36 research outputs found

    Eksperimen Pembelajaran Matematika Melalui Strategi Pembelajaran Jigsaw Dan Group Investigation Terhadap Hasil Belajar Ditinjau Dari Motivasi Belajar Siswa Kelas Vii Semester Gasal MTs Negeri 1 Surakarta

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    ABSTRACT Novi Oktaviani Vironika / A410130134. EKSPERIMEN PEMBELAJARAN MATEMATIKA MELALUI STRATEGI PEMBELAJARAN JIGSAW DAN GROUP INVESTIGATION TERHADAP HASIL BELAJAR DITINJAU DARI MOTIVASI BELAJAR SISWA KELAS VII SEMESTER GASAL MTs NEGERI 1 SURAKARTA. Skripsi, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta. Desember 2016 This research aims to examined: (1) the influence of the learning method of Jigsaw and Group Investigation toward the result of mathematics learning, (2) the influence of studentsā€™ learning motivation toward the result of mathematics learning, (3) the interaction between learning method and studentsā€™ learning motivation toward the result of mathematics learning. Type of the research quantitative with quassi experimental design. The samples of the research are taken by using cluster random sampling. The sampling of the population of all students of grade VII odd semester of MTs Negeri 1 Surakarta academic year 2016/2017. The technique of collecting data is using quetionare, test, and documentation. Before analyzing the data, normality test and homogeneity test are test first. The technique of analyzing the data is using unbalanced two-way analysis of variance with Ī± = 5%. The result of the research is gained: (1) there are influence of the learning method of Jigsaw and Group Investigation toward the result of mathematics learning, (2) there are influence of studentsā€™ learning motivation toward the result of mathematics learning, (3) there is no interaction between learning method and studentsā€™ leaning motivation toward the result of mathematics learning. Keyword: Jigsaw, Group Investigation, the result of mathematics learning, learning motivatio

    DYNAMICAL SYSTEM FOR EBOLA OUTBREAK WITHIN QUARANTINE AND VACCINATION TREATMENTS

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    Ebola Virus Disease (EVD) is an infectious disease with a high mortality rate which is caused by the virus from the family of Filoviridae, genus of Ebolavirus. Therefore, this research works on the developing model of Ebola disease spread with SLSHVEQIHR type. The purpose of this study is to analyze the spread of Ebola disease with the treatments, which are quarantine and vaccination. Then determine the equilibrium point and basic reproduction number (R0). There are two equilibrium points, the disease free equilibrium point and the endemic equilibrium point. The analysis results in the model show that if R0<1 than the disease free equilibrium point is locally asymptotically stable. If R0>1 than the endemic equilibrium point is locally assymptotically stable. Numerical simulations are performed to show the population dynamics when R0<1and R0>1

    PENINGKATAN HASIL BELAJAR KOGNITIF DAN HARGA DIRI MAHASISWA MELALUI METODE COOPERATIVE LEARNING TIPE JIGSAW

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    Cooperative Learning Jigsaw type is an innovative learning, the five principal elements of cooperative jigsaw can improve learning outcomes, interpersonal skills, self esteem and motivation. The purpose of research to determine the effect of cooperative learning on learning outcomes and self-esteem students Stikes Surya Global Yogyakarta. The research design is Quasy Experimental design of posttest pretest with control group design, research subjects of Stikes Surya Global 2nd semester with total sampling, the number of respondents is 221 students. Data analysis using Wilcoxon Signed Rank Test and Mann Whitney Test. The results showed that there were significant differences between intervention group and control group with P = 0.000 for cognitive learning and P = 0.000 for self esteem. The conclusion of this research is Cooperative Learning Jigsaw improve cognitive and studentā€™s self esteem Stikes Surya Global Yogyakarta

    PERBANDINGAN HASIL BELAJAR SISWA MELALUI PENERAPAN COOPERATIVE LEARNING ANTARA TIPE JIGSAW DAN STAD (STUDENT TEAM ACHIEVEMENT DIVISION) PADA POKOK BAHASAN EKOSISTEM DI SMP NEGERI 3 SUMBER

