scholarly journals EFEKTIVITAS IMPLEMENTASI STRATEGI ENJOYABLE LEARNING BERBANTUAN MEDIA AUDIO VISUAL TERHADAP HASIL BELAJAR BAHASA INGGRIS PERMULAAN PESERTA DIDIK SEKOLAH DASAR

2019 ◽  
Vol 3 (3) ◽  
pp. 341
Author(s):  
Gede Wira Bayu ◽  
Luh Gede Eka Wahyuni

This research is based on the low learning outcomes of English language learning in elementary schools especially after the implementation of the 2013 curriculum where the time of learning English is much reduced from 4 hours a week in the Education Unit Level Curriculum (KTSP) to only 2 hours a week in the 2013 curriculum. To overcome these problems, it is considered important to implement the Audio-Visual Media-Assisted Enjoyable Learning Strategy. Pre-experimental research One Group Pretest-Posttest Design. The subjects in this study were grade 2 students in 8 elementary schools who had just implemented the 2013 curriculum in the 2018/2019 learning year in Buleleng sub-district. The data in this study were obtained by interview methods and field notes. With the random sampling technique, the subjects of this study were selected, namely grade 2 students in SD N 5 Banyuning, amounting to 27 students as a control group, and second grade students in SD N 2 Banjar Tegal, amounting to 25 students as the experimental group. Based on the results of the calculation of the tcount of 5.34. To find out the value of t table with degrees of freedom (dk) = 44 significance level (α) = 0.05 obtained the value of t table = 2.023. By comparing the value of tcount and ttable, the ratio of tcount> ttable is obtained, meaning H0 is rejected and Ha is accepted. And from the average, it was known that the experimental group was 20.86 and the control group was 15.18. This means experiment> control group. Thus, the Enjoyable Learning strategy assisted by audio visual media has a significant effect on the learning outcomes of English in Class II SD students in the 2013 Curriculum Application in the District of Buleleng, Buleleng Regency, Academic Year 2018/2019.

2021 ◽  
Vol 4 (1) ◽  
pp. 54
Author(s):  
I Kadek Peri Wijaya ◽  
Gede Wira Bayu ◽  
Made Sumantri

Students who are less enthusiastic in participating in learning both individually and in groups and the teacher's inability to apply learning models that can create interesting and fun learning. The purpose of the study was to analyze the Somatic, Auditory, Visualization, Intellectual (SAVI) learning model with the aid of an icebreaker on the science learning outcomes of class V students. This study was quasi-research with a non-equivalent post-test-only group design. This study used a population of all students of class V, which amounted to 128 people. Based on the random sampling technique, the sample was assigned to the experimental group, namely class V with 25 students, and the control group, namely class V with 25 students. The data collection method used is the test method, namely a multiple-choice test, totaling 30 questions. The data that has been collected is then processed with descriptive and inferential statistics. Based on the results of the study, it is known that the average science learning outcomes obtained by the experimental group are greater than the control group (18.34>15.78). The results of the t-test showed tcount 3,598 and ttable with a significance level of 5% obtained 2,021. Based on the test results tcount > ttable (3.598 > 2.021), so Ho is rejected and H1 is accepted. So, it can be concluded that there is a significant effect of the Somatic, Auditory, Visualization, Intellectualy assisted learning model with the help of icebreaker on the science learning outcomes of fifth-grade students.


2020 ◽  
Vol 10 (1) ◽  
pp. 34-38
Author(s):  
Annisa Aulia Harmin ◽  
Zulmanelis Darwis ◽  
Setia Budi

  This study aims to determine the effect of the application of  REACT Strategies (Relating, Experiencing, Applying, Cooperating, Transfering) to the learning outcomes of students on Acid and Base material. This research was conducted in January-February 2019 at SMA Negeri 39 Jakarta using the Quasy Experimental design, Nonequivalent Control Group Design. The experimental and control groups were each given an initial ability test before learning and post-test after the learning process ended. The experimental group was given a REACT learning strategy while the control group formed a 5M learning strategy. REACT Learning Strategy consists of 5 stages, namely relating, experiencing, applying, cooperating, and transferring. The results showed the average post-test in the experimental group was better than the control group of 77.42 and 66.95. Then the statistical test results obtained tcount> ttable is tcount of 3.64 while ttable with a 5% significance level of 1.67. Related to the application of the REACT learning strategy (Relating, Experiencing, Applying, Cooperating, Transfering) has a positive influence on the learning outcomes of chemistry in Acid and Base materials. Keywords:REACT Strategy, Learning Outcomes, Acids and Bases.  


