4 research outputs found

    EFEKTIVITAS METODE PEMBELAJARAN COOPERATIVE JIGSAW PADA MATA KULIAH PROFESI KEPENDIDIKAN MAHASISWA PENDIDIKAN KEPELATIHAN OLAHRAGA UNIVERSITAS TUNAS PEMBANGUNAN SURAKARTA 2020

    Get PDF
    ABSTRAK Tujuan dalam penelitian ini adalah untuk mengetahui : (1) Hasil belajar mata kuliah Profesi Kependidikan dengan metode pembelajaran Jigsaw pada mahasiswa PKO FKIP UTP Surakarta, dan (2) Efektivitas penggunaan metode pembelajaran tipe Jigsaw terhadap peningkatan hasil belajar mata kuliah Profesi Kependidikan pada mahasiswa PKO FKIP UTP Surakarta. Penelitian ini merupakan penelitian kuantitatif dengan menggunakan pendekatan eksperimen semu (quasi eksperiment). Populasi dalam penelitian ini adalah mahasiswa PKO FKIP UTP Surakarta semester IV tahun akademik 2019/2020. Pengambilan sampel dilakukan dengan cara simple random sampling. Sebagai kelompok eksperimen adalah kelas IV B 33mahasiswa dan kelompok kontrol adalah kelas IV C 33 mahasiswa. Teknik pengumpulan data menggunakan metode tes dan dokumentasi. Teknik analisis data menggunakan uji analisis deskriptif dan uji prasyarat analisis data. Hasil dari penelitian ini adalah : (1) Hasil belajar pada mata kuliah Profesi Kependidikan menggunakan metode Jigsaw lebih baik daripada metode konvensional,  dan (2) analisis hasil belajar mahasiswa dalam mata kuliah Profesi Kependidikan menunjukkan mean skor pretest  61,55 dan postest 81,21. Selain itu juga dapat dilihat dari hasil uji-t paired sample test nilai sig(2-tailed) 0,00 < 0,05 hal tersebut menunjukkan bahwa perlakuan model pembelajaran JIGSAW lebih efektif dibandingkan dengan mahasiswa yang tidak mendapat perlakuan, atau diajar menggunakan metode konvensional. Kata kunci : Model Pembelajaran Jigsaw, Profesi Kependidika

    IMPLEMENTASI PEMBELAJARAN BERBASIS MEDIA KREATIF UNTUK MENINGKATKAN KEMAMPUAN GERAK LOKOMOTOR PADA SISWA KELAS 3 SEKOLAH DASAR

    Get PDF
    The objectives of this pre-experimental study are: (1) to describe the effectiveness of learning by applying creative media on  material of basic locomotor movement, (2) to compare the result of basic locomotor movement abilities between students who learn by implementing creative media and by implementing conventional media. This research is a pre-experimental study applying Pretest-Posttest Design. During the research, its subject was given a pre-test and post-test experiment. Conventional learning was provided for the control group, while creative media learning was provided for the experimental group, then data of locomotor movement ability was recorded. The data was analyzed by using SPSS to answer the problem statement. The results of this research are obtained as follows: (1) Learning process of basic locomotor movement by implementing creative media is effective for 3rd grade students of elementary school. (2) Its effectiveness can be referred from the observation results towards learning process of most students considered in good category, completeness learning of the students is greater as many as 19 students or 58%, compared to conventional learning as many as 12 students or 36%. (3) The average test result of the students’ basic locomotor movement ability using creative media is 2.06, while the average ability of students using conventional learning media is 1.86

    OPTIMALISASI TALENTA MELALUI WORKSHOP PUBLIC SPEAKING, CONTENT CREATOR DAN EVENT MARKETING

    Get PDF
    Berinovasi dan berkreasi dalam berwirausaha menjadi salah satu upaya dalam optimalisasi perputaran roda perekonomian Indonesia. Pemberdayaan para mahasiswa dalam berwirausaha diharapkan dapat membantu proses menjadi pengusaha yang mampu bersaing diberbagai sektor usaha yang ada saat ini. Sehingga team pengabdian kepada masyarakat berinisiasi untuk berkegiatan dengan judul optimalisasi talenta melalui workshop public speaking, content creator dan event marketing. Kegiatan ini dilaksanakan secara luring lebih dari 25 mahasiswa Volunteer Squad Jawara UTP. Workshop ini dilakukan dengan menggunakan berbagai metode : ceramah, diskusi, konsultasi (coaching clinic). Materinya berupa Public Speaking, Content Creator & Event Marketing.. Evaluasi kegiatan ini dilakukan dengan menggunakan kuesioner dan wawancara bagi para peserta yang bertujuan untuk memahami para peserta berkenaan dengan kegiatan pelatihan ini.Hasil pada akhir kegiatan pengabdian kepada masyarakat ini yaitu meningkatnya ketrampilan dan pemahaman para mahasiswa Volunteer Squad Jawara UTP mengenai public speaking, content creator dan event marketing, dengan adanya penambahan pada jumlah pembeli bagi usaha rintisan mahasiswa dan juga meningkatnya jumlah usaha rintisan oleh para mahasiswa yang tergabung dalam pelatihan ini

    PERBEDAAN PENGARUH GAYA MENGAJAR KONVERGEN DAN DIVERGEN BERBASIS PERMAINAN TERHADAP HASIL BELAJAR LOMPAT JAUH GAYA JONGKOK DITINJAU DARI MOTIVASI BELAJAR SISWA

    No full text
    The research objective of this experiment was to determine: (1) differences in the effect of convergent and divergent teaching styles to the learning outcomes of the long jump squat style, (2) the effect of differences in students motivation to learn the results of the long jump squat style, and (3) the interaction effect between the use of teaching styles converge or diverging and students motivation to learn the results of the long jump squat style. To achieve the research objectives have been established, this study conducted experiments to study the design of 2x3 factorial design. The population in this study were fifth grade students of Elementary Schools Ronggowarsito Force Unit VII Department of Education Youth and Sports Laweyan District of Surakarta and then randomized sample generated by 2 Elementary School SDN Bratan I Surakarta as many as 32 students as a group and convergent teaching style of SD Muhammadiyah 11 Mangkuyudan many as 29 students as a group of divergent teaching styles. Then the samples were given a questionnaire that had been tested to determine the validity of students motivation level by classification motivation high, medium and low. Furthermore, given the treatment of learning with each teaching style. Activity data of students in the learning process which includes cognitive, affective and psychomotor assessed using the observation sheet. While the ability of the results of data long jump squat force students gathered to test the ability of measuring the long jump squat style. Data were analyzed using descriptive statistical techniques and inferential statistics . Research results show that: (1) effective teaching style to be applied to converge the subject long jump squat style, especially its role in the achievement of psychomotor domains. Its effectiveness can be seen from the value of student learning outcomes in this group most of the students have reached a value of mastery of learning outcomes as many as 23 students (71.9%) completed and 9 students (28.1%) unfinished, (2) teaching style diverges only has the effectiveness the effectiveness of the cognitive domain and mastery of learning outcomes is still lacking as many as 14 students (48.3%) completed and 15 students (51.7%) was not finished. The average ability of the results of the long jump squat force students who received treatment convergent teaching style is 2.04, while the average-ability students who received treatment 1.83 divergent teaching styles
    corecore