40 research outputs found

    PENINGKATAN HASIL BELAJAR TEMA 6 SUB TEMA 2 MELALUI MODEL PEMBELAJARAN KOOPERATIF LEARNING TIPE TEAM GAME TOURNAMENT (TGT) PADA KELAS II SDN KEDUNGGUWO 2

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    The purpose of this research is (1) to determine the activities of teachers and students towards 6 sub-themes 2 through the Team Game Tournament (TGT) type cooperative learning model for class II students at SDN Kedungguwo 2. (2) To determine student learning achievement by implementing the cooperative learning model type Team Game Tournament (TGT) theme 1 the feeling of togetherness in class II at SDN Kedungguwo 2. This research uses Classroom Action Research (PTK) which includes four stages, namely planning, implementation, observation and reflection. The subjects of this research were 11 class II students at SDN Kedungguwo 2. This research instrument uses student activity sheets and test questions. Then this data is analyzed using the percentage formula. From the results of this research, the percentage of student activity observation results in cycle I was 63.46% and cycle II was 85.71%. Meanwhile, student learning outcomes also experienced an increase from 72.72% average value in cycle I and 88.18% in cycle II. Thus, the Team Game Tournament (TGT) type cooperative learning model can improve student learning achievement at II SDN Kedungguwo.

    PENINGKATAN KOMPETENSI GURU DALAM RANGKA MEWUJUDKAN GURU YANG PROFESIONAL

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    Teachers as professional educators are obliged to plan and excute learning process, to evaluate outcomes, to give advice, to train, to develop studies, to support school deveopment program and to develop professionalism. Among other criteria, professional teachers must master learning materials, develop educating learning process, have good personality and build commitment of students’ learning skill. To make them competent in conducting all of those tasks, teachers must have ability to search for information from variety of resources and from research which they conduct to support their educating instruction

    PENINGKATAN HASIL BELAJAR TEMA 6 SUB TEMA 2 MELALUI MODEL PEMBELAJARAN KOOPERATIF LEARNING TIPE TEAM GAME TOURNAMENT (TGT) PADA KELAS II SDN KEDUNGGUWO 2

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    The purpose of this research is (1) to determine the activities of teachers and students towards 6 sub-themes 2 through the Team Game Tournament (TGT) type cooperative learning model for class II students at SDN Kedungguwo 2. (2) To determine student learning achievement by implementing the cooperative learning model type Team Game Tournament (TGT) theme 1 the feeling of togetherness in class II at SDN Kedungguwo 2. This research uses Classroom Action Research (PTK) which includes four stages, namely planning, implementation, observation and reflection. The subjects of this research were 11 class II students at SDN Kedungguwo 2. This research instrument uses student activity sheets and test questions. Then this data is analyzed using the percentage formula. From the results of this research, the percentage of student activity observation results in cycle I was 63.46% and cycle II was 85.71%. Meanwhile, student learning outcomes also experienced an increase from 72.72% average value in cycle I and 88.18% in cycle II. Thus, the Team Game Tournament (TGT) type cooperative learning model can improve student learning achievement at II SDN Kedungguwo.

    PENINGKATAN HASIL BELAJAR KELILING BANGUN DATAR SISWA KELAS 3 SDN 01 PANDEAN MELALUI PEMANFAATAN MEDIA FLIPBOOK

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    Penelitian ini mengenai peningkatan hasil belajar materi keliling bangun datar menggunakan flipbook siswa kelas 3 SDN 01 Pandean kota madiun. Penelitian ini dilakukan dalam dua siklus dengan menerapkan penelitian tindakan kelas (PTK). Pengumpulan data dilakukan dengan observasi kelas, tes individu serta didukung oleh angket dan wawancara dengan siswa dan guru. Hasil data penelitian memperlihatkan penggunaan media flipbook berdampak secara signifikan dalam meningkatkan hasil belajar siswa pada materi keliling bangun datar. Dalam siklus 1 terdapat 67 % siswa yang tuntas secara optimal. sedangkan pada siklus 2 terdapat 93% siswa yang mencapai target belajar dan hanya 7% siswa yang belum mencapai ketuntasan belajar. Siswa memberikan tanggapan positif terkait dengan penggunaan flipbook dalam pembelajaran, yang dapat meningkatkan keterlibatan siswa dalam proses belajar mengajar. Sehingga, disarankan agar guru dapat mempertimbangkan penggunaan media flipbook sebagai media pembelajaran dalam mengajarkan Materi menghitung keliling bangun datar. Selain itu, Penting untuk dilakukan pelatihan dan pengenalan kepada guru-guru Pemanfaatan media flipbook dalam proses pembelajaran Kata kunci: Peningkatan hasil belajar siswa, Keliling bangun datar, Media flipboo

    PENINGKATAN HASIL BELAJAR KELILING BANGUN DATAR SISWA KELAS 3 SDN 01 PANDEAN MELALUI PEMANFAATAN MEDIA FLIPBOOK

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    Penelitian ini mengenai peningkatan hasil belajar materi keliling bangun datar menggunakan flipbook siswa kelas 3 SDN 01 Pandean kota madiun. Penelitian ini dilakukan dalam dua siklus dengan menerapkan penelitian tindakan kelas (PTK). Pengumpulan data dilakukan dengan observasi kelas, tes individu serta didukung oleh angket dan wawancara dengan siswa dan guru. Hasil data penelitian memperlihatkan penggunaan media flipbook berdampak secara signifikan dalam meningkatkan hasil belajar siswa pada materi keliling bangun datar. Dalam siklus 1 terdapat 67 % siswa yang tuntas secara optimal. sedangkan pada siklus 2 terdapat 93% siswa yang mencapai target belajar dan hanya 7% siswa yang belum mencapai ketuntasan belajar. Siswa memberikan tanggapan positif terkait dengan penggunaan flipbook dalam pembelajaran, yang dapat meningkatkan keterlibatan siswa dalam proses belajar mengajar. Sehingga, disarankan agar guru dapat mempertimbangkan penggunaan media flipbook sebagai media pembelajaran dalam mengajarkan Materi menghitung keliling bangun datar. Selain itu, Penting untuk dilakukan pelatihan dan pengenalan kepada guru-guru Pemanfaatan media flipbook dalam proses pembelajaran Kata kunci: Peningkatan hasil belajar siswa, Keliling bangun datar, Media flipboo

