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MEMAHAMI PENTINGNYA MENJAGA ASUPAN MAKANAN SEHAT DENGAN MODEL PEMBELAJARAN COOPERATIVE TiIPE NUMBER HEAD TOGETHER (NHT) Elisa, Dwiba; Alimah, Siti; Sulistiyorini, Sri
Profesi Pendidikan Dasar Vol. 6, No. 1, Juli 2019
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ppd.v1i1.7268

Abstract

The purpose of this study was to improve the activity and cognitive learning outcomes of students using the NumberT Together Learning Model (NHT) Cooperative. The research methodology used is quantitative pre-experimental research with research design using a one-time case study. The data obtained in this study were data from pretest and posttest. The data analyzed to see the score of the test results. Then the test results are calculated on average and calculate the N-Gain between the pretest and posttest. The learning process using cooperative learning model Number Head Together (NHT) seen from the results of pretest 67.142 and posttest results 77.142 shows a 10% increase in student learning outcomes in the medium category with N-Gain value 0.304. While based on the results of the learning done, the cooperative learning model Number Head Together (NHT) increases student learning activities by 30% from 55% to 85%.
PENINGKATAN KUALITAS PEMBELAJARAN IPA KELAS V MELALUI MODEL TPS BERBANTUAN MACROMEDIA FLASH Indahsari, Desiana Nur; Widhihastrini, Florentina; Sulistiyorini, Sri
Joyful Learning Journal Vol 2 No 3 (2013): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v2i3.2111

Abstract

Penelitian ini bertujuan untuk mendeskripsikan peningkatan keterampilan guru dan aktivitas siswa, serta meningkatkan hasil belajar siswa dalam pembelajaran IPA melalui model Think Pair Share berbantuan Macromedia Flash. Jenis penelitian ini adalah penelitian tindakan kelas dengan prosedur, yaitu perencanaan, pelaksanaan, observasi, dan refleksi. Penelitian dilakukan di SDN Sekaran 02 Semarang. Subjek penelitian ini adalah guru dan 13 siswa kelas V SDN Sekaran 02 Semarang. Teknik pengumpulan data yang digunakan adalah tes, observasi, wawancara, dokumentasi, angket, dan catatan lapangan. Teknik analisis data dengan analisis deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan kualitas pembelajaran IPA dapat meningkat, meliputi: (1) keterampilan guru siklus I skor 21,5, siklus II meningkat skor 26,5 dan siklus III meningkat menjadi 30,5 (2) Aktivitas siswa siklus I skor 19,7, siklus II meningkat skor 23,36 dan siklus III skor 26,9 (3) Hasil belajar siswa meningkat, siklus I ketuntasan belajar 62%, siklus II ketuntasan 74%, pada siklus III ketuntasan belajar 80%. Simpulan penelitian ini, melalui model Think Pair Share berbantuan Macromedia Flash dapat meningkatkan keterampilan guru, aktivitas siswa dan hasil belajar siswa kelas V SDN Sekaran 02. Saran dalam penelitian yaitu guru hendaknya menerapkan model ini dalam pembelajaran IPA sebagai salah satu alternatif model pembelajaran yang inovatif.This research aimed to describe the improved skills of teachers and student’s activities, and to improve learning outcomes of students in science learning through models of Think Pair Share assisted by Macromedia Flash. This research is classroom action research procedures, including planning, implementation, observation, and reflection. The research was conducted in SDN  Sekaran 02 Semarang. The subjects were teachers and fifth grade students of SDN 02 Sekaran Semarang. Data collection techniques used were tests, observations, interviews, documentation, questionnaires, and field notes. Techniques of data analysis with qualitative and quantitative descriptive analysis. The results show the quality of science teaching can be improved, including: (1) the first cycle of teacher skills scored 21.5, on the second cycle increased with a score of 27 and the third cycle increased to 30.5 (2) Student’s activities in first cycle scored 19,43, in the second cycle increased with 23.66 score in the third cycle and scored 26.85 (3) student’s learning outcomes, in the first cycle 62% mastery learning, obtained in the second cycle with 74% completeness, the third cycle gained with 80% mastery learning. The conclusion of this study, through a model of Think Pair Share assisted by Macromedia Flash to enhance the skills of teachers, student’s activities and student learning outcomes classroom SDN Sekaran 02. Suggestions in this research is recommended for teachers to apply these models in learning science as an alternative model of innovative learning.
The Influence of Snake-Ladder Game toward Early Childhood Children’s Mathematics Skills Chayati, Nur; Sugiyo, Sugiyo; Sulistiyorini, Sri
Journal of Primary Education Vol 10 No 3 (2021): September 2021
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpe.v10i3.50696

Abstract

Low learning media and conventional method implementations made less maximum learning to improve children’s mathematics skills. This research aims to analyze the cooperative learning model with snake-ladder game media toward early childhood children's mathematics skills. The applied method was the experimental method with a pretest-posttest group control design. The population consisted of 135 children aged 5-6 years old and by the applying purposive sampling 30 Children were chosen as samples. This research used mathematics skill observation with a 1-4 Likert scale to collect the data. By employing t-test is used the effect of the snake and ladder game on math skills was analyzed. The results showed that there was a sig value of 0.00 < 0.05, which means that there was a difference in the increase of the math abilities of children aged 5-6 years by implementing snake and ladder media. The results showed that the cooperative learning model assisted by the snake-ladder game was effective to improve learners’ mathematics skill outcomes. It proved that a cooperative learning method assisted by a snake-ladder game could improve the mathematics skills of learners aged 5-6 years old.