16 research outputs found

    Reciprocal Teaching Learning: Is it Effective to Improve Students’ Higher Order Thinking Skills and Scientific Process Skills?

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    This study aimed to measure the effectiveness of using the reciprocal teaching learning model on the higher order thinking skills and science process skills of students. The research method used is a Quasi Experiment. Based on the results of the research calculated by the independent sample t-test from the post-test results of the control class of 66.97 and the experimental class of 77.71, it was obtained tcountmore than ttable (10.167 more than  1.996) and the percentage of observation results from the control class average of 73 and the mean The experimental class average is 76, so that the tcount value is greater than the ttable ((3.656 more than 1.996). Then the effectiveness of the reciprocal teaching model is known through the effect size test and the value of d = 0.5 is obtained. Based on these results, it can be concluded that the reciprocal model This teaching is effective in improving higher order thinking skills and science process skills

    EFEKTIFITAS E-BOOK ENSIKLOPEDIA SERANGGA DENGAN STRATEGI MIND MAPPING UNTUK MELATIHKAN KETERAMPILAN BERPIKIR KREATIF SISWA

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    Abstrak. Perkembangan teknologi yang semakin maju, mempengaruhi proses pembelajaran yang mengaplikasikan perkembangan teknologi dan melatihkan keterampilan yang dibutuhkan di abad 21 yaitu keterampilan berpikir berpikir kreatif. E-book yang dikembangkan dengan strategi mind mapping, dilengkapi berbagai fitur yang dapat mendukung kreativitas siswa. Penelitian ini bertujuan untuk menghasilkan e-book ensiklopedia serangga dengan strategi mind mapping untuk melatihkan keterampilan berpikir kreatif kelas X SMA Negeri yang dinyatakan efektif. Keefektifan e-book ensiklopedia serangga ditinjau dari hasil belajar , keterampilan membuat mind mapping dan respon siswa. Metode yang digunakan adalah metode penelitian dan pengembangan (R&D) yang dimodifikasi dan dilakukan di Pascasarjana Sains Unesa pada bulan Juni 2020 – Februari 2021. Teknik pengambilan data melalui validasi, observasi, angket dan tes. Teknik analisis data dilakukan secara kuantitatif. Berdasarkan hasil penelitian diperoleh rata-rata skor hasil belajar siswa sebesar 82,60% dan nilai N gain sebesar 0,50 kategori sedang. Skor rata-rata keterampilan siswa membuat mind mapping sebesar 79 dengan kategori tinggi. Dan ditinjau berdasarkan keterampilan membuat mind mapping dengan rata-rata 79 kategori baik dan berdasarkan respon siswa (dengan hasil 99,46% merespon positif).Abstract. The development of increasingly advanced technology affects the learning process that applies technological developments and trains the skills needed in the 21st century, namely creative thinking skills. The e-book, which was developed with a mind mapping strategy, is equipped with various features that can support student creativity. This study aims to produce an insect encyclopedia e-book with a mind mapping strategy to practice creative thinking skills for class X SMA Negeri, which was declared effective. The effectiveness of the insect encyclopedia e-book in terms of learning outcomes, mind mapping skills and student responses. The method used is a modified research and development (R & D) method and was carried out at the Unesa Science Postgraduate in June 2020 - February 2021. The data collection technique was through validation, observation, questionnaires and tests. The data analysis technique was carried out quantitatively. Based on the results of the study, the average score of student learning outcomes was 82.60% and the N gain value was 0.50 in the medium category. The average score of students' mind mapping skills was 79 in the high category. And reviewed based on the skills of doing mind mapping with an average of 79 good categories and based on student responses (with the result of 99.46% responding positively)

    The critical review of using e-books in english language teaching

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    English has been a significant subject to be learned. It is a universal language that connected people from one country to others. There are so many ways to master English, such as by reading a book. A textbook is a tool as well as a source of learning. Reading is one of skill in learning a language. Interpretation is a skill or activity to get the information from texts. Today technology develops rapidly; it helps everything become easier than before. People no longer needed to run after information and to worry about living in a remote place with no libraries and bookstores. Data was there, by the numbers, available on our screen, often at no cost. E-books, as they are universally known, are texts based publication in digital form. While they may contain images and graphs of some kind, mostly their formats lead them to be text-based. There are so many advantages of using e-book yet disadvantages of it. However, learning is about how to get the information and to use it well. The source of knowledge is unlimited; it can be from anywhere, anytime, anything

    Effectiveness of Insect Encyclopedia E-Book With Mind Mapping Strategy to Train Students' Creative Thinking Skills

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    As technology advances, learning materials in learning are expected to be able to apply technological developments and practice the skills needed in the 21st century, namely communication and creative thinking. E-book, which was developed with a mind mapping strategy, is equipped with various features that can support student creativity. This study aims to produce an insect encyclopedia e-book with a mind mapping strategy to practice creative thinking skills for class X Senior High School which is declared effective. The effectiveness of the insect encyclopedia e-book in terms of learning outcomes, mind mapping skills and student responses. Creative thinking skill can be used to solve the problems and develop the idea. The method used is a modified research and development (R&D) method. The data collection technique was through validation, observation, questionnaires and tests. The data analysis technique was carried out quantitatively. Based on the results of the study, the average score of student learning outcomes was 82.60% and the N gain value was 0.50 in the medium category. The average score of students' mind mapping skills in the high category. And reviewed based on the skills of making mind mapping with good categories and based on student responses positively