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    RIENI DIAN ALFIONITA : Hakikat pelajaran IPA adalah mengembangkan kecakapan bekerja, keterampilan dalam melakukan pengamatan, dan memiliki sikap ilmiah untuk memecahkan masalah. Akan tetapi, berdasarkan studi pendahuluan di SMP Negeri 3 Sumber, proses pembelajaran di sekolah tersebut belum menerapkan pendekatan scientific. Hal ini membuat siswa kurang meningkatkan kreatifitas dan akhirnya tidak mampu meningkatkan hasil belajarnya. Salah satu usaha yang dilakukan agar hasil belajar siswa meningkat yaitu dengan menerapkan strategi pembelajaran cooperative learning tipe Jigsaw atau STAD di kelas agar hasil belajar siswa dapat mencapai KKM yang diharapkan. Tujuan penelitian ini adalah untuk mengetahui: 1) aktivitas belajar siswa yang menerapkan pembelajaran Cooperative learning tipe Jigsaw dengan yang menerapkan STAD, 2) perbedaan hasil belajar siswa yang menerapkan pembelajaran Cooperative learning tipe Jigsaw dengan yang menerapkan STAD, 3) respon siswa terhadap pembelajaran yang menerapkan cooperative learning tipe jigsaw dan yang menerapkan STAD. Teknik pengumpulan data yang digunakan adalah dengan menggunakan test (pre-test dan post-test), angket dan observasi. Sampel pada penelitian ini adalah kelas VII B sebagai kelas eksperimen-1 dan kelas VII E sebagai kelas eksperimen-2. Hasil penelitian menunjukan bahwa: 1) berdasarkan hasil analisis observasi aktivitas siswa di kedua kelas tersebut meningkat, 2) berdasarkan hasil test membuktikan bahwa tidak terdapat perbedaan hasil belajar yang signifikan di kedua kelas tersebut yaitu 73 untuk kelas eksperimen-1 dan 70 untuk kelas eksperimen-2, 3) berdasarkan hasil analisis angket respon siswa, pembelajaran dengan tipe jigsaw ataupun STAD memberikan pengaruh yang kuat terhadap proses belajar mengajar di kelas. Hal ini menunjukan bahwa penerapan kedua strategi pembelajaran tersebut mampu meningkatkan hasil belajar siswa dan memberikan pengaruh yang baik dan kuat pada sikap dan aktivitas belajar siswa pada materi ekosistem. Kata Kunci : Hasil belajar, Strategi pembelajaran cooperative learning Jigsaw, STA

    Open Problem-Based Learning (OPBL) Scenario on 2D Text Animation Using Polya Approach

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    Animation, with its various roles, has become a crucial technology of science. The roles of OPBL is to provide students with opportunities to exercise creative thinking, express critical ideas, build collaboration skill and use technology which will add their value at workplace as well as in real life. The research is conducted to compare studentsā€™ problem-solving skill before they received OPBL treatment and after they did. The research was conducted using the quasi-experiment method. Paired sample t-test examination was used to analyze the data. The research suggested that there is a significant difference in the students' problem-solving skill before they received OPBL treatment and after they did, and that the difference is highly influenced by the syntax or learning model scenario. Cooperative learning made student group learning more structured in alignment with the learning topic assigned

