4,823,142 research outputs found
Course Review Horay (CRH) Learning Model to Improve Mathematical Learning Outcomes of Integers Materials
One of the problems in the learning process of class V SD Al-Manar Surabaya in the academic year 2019-2020 integer material is the teacher uses lecture methods that make students quickly bored and passive. The impact is students have difficulty accepting lessons well and learning outcomes are less than KKM. Therefore, to overcome these problems the researchers applied the course review horay (CRH) learning model. CRH can make students more active and not feel bored. In addition, the application of the course review horay learning model can focus students in learning, so students will more easily receive the material well. The purpose of this study is to describe an increase in learning outcomes after applying the course review horay (CRH) learning model of mathematics in integer material in fifth grade students of SD Al-Manar Surabaya. This type of research is a classroom action research that has been carried out in two cycles with an indicator of research success by 75%. The subjects of this study were 28 students in grade V-B SD Al-Manar Surabaya, consisting of 14 male students and 14 female students. The results showed that learning outcomes have increased with the percentage of completeness of the first cycle 64.28% and the second cycle 85.71%. Thus it can be concluded that the course review horay (CRH) learning model can improve mathematics learning outcomes of integer material in fifth grade students of SD Al-Manar Surabaya
Pengaruh Model Problem Based Learning (PBL) Berbasis Scientific Approach Terhadap Hasil Belajar Biologi Siswa Kelas X Di SMA N 2 Banguntapan T.A. 2014 / 2015
Penelitian ini bertujuan untuk (1) mengetahui pengaruh model Problem Based Learning berbasis Scientific Approach terhadap hasil belajar biologi pada ranah kognitif siswa kelas X SMA Negeri 2 Banguntapan T.A 2014/2015, (2) mengetahui pengaruh model Problem Based Learning berbasis Scientific Approach terhadap hasil belajar biologi pada ranah afektif siswa kelas X SMA Negeri 2 Banguntapan T.A 2014/2015, (3) mengetahui pengaruh model Problem Based Learning berbasis Scientific Approach terhadap hasil belajar biologi pada ranah psikomotorik siswa kelas X SMA Negeri 2 Banguntapan T.A 2014/2015. Penelitian ini termasuk jenis penelitian quasi experiment (eksperimen semu) dengan design penelitian yang digunakan adalah Nonequivalent control group design. Populasi penelitian adalah semua siswa kelas X SMA N 2 Banguntapan. Sampel penelitian terdiri dari dua kelas yang diambil dengan menggunakan teknik purposive sampling dan simple random sampling, yaitu kelas X3 (kelas eksperimen) dan kelas X4 (kelas kontrol). Teknik pengumpulan data menggunakan tes, angket, dan observasi. Analisis data hasil belajar siswa pada ranah kognitif menggunakan One Way Anova, sedangkan untuk hasil belajar pada ranah afektif dan psikomotor menggunakan uji Mann Whitney U. Berdasarkan hasil penelitian dapat disimpulkan bahwa (1) model Problem Based Learning berbasis Scientific Approach secara signifikan meningkatkan hasil belajar biologi pada ranah kognitif siswa dengan ditunjukkan p-value sebesar 0,001 < 0,05. (2) model Problem Based Learning berbasis Scientific Approach secara signifikan meningkatkan hasil belajar biologi pada ranah afektif siswa dengan ditunjukkan p-value sebesar 0,029 < 0,05. (3) model Problem Based Learning berbasis Scientific Approach secara signifikan meningkatkan hasil belajar biologi pada ranah psikomotor siswa dengan ditunjukkan p-value sebesar 0,000 < 0,05
Penerapan Model Discovery Learning untuk Meningkatkan Hasil Belajar Matematika Siswa Kelas XI Mia 1 SMA Negeri 8 Pekanbaru
This research is a class action research that aims to improve the learning process and to increase the student's mathematics learning outcomes by applying Discovery Learning model. The subjects of this research are the student of class XI MIA 1 SMAN 8 Pekanbaru at second semester of academic years 2014/2015, which amounts to 35 students. This research consists of two cycles, each cycle consists of four stages: planning, implementation, observation, and reflection. Data collected through observation and learning outcomes test. Data analysis is done by observation data analysis and student's mathematics learning outcomes data analysis. The action is successful if teacher's activities and student's activities increase in every meeting and the number of students who reach Minimum Mastery Criteria increases in every cycle. Observation data analysis showed that learning process in class XI MIA 1 SMAN 8 Pekanbaru has improved at each meeting. Student's mathematics learning outcomes data analysis show that student's mathematics