary School. Research sample is student f grade V with jenuh sample technic. Collecting datas technic are observation, interview, test, angket, and documentation. Analyzing data technic use analyzing product data, analyzing first data/normality test, T test, and N-Gain test. The result of the research shows that 3 dimension diorama media can be used in sains educational learning with the value percentage from media specialist is 94%, content specialist is 97%, media practicy is 97%, and content practicy is 93% with Ttest result is T-assesment (7,396) is bigger than T-table (1,671) and N-Gain test result is 0,7063 with high criteria. This research conclusion is effectivally be used in sains educational learning toward student learning result. Instruction for the next research can use 3 dimension diorama media in other lesson by adapted with component and design is related with the content that be teach.

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