    PENGARUH PENERAPAN JIGSAW III TERHADAP KEAKTIFAN BERINTERAKSI MATEMATIKA MAHASISWA PGSD UNIVERSITAS NEGERI YOGYAKARTA

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    AbstrakTujuan penelitian ini untuk mengetahui pengaruh penerapan Jigsaw III terhadap keaktifan berinteraksi mahasiswa PGSD semester II dalam perkuliahan pendidikan matematika kelas awal. Penelitian ini menggunakan desain quasi eksperimen bentuk nonequivalent control group design. Dipilih dua kelas secara acak dengan responden sebanyak 78 mahasiswa. Responden dibagi dalam kelas ekperimen dan kelas kontrol. Setiap kelas diberikan pretes untuk mengetahui kondisi awal keduanya. Selanjutnya, kelas eksperimen memperoleh treatment menggunakan Jigsaw III, sedangkan kelas kontrol tidak menggunakan Jigsaw III. Untuk mengukur ada atau tidaknya pengaruh Jigsaw III, kedua kelas diberikan posttes. Keaktifan berinteraksi mahasiswa diamati menggunakan angket. Data dianalisis dengan membandingkan skor rata-rata pretes maupun posttes antara kelas eksperimen dan kelas kontrol. Uji t menunjukkan terdapat perbedaan keaktifan berinteraksi antara mahasiswa kelas eksperimen dengan kelas kontrol. Berdasarkan temuan tersebut disimpulkan bahwa Jigsaw III berpengaruh terhadap keaktifan berinteraksi mahasiswa.AbstractThe study aimed to find out the effect of Jigsaw III application on the second semester studentsā€™ interactivity of the Primary School Teacher Education in the early stage mathematics education class. The study used quasi-experimental design with non-equivalent control group design. Two classes were chosen randomly with the total number of 78 students. The students were divided into experimental and control class. Every class was given the pre-test to find out the initial conditions of both. Furthermore, the experimental class received treatment using Jigsaw III, while the control class without using it. To measure the effect of Jigsaw III, both classes were given post-test. The data of the studentsā€™ interactivity were taken by using questionnaires. The data were analyzed by comparing the mean scores of the pre-test and post-test between the experimental class and the control class. The T-test showed that there were differences of the studentsā€™ interactivity between the experimental class and the control class. Based on the findings, it could be concluded that application of Jigsaw III was effective onĀ  students interactivity

    PENGARUH MODEL PEMBELAJARAN JIGSAW BERBASIS PERMAINAN TRUTH AND DARE TERHADAP HASIL BELAJAR BIOLOGI KELAS X SMA NEGERI 6 BONE

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    Penelitian ini untuk mengetahui pengaruh model pembelajaran Jigsaw berbasis permainan Truth and Dare terhadap hasil belajar peserta didik pada mata pelajaran Biologi di SMA Negeri 6 Kab. Bone. Desain penelitian ini menggunakan eksperimen semu bentuk non-equivalent pretest-posttest control group. Populasinya yaitu semua peserta didik X MIPA SMA Negeri 6 Bone sebanyak 243 peserta didik. Sampel berjumlah 70 orang yang terdiri atas 35 orang Ā X MIPA 1 sebagai kelompok eksperimen dan 35 orang X MIPA 2 sebagai kelompok kontrol. Instrumen yang digunakan berupa dokumentasi, hasil tes belajar, dan lembaran observasi. Teknik analisis data yang telah diambil yaitu analisisĀ  deskriptif dan inferensial yang menggunakan uji prasyarat dan diuji independent sample t-test. Perolehan dari penelitian yakni hasil belajar peserta didik eksperimen mendapat skor rata-rata 76,14 sedangkan hasil belajar peserta didik kontrol mendapat skor rata-rata 67,57. Hasil perhitungan uji hipotesis dengan menggunakan SPSS versi 22 didapatkan 0,000<0,05 yang membuktikan bahwa terdapat pengaruh penggunaan model pembelajaran Jigsaw berbasis permainan Truth and Dare dalam penelitian ini

    THE USE OF GOOGLE ON COMPLETING ENGLISH ASSIGNMENT BY THE STUDENTSā€™ OF ENGLISH EDUCATION DEPARTMENT AT UNIVERSITAS NEGERI MEDAN

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    This research is about the use of Google on completing the assignment by the students'. The purpose of doing this research is to find out whether the students use Google on completing their English assignment. It was done at Universitas Negeri Medan exactly in English Education Department. The respondent of this research was the students of 2019 Batch which were taken through purposive randomly sampling. The instrument of this study is a questionnaire which consists of fifteen questions. The result of this study is that that the most of the students (88%) agree to say that they use Google on completing the English assignment and parts of the students (7%) strongly agreed to say that they use Google on completing the English assignment, few of the students (4%) agree to say that they use Google on completing the English assignment for sometimes, and the last is that one of the students were completely disagreed to say that he uses Google on completing the English assignment. Then it is concluded that the studentsā€™ perception of Google lies on its practicality, interesting, impact, facilities and impac
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