scholarly journals APPLICATION OF PEER TUTORING LEARNING METHODS IN VOCATIONAL SCHOOL STUDENTS

Author(s):  
Sandri Irmawan

<p align="justify">The learning process is a part that plays an important role in the success of learning. The selection of the right method is one way for the learning process to work as expected. Peer tutoring method is one of the interactive learning methods involving students who are competent in the material taught so they can provide learning guidance to other students. This study aims to improve student learning outcomes in the realm of knowledge and skills through the application of peer tutoring methods. This research is a Classroom Action Research (CAR) conducted in 2 cycles with 4 stages, namely planning, implementation, observation and reflection. The subjects in this study were 34 vocational high school students. Data collection methods used include observation, tests, performance and interviews. Test the validity of the data using data triangulation. The research data was analyzed using a comparative descriptive percentage analysis technique. From the data obtained shows that the application of peer tutoring methods can improve student learning outcomes by 88.23% in the realm of knowledge and 91.17% in skills. From the results of the study it can be concluded that the application of peer tutoring methods can improve the learning outcomes of Vocational High School students.</p>

Author(s):  
Mira Juwita Eva Distyasa ◽  
Elizabeth Titiek Winanti ◽  
I G P Asto Buditjahjanto ◽  
Tri Rijanto

The main problem in education today is the lack of effectiveness in the learning process. This can be seen from the average student learning outcomes which are always still low. Especially for vocational high school students who emphasize learning skills in order to produce work-ready graduates, but it is inversely proportional to the facts in the field. Low learning outcomes are indicated because the learning conditions are still conventional (lectures, practicum, and discussions) where teachers are still a source of learning (teacher centered). This study aims to determine the effect of the project based blended learning model on learning outcomes of vocational high school students. This research was conducted through a literature review and relevant research results and was continued through a Focus Group Discussion (FGD). From the research it was found that there was a significant positive influence between the variable model of project based blended learning and student learning outcomes, which means that student learning outcomes can be improved through the application of a project based blended learning model.


2018 ◽  
Vol 7 (4.33) ◽  
pp. 191
Author(s):  
Nafisa Firmania ◽  
Putu Sudira ◽  
Asnul Dahar Minghat

Assessment is an activity that must be done in each lesson. Educational assessment is the process of gathering and processing information to determine the achievement of student learning outcomes. A good assessment must be carried out both in the learning process and in the final learning outcomes. The teaching and learning process in Vocational High Schools includes an explanation of science or study subjects and practice. With the complexity of learning in the Vocational High School, the assessment that is applied must be appropriate and can include the assessment of students as a whole. The assessment applied at the Vocational High School at this time is authentic assessment, where the assessment assesses three aspects of each student. The three aspects namely knowledge assessment, skills assessment and attitude assessment. Authentic assessment measures the overall student learning outcomes because this assessment assesses the progress of student learning not just the end result of student learning. Vocational high school students are prepared to work, therefore not only knowledge and skills must be invested because attitude is more important than both aspects. In other words, vocational high school students must be able to balance their knowledge and skills and be accompanied by a good attitude in each process.  


Author(s):  
Lera Kurniatul Aslam ◽  
Suparji Suparji ◽  
Tri Rijanto

The main problem in formal learning is that teachers carry out learning with direct learning models and lectures. The right learning model can maximize student learning outcomes and learning objectives will be achieved. This study aims to determine the effect of the Problem Based Learning (PBL) learning model on the learning outcomes of vocational high school students. This research was conducted through a literature review and relevant research results and was continued through a Focus Group Discussion (FGD). From the research it was found that there was a significant positive influence between the problem-based learning (PBL) model variable and student learning outcomes, which meant that student learning outcomes could be improved through the application of the Problem Based Learning (PBL) learning model.


