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PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE NUMBERED HEAD TOGETHER (NHT) BERBANTUAN MEDIA KONKRIT TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS V SD GUGUS VII KECAMATAN GIANYAR TAHUN AJARAN 2014/2015 ., I Made Oka Susila; ., Dr. I Wayan Rinda Suardika,S.Pd, M.Si; ., Dra. Ni Wayan Suniasih,S.Pd, M.Pd
MIMBAR PGSD Undiksha Vol 3, No 1 (2015):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v3i1.5043

Abstract

Penelitian ini bertujuan untuk mengetahui perbedaan yang signifikan hasil belajar matematika kelompok siswa yang dibelajarkan dengan Model Pembelajaran Kooperatif Tipe Numbered Head Together (NHT) Berbantuan Media Konkret dan kelompok siswa yang dibelajarkan dengan pembelajaran konvensional pada siswa kelas V SD Gugus VII Kecamatan Gianyar Tahun Ajaran 2014/2015. Penelitian ini menggunakan rancangan Nonequivalent Control Group Design. Populasi penelitian ini adalah siswa kelas V Gugus VII Kecamatan Gianyar Tahun Ajaran 2014/2015 yang terdiri dari 181 orang siswa. Sampel penelitian sebanyak 2 kelas berjumlah 60 orang siswa yang ditentukan dengan teknik random sampling. Data tentang hasil belajar matematika dikumpulkan menggunakan tes obyektif bentuk pilihan ganda biasa. Data dianalisis mengunakan uji-t. Berdasarkan hasil analisis uji-t didapat thit = 3,19 pada taraf signifikansi 5 % dan db=58 diperoleh ttabel = 2,000. Jadi thit=3,19 > ttabel = 2,000. Hal ini menunjukkan terdapat perbedaan yang signifikan hasil belajar matematika kelompok siswa yang dibelajarkan dengan Model Pembelajaran Kooperatif Tipe Numbered Head Together (NHT) Berbantuan Media Konkret dan kelompok siswa yang dibelajarkan dengan pembelajaran konvensional pada siswa kelas V SD Gugus VII Kecamatan Gianyar Tahun Ajaran 2014/2015. Dengan demikian dapat disimpulkan Model Pembelajaran Kooperatif Tipe Numbered Head Together (NHT) Berbantuan Media Konkret berpengaruh terhadap hasil belajar matematika siswa kelas V Gugus VII Kecamatan Gianyar Tahun Ajaran 2014/2015.Kata Kunci : kooperatif NHT,media konkret, hasil belajar. This research aims to determine the significant differences students? math learning outcomes that learned by following the cooperative learning model type Numbered Head Together by concrete media and student?s math learning outcomes that learned by following the conventional learning model to the fifth grade students of Elementary School Gugus VII Gianyar sub district, Gianyar regency in academic year 2014/2015. This research was designed using Nonequivalent Control Group Design. The populations of this study were the fifth grade students of Elementary School Gugus VII Gianyar sub district, Gianyar regency in academic year 2014/2015 that consisted of 181 students. The samples were 2 classes consisted of 60 students that determined by random sampling. The data of math learning outcomes were collected using multiple-choice test. The data were analyzed by t-test. Based on the result of t-test, showed that thit = 3,19 and ttable = 2,000. So thit = 3,19 > ttable = 2,000. Showed that there were significant differences in math learning outcomes of students math who learned with using the cooperative learning model type Numbered Head Together by concrete media and students who learned with using the conventional learning model to the fifth grade students of Elementary School Gugus VII Gianyar sub district, Gianyar regency in academic year 2014/2015. It means that the cooperative learning model type Numbered Head Together by concrete media affect the result of learning math to the fifth grade students of Elementary School Gugus VII Gianyar sub district, Gianyar regency in academic year 2014/2015.keyword : cooperative NHT, conkret media, learning achievement
Pengaruh Model Pembelajaran Kooperatif Tipe Numbered Head Together (NHT) Berbantuan Media Konkrit Terhadap Hasil Belajar Matematika Siswa Kelas V SD Gugus VII Kecamatan Gianyar Tahun Ajaran 2014/2015 ., I Made Oka Susila; ., Dr. I Wayan Rinda Suardika,S.Pd, M.Si; ., Dra. Ni Wayan Suniasih,S.Pd, M.Pd
MIMBAR PGSD Undiksha Vol 3, No 1 (2015):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v3i1.5046