    IMPLEMENTASI PENDIDIKAN KARAKTER MELALUI PEMBELAJARAN DALAM MATA PELAJARAN DI SEKOLAH DASAR

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    Character education has been termed as a process of nurturing values to students to have self-reliance against God, themselves, others, environment and national awareness, which are implemented on their thought, attitude, sense, speech and action based on the norms of religion, law, ethics, culture and custom. Character education at school must involve the stakeholders. The implementation of character education is carried out through launching learning experience which is rooted from building character on students. Character education is integrated classroom practice of all subjects, which can adopt some approaches, one of which is contextual approach bringing real practice in classroom. This approach can hopefully achieve not only cognitive, but also affective and psychomotor skills

    IMPLEMENTASI MODEL PROJECT BASED LEARNING DIPADUKAN MIND MAPPING UNTUK MENINGKATKAN KETERAMPILAN MENULIS RINGKASAN DI KELAS III SEKOLAH DASAR

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    The implementation of the Project Based Learning model and mind mapping is a classroom action research that aims to improve students summary writing skills. The subjects of this study were 28 students consisting of 12 male students and 16 female students of class III A SDN 01 Pandean Kota Madiun. This research was conducted over two cycles, each cycle consisting of one lesson. The implementation of the cycle phase was based on the model developed by Kemmis and Mc. Taggart. The indicator of the success of the action to improve summary writing skills using the Project Based Learning model combined with Mind Mapping is that the learning outcomes of students' summary writing skills reach KKM 75 with the number of students who obtain learning completeness at least 80% of the total students in the class. The results of the percentage of completeness of summary writing skills increased in cycle I where from pre-cycle of 46% to 75% in cycle I. The results of the percentage of completeness of summary writing skills also increased in cycle II where from 75% in cycle I to 100% in cycle II. It can be concluded that the implementation of the Project Based Learning model combined with Mind Mapping can improve summary writing skills in grade III elementary schools

    ANALISIS PEMANFAATAN BARANG BEKAS SEBAGAI MEDIA PEMBELAJARAN GUNA MENCIPTAKAN LINGKUNGAN SEKOLAH BERBASIS ADIWIYATA PADA KELAS V SDN 01 KARTOHARJO MADIUN

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    This research was conducted to overcome problems in the habits of students who are still not aware of the importance of protecting the environment. Disposing of garbage out of place, visible garbage piled up on the edges of trash cans, and a lack of knowledge about the importance of used goods that can be used as learning media. This is what makes students less enthusiastic in utilizing used goods, and has an impact on the student learning environment which is less comfortable. Teachers must be more creative and innovative in making greening media so that students can take part in lessons more comfortably and pleasantly. The purpose of this study is to analyze the use of used goods as learning media in schools, as well as the role and enthusiasm of students in utilizing used goods as a medium for greening Adiwiyata schools. This research is a type of qualitative research with a phenomenological approach. The method does a detailed and in-depth description of the conditional portrait of what actually happened based on facts. The data validity technique was carried out using the respondent's perspective, namely by carrying out the quality of responsibility from the researcher and the students so that when analyzing the data, valid data was produced. The results of the study show that the students of SDN 01 Kartoharjo still need careful planning in their implementation and the need for active assistance from the teacher. So that with this research increasing awareness and concern for the importance of reducing used goods as an example given can make students more active and creative in utilizing used goods and creating a clean, tidy and beautiful school environment

    ANALISIS PEMANFAATAN BARANG BEKAS SEBAGAI MEDIA PEMBELAJARAN GUNA MENCIPTAKAN LINGKUNGAN SEKOLAH BERBASIS ADIWIYATA PADA KELAS V SDN 01 KARTOHARJO MADIUN

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    This research was conducted to overcome problems in the habits of students who are still not aware of the importance of protecting the environment. Disposing of garbage out of place, visible garbage piled up on the edges of trash cans, and a lack of knowledge about the importance of used goods that can be used as learning media. This is what makes students less enthusiastic in utilizing used goods, and has an impact on the student learning environment which is less comfortable. Teachers must be more creative and innovative in making greening media so that students can take part in lessons more comfortably and pleasantly. The purpose of this study is to analyze the use of used goods as learning media in schools, as well as the role and enthusiasm of students in utilizing used goods as a medium for greening Adiwiyata schools. This research is a type of qualitative research with a phenomenological approach. The method does a detailed and in-depth description of the conditional portrait of what actually happened based on facts. The data validity technique was carried out using the respondent's perspective, namely by carrying out the quality of responsibility from the researcher and the students so that when analyzing the data, valid data was produced. The results of the study show that the students of SDN 01 Kartoharjo still need careful planning in their implementation and the need for active assistance from the teacher. So that with this research increasing awareness and concern for the importance of reducing used goods as an example given can make students more active and creative in utilizing used goods and creating a clean, tidy and beautiful school environment
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