2016 ◽  
Vol 4 (1) ◽  
Author(s):  
Sudirman Sudirman

Learning science in junior high school raises many problems found on direct instruction, students learn such activity is very low. Students lacking the spirit to learn science, pretend to understand the teacher's explanations. Students in learning activities mediocre both classical learning and teamwork that ultimately student learning outcomes many incompletes. To overcome this, then do action research in order to improve the results of junior high school students learn science through learning model Think Pair Share for Class VIII.1 second-semester students of SMP Negeri 2 Metro in the academic year 2012/2013. This study time is 3 months. Based on the recapitulation of the data observation learning process and the work of the group, the student learning outcomes can be summarized as follows. In observation of the learning process from the first meeting until the meeting of the 6th, there is increased an activity of students in learning. This happened after learning that teachers undertake improvements at each meeting.


Author(s):  
Asep Deni Normansyah

The research used is Classroom Action Research which used consist of 2 cycles and through 4 stages. The purpose of this learning outcome is to know the improvement of student learning outcomes by using the model of Picture and Picture learning on learning PPKn in the material meaning of unity and unity in the diversity of high school students (IV) SDN Pahlawan Sub District Banjaran Bandung. After using the model of Picture and Picture learning in the learning of PPKn, the students' learning motivation is more improved, more active and more focused in learning. This research uses Picture and Picture method. The results of this study indicate that with learning Picture and Picture on PPKn subjects can improve student learning outcomes. Looking at the results of the pre-cycle evaluation with the average grade value of 67. In cycle 1 grade average grade 71.67, cycle 2 grade average value of 83.67 has a significant increase. Based on the results of the research, there is an increase in student learning outcomes by using Picture and Picture learning model on learning PPKn in the material meaning of unity and unity in the diversity of high school students (IV) SDN Pahlawan Banjaran District, Bandung Regency can improve student learning outcomes.


Author(s):  
Lila Wulandari ◽  
Marchasan Lexbin Elvi Judah Riajanto

Difficulties experienced by students in learning greatly affect the achievement of student learning outcomes. This study aims to describe the results of the identification of the types of difficulties and the causes of student difficulties when solving problems based on Polya stages. This type of research is descriptive qualitative with the instrument used in written tests. The subjects of the research were 36 students of class IX at SMP Negeri 9 Cimahi. Based on the analysis that has been done, it can be concluded that the difficulties experienced by junior high school students when completing the Pythagorean theorem questions in the school are 1) difficulty understanding the problem 100%, 2) difficulty planning the completion of 40%, 3) difficulty implementing the plan 54.4%, and 4) difficulty in re-checking 76.7%. The causes of difficulties include 1) students are not accustomed to writing things that are known and asked of a problem 2) students are not accustomed to drawing conclusions from a mathematical problem 3) Concept errors because students do not understand the concept of the material. So, it is necessary to improve the learning process that prioritizes learning concepts rather than memorizing. Students must be accustomed to solving the application problems of a material. So, students will be able to solve contextual problems related to the material.


2021 ◽  
Author(s):  
Yogi Dwi Satrio ◽  
Cipto Wardoyo ◽  
Sheerad Sahid ◽  
Slamet Fauzan ◽  
Dudung Ma’ruf

Learning through interactive media gives additional value to the educational world because it enables learners to represent themselves. Game-based learning promotes learners’ creativity, critical thinking and cognitive skills related to technology use. Previous research discovered that game-based learning has a positive effect on learners. Therefore, in this research, an applied study was conducted on the use of the E-CrowdWar educational game with high school students. The purpose of this study was to determine the effectiveness of using games in learning to improve student learning outcomes. The study was conducted with 100 high school students in Blitar and 100 in Kediri. E-CrowdWar was used during the classroom activities along with in-class learning. An independent sample t-test was used to measure the effectiveness of game-based learning. The integration of games into online learning had a significantly positive effect on student learning outcomes. The pre-test results showed that the average student learning outcome score in both cities was the same, namely 65 points. After implementing game-based learning, student learning outcomes in Kediri increased to 90.74 points and in Blitar to 86.95 points. The study discovered that game-based learning through E-CrowdWar was effective in promoting the students’ academic outcomes, although there were differences in the mean score. Based on the results, game-based learning provides tremendous improvements in learning outcomes and so should be applied, especially in the economic field. Keywords: Gamification, Education, Learning Result