Abstract

Penelitian ini bertujuan untuk mengetahui perbedaan yang signifikan hasil belajar matematika kelompok siswa yang dibelajarkan dengan Model Pembelajaran Kooperatif Tipe Numbered Head Together (NHT) Berbantuan Media Konkret dan kelompok siswa yang dibelajarkan dengan pembelajaran konvensional pada siswa kelas V SD Gugus VII Kecamatan Gianyar Tahun Ajaran 2014/2015. Penelitian ini menggunakan rancangan Nonequivalent Control Group Design. Populasi penelitian ini adalah siswa kelas V Gugus VII Kecamatan Gianyar Tahun Ajaran 2014/2015 yang terdiri dari 181 orang siswa. Sampel penelitian sebanyak 2 kelas berjumlah 60 orang siswa yang ditentukan dengan teknik random sampling. Data tentang hasil belajar matematika dikumpulkan menggunakan tes obyektif bentuk pilihan ganda biasa. Data dianalisis mengunakan uji-t. Berdasarkan hasil analisis uji-t didapat thit = 3,19 pada taraf signifikansi 5 % dan db=58 diperoleh ttabel = 2,000. Jadi thit=3,19 > ttabel = 2,000. Hal ini menunjukkan terdapat perbedaan yang signifikan hasil belajar matematika kelompok siswa yang dibelajarkan dengan Model Pembelajaran Kooperatif Tipe Numbered Head Together (NHT) Berbantuan Media Konkret dan kelompok siswa yang dibelajarkan dengan pembelajaran konvensional pada siswa kelas V SD Gugus VII Kecamatan Gianyar Tahun Ajaran 2014/2015. Dengan demikian dapat disimpulkan Model Pembelajaran Kooperatif Tipe Numbered Head Together (NHT) Berbantuan Media Konkret berpengaruh terhadap hasil belajar matematika siswa kelas V Gugus VII Kecamatan Gianyar Tahun Ajaran 2014/2015.Kata Kunci : kooperatif NHT,media konkret, hasil belajar. This research aims to determine the significant differences students’ math learning outcomes that learned by following the cooperative learning model type Numbered Head Together by concrete media and student’s math learning outcomes that learned by following the conventional learning model to the fifth grade students of Elementary School Gugus VII Gianyar sub district, Gianyar regency in academic year 2014/2015. This research was designed using Nonequivalent Control Group Design. The populations of this study were the fifth grade students of Elementary School Gugus VII Gianyar sub district, Gianyar regency in academic year 2014/2015 that consisted of 181 students. The samples were 2 classes consisted of 60 students that determined by random sampling. The data of math learning outcomes were collected using multiple-choice test. The data were analyzed by t-test. Based on the result of t-test, showed that thit = 3,19 and ttable = 2,000. So thit = 3,19 > ttable = 2,000. Showed that there were significant differences in math learning outcomes of students math who learned with using the cooperative learning model type Numbered Head Together by concrete media and students who learned with using the conventional learning model to the fifth grade students of Elementary School Gugus VII Gianyar sub district, Gianyar regency in academic year 2014/2015. It means that the cooperative learning model type Numbered Head Together by concrete media affect the result of learning math to the fifth grade students of Elementary School Gugus VII Gianyar sub district, Gianyar regency in academic year 2014/2015.keyword : cooperative NHT, conkret media, learning achievement
PENGEMBANGAN GAME EDUKASI NIHONGO BENKYOU BERBASIS ANDROID ., I Made Oka Susila; ., I Gede Mahendra Darmawiguna, S.Kom., M.S; ., I Gede Partha Sindu, S.Pd., M.Pd.
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 7, No 2 (2018)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v7i2.15275

Abstract

Bahasa Jepang merupakan salah satu bahasa yang banyak digemari dan dipelajari. Meskipun sangat digemari, banyak orang yang tetap merasa kesulitan mempelajari bahasa Jepang karena bentuk tulisannya yang rumit dan tata bahasanya sangat jauh berbeda dengan bahasa Indonesia. Salah satu pengembangan media pembelajaran yang dapat membantu pemula dalam belajar bahasa Jepang adalah game edukasi. Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Game Edukasi Nihongo Benkyou Berbasis Android. (2) untuk mengetahui respon pengguna terhadap Game Edukasi Nihongo Benkyou Berbasis Android. Metode penelitian yang digunakan adalah penelitian dan pengembangan dengan model ADDIE (Analysis, Design, Development, Implementation and Evaluations ). Perancangan aplikasi Game Edukasi Nihongo Benkyou Berbasis Android telah berhasil dilakukan dengan menggunakan model fungsional berupa UML (Unified Modeling Languange), yaitu dengan menggunakan use case diagram dan activity diagram. Hasil penelitian ini adalah aplikasi yang diimplementasikan menggunakan bahasa pemrograman C# dengan editor Unity. Fitur yang terdapat pada Game Edukasi Nihongo Benkyou meliputi fitur belajar dan bermain. Dalam fitur belajar terdapat materi pengenalan huruf, kosakata, serta pola percakapan sedangkan pada fitur bermain, materi yang dipelajari diujikan dalam mode permainan. Seluruh fitur yang terdapat pada Game Edukasi Nihongo Benkyou ini sudah berjalan dengan baik. Respon pengguna terhadap Game Edukasi Nihongo Benkyou masuk dalam rentangan sangat baik.Kata Kunci : Bahasa Jepang, Game Edukasi, Nihongo Benkyou, ADDIE, Android Japanese is one of the most favorite and popular language learned by many people in the world. Even though it is popular, many people feel that it is difficult to learn Japanese because of its complicated written text and grammar which are too much different from Indonesian. One of the educational media that can be developed to help the beginners learning Japanese is an Educational Game. This research was aimed: (1) to design and implement Nihongo Benkyou Educational Game based on Android (2) to find out the user’s respond to Nihongo Benkyou Educational Game based on Android. The method used in this study was research and development. Nihongo Benkyou Educational Game based on Android was developed by using ADDIE (Analysis, Design, Development, Implementation and Evaluations ) model. The design of this Nihongo Benkyou Educational Game has been successfully created by using functional model named UML (Unified Modeling Language), which is by using use case and activity diagram. Meanwhile, there were two features in this Nihongo Benkyou Educational Game, they were learning and playing features. In the learning features, there were knowledge about Japanese characters introduction, as well as vocabulary and grammar. Then in playing feature, the knowledge were tested in form of game mode. The result of this study was an application which is implemented by using C# programming language with Unity editor. All the fitures contained in Nihongo Benkyou Educational Game were running well. Nihongo Benkyou Educational Game went in a very good range. keyword : Japanese, Educational Game, Nihongo Benkyou, ADDIE, Android