Author(s):  
Reinita Reinita

This research aims to determine the effect of the use of Discovery Learning on the results of learning Pkn in five grade students SDN 02 Aur Kuning Bukittinggi This research is a type of experimental research in the form of Quasi-Experimental Type Nonequivalent Control Group Design. The sampling technique using total sampling technique with the sample number 40students.This is evidenced by the results of the t-test with a significance level of 5% obtained count (4,28>2,03). The result of Civic learning obtained by the experimental group is higher than the control group, it is shown from mean 77,35 and the mean obtained by the control group is 74,1.


2016 ◽  
Vol 6 (4) ◽  
pp. 210-217 ◽  
Author(s):  
Assoc. Prof. Dr. Ali Rahimi ◽  
Samira Mouri

This study aimed to explore the impact of computer-assisted language learning on Iranian EFL students’ vocabulary learning. Participants of the study were 76 students – 29 males and 47 females – learning English as a foreign language in Parto, Sadr, Poyesh and Andishe Institutes in Ahvaz who were selected after taking the Nelson English Language Test as a proficiency test. They were randomly divided into two groups. One group was taken as control and the other as experimental group. Both groups participated in the teacher-made test of vocabulary, Vocabulary Levels Test (VLT), and Word-Associates Test (WAT) as pre-test. During class sessions the control group was taught the vocabulary, in the conventional way, through the printed textbook while the experimental group taught by the software version of the same book. Three ANCOVAs were run to compare the performance of experimental and control groups after the treatment period. The results of the ANCOVAs revealed that using vocabulary learning software was more effective than using printed book on vocabulary learning, vocabulary breadth, and vocabulary depth of the participants. The results of the present study could help EFL course book designers, foreign language institutes, educational planners, material developers, teachers, and learners to provide a better context for EFL learning. Keywords: computer-assisted instruction, computer-assisted language learning, information communication technology, vocabulary breadth, vocabulary teaching software.  


2018 ◽  
Vol 2 (2) ◽  
pp. 94
Author(s):  
Ni Komang Sarini ◽  
Dewa Nyoman Sudana ◽  
Putu Nanci Riastini

This study is aimed find out significant difference of natural science learning outcomes of students who follow peer tutor and do not follow peer tutor. This study is quasi experimental study especially non-equivalent post tes only kontrol groip design. The population of this study was the entire of IV grade students in Gugus II Santalia Kubutambahan District. The sample was determined by using random sampling technique. The sample was IV grade students if SDN 2 Kubutambahan was chosen as experimental group and class IV SDN 4 Kubutambahan as control group. The data was teken by using multiple choice test. The data obtained were analized by using descriptive statistical analysis and inrerential statistic t-test with the formula of polled variance. The results showed the lessons with peer tutor and the group of students who do not follow peer tutor. the findings are peer tutor makes the students motivated, trained, and active to espress their option. furthermore, peer tutor provides an opportunity for the students to exchange ideas, and their work together. in addition, learning with peer titor becomes fluent communicating


2018 ◽  
Vol 4 (1) ◽  
pp. 30
Author(s):  
Yuliani Yuliani

This study was to find out the effectiveness of I challenge game in teaching grammar. This research was quasi experimental design. The population of this study was the second grade students of SMPN 2 Kediri which consisted of four classes. Two classes were chosen as the samples, those were VIII B Class as experimental group consisted of twenty six students and VIII D Class as control group consisted twenty five students. They were chosen by using simple random sampling technique. Experimental group was treated by I Challenge Game and control group was treated by Grammar Draughts Game. The instrument that was used objective test informs of multiple choices. Then, the scores were analyzed by using statistical analysis. It showed the mean score of experimental group was 67,04 while the mean score control group was 52,54 and the value of t (t test) = 1,716 was higher than  (t table) = 1.677 at the significance level of 0,05% and the number of degree freedom (df) 49. It meant that alternative hypothesis (Ha) was accpeted and null hypothesis (Ho) was rejected. It could be calculated that I Challenge Game was effective in teaching grammar at the second grade students of SMPN 2 Kediri.