2020 ◽  
Vol 8 (3) ◽  
pp. 358-366
Author(s):  
Armi Nuridah ◽  
Partaya Partaya

The problem that occurs in the education world right now is the low learning outcomes and student creativity. Based on references, the roles playing method is an effective learning method for increasing student creativity and learning outcomes. The purpose of this study is to determine the effectiveness of the roles playing method on creativity and student learning outcomes and to find out the effectiveness of the roles playing method on learning the immune system. This research is a quasi-experimental research with nonequivalent control group design. The population are all students of grade 11 in MIA MAN 2 Semarang 2018/2019 school year. The sample is determined by purposive sampling and 2 classes have selected as the experimental class and the control class. In this study the experimental class carried out immune system learning using the roles playing method while the control class used the lecture method. The results showed that 85.56% of the experimental class students has creativity with creative to very creative categories while the control class is only 41.67% of students included in the creative and very creative categories. Student learning outcomes data show that the classical learning completeness of the experimental class is higher than the control class with a difference of 36.12%. The average value of learning outcomes and the average N-Gain score of the experimental class students also have a higher average value of the control class. The implementation of learning the roles playing method gained a score of 95.56%. Based on the description it can be concluded that the role playing method is effective on the creativity and learning outcomes of high school students and it can be concluded that the role playing method is effectively applied to learning the immune system because the results of the study already meet all the indicators that have been set.


2019 ◽  
Vol 4 (3) ◽  
pp. 14-16
Author(s):  
Emma Rumahlewang ◽  
Lambertus J. Lokollo ◽  
Beatrix J.M. Salenussa

This study aims to determine the effect of learning motivation and study habits on the learning outcomes of high school students in Ambon City. Survey research was conducted at SMA Ambon samples included 200 students drawn at random(randomsampling).Testing the research hypothesis using multiple regression analysis with SPSS. The results of this study conclude that: (1) there is a significant effect of learning motivation on student learning outcomes, (2) there is a significant effect of learning habits on student learning outcomes, and (3) there is a joint effect of learning motivation and learning habits on learning outcomes students. Based on the results of this study, it was recommended that improving student learning outcomes required increased learning motivation and study habits.


2021 ◽  
Vol 6 (1) ◽  
pp. 48-56
Author(s):  
Putri Aulia ◽  
Dadi Mulyadi Nugraha ◽  
Supriyono .

The research entitled "The Urgency of Citizenship Education Learning Against Student Discipline in the Covid-19 Pandemic Situation" was conducted to determine the learning discipline of high school students in a pandemic situation. The Covid-19 pandemic requires students to learn far away, and of course the learning process at home and at school is very different. This has an effect on student learning discipline, through Citizenship Education Learning is expected to improve student learning discipline in this pandemic. The research was conducted in March 2021 with a descriptive qualitative method through a questionnaire in the form of google form with 43 respondents' responses. The results showed that students' learning activities during the pandemic period were low. Penelitian yang berjudul “Urgensi Pembelajaran Pendidikan Kewarganegaraan Terhadap Disiplin Belajar Siswa Dalam Situasi Pandemi Covid-19” dilakukan untuk mengukur situasi belajar siswa Sekolah Menenagh Atas (SMA) di pandemi. Pandemi Covid-19 ini menuntut siswa untuk belajar jarak jauh, dan tentunya proses pembelajaran di rumah dan di sekolah sangat berbeda. Hal ini berpengaruh terhadap disiplin belajar siswa, melalui Pembelajaran Pendidikan Kewarganegaraan diharapkan dapat meningkatkan disiplin belajar siswa di masa ini. Penelitian dilaksanakan pada bulan Maret 2021 dengan metode kualitatif deskriptif melalui kuesioner dalam bentuk google dengan 43 tanggapan responden. Hasil penelitian menunjukkan bahwa aktivitas belajar siswa di masa pandemi cenderung rendah.


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