    Students’ Perception of Using E-book to Improve Literacy Skill at the English Education Department of UNISKA Banjarmasin

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    This research aimed to explore the students’ perception of using e-book to improve literacy skill. It was quantitative method by using survey design. The sample in this research was the third-semester students at the English Education Department of UNISKA Banjarmasin in the academic year 2022/2023. In collecting the data, the close ended questionnaire was used to explore the students’ perceptions of using e-book to improve literacy skill. There were 20 statements which divided into four indicators, namely: 1) motivation and interest, 2) effectiveness, 3) flexibility, and 4) preferences. It was found that most of the students attained positive perception on the motivation and interest, effectiveness, and preferences. Then, they had very positive perception on the flexibility. Moreover, the overall result of the students’ perception showed that the highest percentage was agreed with 54% and the mean score was 3.98. It can be concluded that most of the students on the third-semester at the English Education Department of UNISKA Banjarmasin in the academic year 2022/2023 agreed and they attained positive perception of using e-book to improve literacy skill

    Utilization of Mind Mapping Media to Improve Student's Social Intelligence In Integrated Social Studies Learning at Junior High School 1 Lumar Bengkayaang Regency

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    The learning process for Integrated Social Studies subjects at the Junior High School level still requires innovation in the development and the use of learning media in delivering the ideas. The purpose of this study was to determine the activities of teachers and students in the learning process using Mind Mapping learning media. This research used action research method with 3 cycles. Description of students' social intelligence after the learning process for Integrated Social Studies subjects using Mind Mapping for each action that goes well according to plan. Teacher and student activities during the implementation of the action can run well, the results of observations show an increase, namely the score in the first cycle of action is 54, and in the second cycle of action is 60, there is an increase of 11.11% and in the third cycle of action it is 64, an increase of 6.67% compared to the implementation of the action cycle 2. This means that there is a significant increase in the activities of teachers and students when implementing the Integrated Social Studies learning process using Mind Mapping media at Junior High School1 Lumar, Bengkayang Regency

    Students’ Perception of Digital Texts Reading: A Case Study at the English Education Department of Universitas Kristen Indonesi

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    This study was conducted to explore students' perceptions of reading digital texts. To attain the objective, the data were collected through an online questionnaire uploaded in Google Form and an interview. The questionnaire was intended to collect quantitative data concerning the participants’ responses about their interest and motivation, digital text reading efficacy, problems in digital text reading, and preference towards digital or printed text reading. The participants of the study were 65 English pre-service teachers selected from the whole students of the English Education Department of Universitas Kristen Indonesia in the academic year 2019/2020, and the sample was 65 participants. The collected data were analyzed descriptively using Microsoft excel. The findings revealed that the participants perceived digital texts reading positively. They preferred reading digital texts because they were motivating, interesting, and suite their expected way of reading. The main problem they encountered in reading digital texts was due to the screen light which could irritate their eyes. &nbsp

    META-ANALYSIS OF MIND MAPPING IN VOCABULARY LEARNING OF THE PAST DECADE

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    The type of research used is meta-analysis research aimed at determining the level of effectiveness or quality of mind mapping in vocabulary learning, including at elementary, middle, high school, and college levels. This quality was examined using several previous research results that collected data with inclusion and exclusion conditions from the Google Scholar, DOAJ, and Scopus databases. The search results found up to 51 dates that met the requirements with the number of students (N), F-counts, t-counts, and r-counts. The results of data analysis obtained by the simulation software JASP showed that the impact on learning media vocabulary based on mind mapping is 73% significant, which included the High category. The moderator variable is the lowest level of education, the high impact of using mind mapping, namely the college level, with an estimate of the effect of 0.569, Based on the number of participants, the application of mind mapping has more influence on participants totaling more than 30 students with an estimate of 0.928 (strong category), while the lowest effect is seen from the number of participants who collected more than 91 students with an estimate of 0.529, meaning that this mind mapping learning model is most appropriate to be applied in high school rows with more than 30 participants in order to maximize student learning outcomes.  

    Media information technology games based on local cultural content

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    This study aims to determine the effect of information technology game media on cultural content on learning motivation of Yogyakarta PGRI University students. This research was conducted because there were still some students who had low motivation to learn, because some lecturers were inconsistent in the use of information technology game media. This study uses quantitative methods with a student population with a sample of 74 students. This study uses questionnaire instrument data collection techniques to obtain data media games and information and learning motivation. The analysis technique used in this study is simple regression analysis. The results of this study concluded that there was a positive and significant influence between technology and media games based on local cultural content on the learning motivation of Civics Education students class of 2019/2020. The results obtained with a value of rxy 0800> rtable 0.227 which means that the inf
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