learning increase before action and after action, that aims: (1) Amount students that reach behavior Minimum Mastery Criteria of confidence in base score is 25 students increase to 32 students at the first cycle and 35 students at the second cycle. For discipline, in base score is 29 students increase to 32 students at the first cycle and 34 students at the second cycle. For responsibility, in base score is 31 students at the first cycle and at the second cycle; (2) Amount students that reach knowledge Minimum Mastery Criteria in base score is 17 students increase to 22 students at the first cycle and 29 students at the second cycle; and (3) Amount students that reach skill Minimum Mastery Criteria in base score is 12 students increase to 16 students at the first cycle and 18 students at the second cycle. The result of this research showed that cooperative learning Discovery Learning model improve the learning process and increase the mathematics learning outcomes the students of class XI MIA 1 SMAN 8 Pekanbaru at second semester of academic years 2014/2015
Learning Representations in Model-Free Hierarchical Reinforcement Learning
Common approaches to Reinforcement Learning (RL) are seriously challenged by
large-scale applications involving huge state spaces and sparse delayed reward
feedback. Hierarchical Reinforcement Learning (HRL) methods attempt to address
this scalability issue by learning action selection policies at multiple levels
of temporal abstraction. Abstraction can be had by identifying a relatively
small set of states that are likely to be useful as subgoals, in concert with
the learning of corresponding skill policies to achieve those subgoals. Many
approaches to subgoal discovery in HRL depend on the analysis of a model of the
environment, but the need to learn such a model introduces its own problems of
scale. Once subgoals are identified, skills may be learned through intrinsic
motivation, introducing an internal reward signal marking subgoal attainment.
In this paper, we present a novel model-free method for subgoal discovery using
incremental unsupervised learning over a small memory of the most recent
experiences (trajectories) of the agent. When combined with an intrinsic
motivation learning mechanism, this method learns both subgoals and skills,
based on experiences in the environment. Thus, we offer an original approach to
HRL that does not require the acquisition of a model of the environment,
suitable for large-scale applications. We demonstrate the efficiency of our
method on two RL problems with sparse delayed feedback: a variant of the rooms
environment and the first screen of the ATARI 2600 Montezuma's Revenge game
Model Pembelajaran Discovery Learning untuk Pembelajaran IPS
The aimed of this study was to improve the quality of learning by analyzing and finding out accurately: (1) the design of the learning plan social studies material appearance of natural, social and cultural with the symptoms, learning model discovery, (2) the process of learning social studies using model discovery, (3) the process of evaluation of learning outcomes at the end of the learning activities.Results of the study are: (1) the manufacture of learning design begins with the needs of learners who do not understand the material prerequisites style appearance, social and cultural, continue preparing the purpose of learning is to identify natural features, social and cultural symptomatically and discovery strategy, (2) the learning process with learning model discovery increases the activity of learners in the learning, (3) evaluation of learning outcomes using a written test about the description of the validity of 0.88, 0.99 reliability, level of difficulty and the matter is being well received about the different power.Penelitian ini bertujuan untuk memperbaiki kualitas pembelajaran dengan menganalisis dan menemukan dengan tepat: (1) desain perencanaan pembelajaran IPS materi Kenampakan alam, sosial dan budaya dengan gejalanya, dengan model pembelajaran discovery, (2) proses pembelajaran IPS menggunakan model pembelajaran discovery, (3) proses evaluasi hasil belajar di akhir kegiatan pembelajaran. Hasil penelitian adalah: (1) pembuatan desain pembelajaran diawali dengan kebutuhan belajar peserta didik yang belum memahami materi prasyarat kenampakan ala, social dan budaya, dilanjutkan menyusun tujuan pembelajaran yaitu mengidentifikasi kenampakan alam, social dan budaya dengan gejalanya dan strategi discovery, (2) proses pembelajaran dengan model pembelajaran discovery meningkatkan aktivitas peserta didik dalam pembelajaran, (3) evaluasi hasil belajar menggunakan tes tertulis soal uraian dengan validitas 0,88, reliabilitas 0,99, tingkat kesukaran soal sedang dan daya beda soal diterima bai
- …