2020 ◽  
Vol 8 (3) ◽  
Author(s):  
Irma Kumala Sari ◽  
Rokhmaniyah Rokhmaniyah ◽  
Tri Saptuti Susiani

<p><em>The Somatic Auditory Visualization Intellectually (SAVI) model is one of innovative learning models. It needs to accomplish learning purposes. The study aimed to examine the effectiveness of SAVI model on third grade origami project learning outcomes.</em><em> </em><em>The research was a quasi-experimental research in the form of Nonequivalent Control Group Design. The population was all third grade students of elementary schools in Rujakbeling cluster, Kebumen sub-district in academic year of 2019/2020. The sampling technique used cluster random sampling. Data collection techniques included t-test, n-gain test and effect size test.</em><em> </em><em>The result showed the value between the experimental class and the control class.  The t-test was 0.000&lt;0.05, N-Gain was 0.4550&gt;0.2747, and effect size was 2.123&gt;1.291. It concludes that the Somatic Auditory Visualization Intellectually (SAVI) model is more effective in improving third grade origami project learning outcomes of elementary schools in Rujakbeling cluster, Kebumen sub-district.</em></p>


2021 ◽  
Vol 11 (4) ◽  
pp. 286
Author(s):  
Monther Alogiliy ◽  
Mona Smadi ◽  
Fatima Al Jarrah ◽  
Mariam Al Khalidi

This study aimed to investigate the effect of using active learning through educational games on academic achievement and retention in the English language subject among seventh-grade students in government schools in Wadi Al-Sir Directorate/Jordan. The study tool (achievement test) was prepared, and six appropriate educational games were designed to teach the educational content. To ensure the validity of the tool, the test was presented to five referees from teachers and educational supervisors in the Wadi Al-Sir Directorate of Education. The researchers also calculated the reliability of the test, and its value was (0.89), which is a good value that meets the purposes of the study, and the difficulty factor and the discrimination coefficient were calculated for each item of the test. The study population consisted of students of the seventh grade in public schools in Wadi Al-Sir directorate of education, and the study sample consisted of (120) students, who were divided into two groups, a control group, and an experimental group, where the experimental group studied using active learning strategy through educational games, while the control group studied using the traditional method, the application took two weeks. The results of the study showed the following: - There were statistically significant differences at the level of significance ((α = 0.05)) between the levels in the measurements: pre, post, and retention for the experimental group. - The presence of statistically significant differences at the level of significance () between levels (remembering, application, synthesis, and total score) in the measurements: pre-, post-, and retention for the control group. - There are no statistically significant differences at the level of significance () in the levels of memory and comprehension in the posttest between the control and experimental group, while there are statistically significant differences in the levels of application, analysis, synthesis, and posttest in favor of the experimental group. - There are no statistically significant differences at the level of significance () in the levels of remembering, comprehension, application, and the measure of retention between the control and experimental group, while there are statistically significant differences in the levels of analysis and synthesis, in measuring retention and in favor of the experimental group. The researchers recommended the necessity of using the strategy of active learning through educational games in teaching other subjects, and for the rest of the classes.   Received: 9 February 2021 / Accepted: 26 May 2021 / Published: 8 July 2021


Author(s):  
Septi Dwi Harmini

<p><em>The purpose of this study was to improve the learning outcomes of students in the Indonesian muple material of the intrinsic elements of stories in grade IV elementary schools through audio-visual media in the form of video media. The research conducted was a three-cycle Classroom Action Research (CAR). The stages of each cycle are planning, implementing, observing and reflecting. Each cycle a post test is held to determine the development of students. The initial condition before the action was carried out, the data obtained from the students who had completed was 36.8%. In the first cycle, students who completed after carrying out the post test were 52.6%. In the second cycle students who completed after carrying out the post test were 84.2%. In the third cycle students who completed after carrying out the post test were 94.7%. These results indicate that video media can improve student learning outcomes, especially Indonesian muple material, the intrinsic elements of stories at SD Negeri 1 Tirip</em></p>


2021 ◽  
Vol 58 (1) ◽  
pp. 3359-3377
Author(s):  
Ammar Abdul Hamid Katran

The current research aims to: Identify the effectiveness of using the combination learning strategy in developing creative capacities (flexibility, details) for the skillful performance of art education among sixth grade students. For the purpose of verifying the objective of the research, the researcher assumed the following null hypotheses: There are no statistically significant differences between the average scores of the experimental group taught using the combination learning strategy and the control group that is taught by the traditional method at the level of (0.05) in the pre-test. There are no statistically significant differences between the mean scores of the experimental group and the control group at the level of (0.05) in the post test. There are no statistically significant differences between the average scores of the experimental group that are taught using the combination learning strategy at a significance level (0.05) in the pre and post test The current research sample included a group of sixth-grade primary students at Dar Al-Emara School from the research community in the Baghdad Education Directorate Al-Karkh 2. The results of the research revealed the superiority of the experimental group over the control group when implementing the experiment.  


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