scholarly journals Learning Mathematics with Contextual Approach to Improve Outcomes Learning Maths in Vocational High School

2020 ◽  
Vol 4 (1) ◽  
pp. 56
Author(s):  
Ani Ainun Masruroh ◽  
Rani Oktaviani ◽  
Sri Islami Kulsum ◽  
M. Afrilianto

This research aims to improve student learning outcomes on mathematics learning by using a contextual approach. This research is a Class Action Research (CAR) conducted at one of the vocational schools (SMK) in X-class areas of focus on Automation of Governance and Office 3. The research instruments used in this study are (1) tests consisting of pre-test and post-test of the concept of Sigma notation and infinite series; and (2) the use of an observation sheet for teachers and students as a condition of measuring action execution. The procedure of the study consists of (1) planning, (2) The implementation of Action, (3) observation, (4) evaluation, and (5) reflection. The test results showed that there was an increase in pre-test and post-test results of 19.33%. Obviously, this shows that students ' learning outcomes on math learning are increasing after learning using a contextual approach.

Author(s):  
Wijiati '

The background of this research is the lack of students mathematics learning outcomes. This is because passive students in participating in learning, and in group learning activities, group less responsible members of the group, resulting in lower student learning outcomes. This study is a class action that aims to improve learning outcomes mathematics using cooperative learning model NHT. The research was conducted in classes VI SDN 011 Kerumutan Beringin Kecamatan Makmur. Research was conducted during two cycles. The research instrument consists of a sheet of teacher activity observation and student activity and learning outcomes. Based on the results of research and discussion, that the learning outcomes of students has increased after learning activities using cooperative learning model NH. This statement is supported by the results that have been raised previously, namely: (1) the results of the initial test results of learning mathematics students get an average of 54.00 with learning completeness percentage of 48%; (2) in the first cycle of students' mathematics learning outcomes increased with an average value of 64.00 with learning completeness percentage of 84%; and (3) in the second cycle students' mathematics learning outcomes increased with an average value of 67.00 with learning completeness percentage of 92%. This shows that the classical completeness has been reached, in which the research is successful if the completeness achieved 80% of students obtaining a minimum value of 70. Based on the results and discussion, it can be concluded that the application of cooperative learning model NHT can improve mathematics learning outcomes SDN 011 Beringin Makmur Kecamatan Kerumutan.


Author(s):  
Dwianti Putri Amelia ◽  
Amin Harahap

This study aims to overcome students' low interest in learning mathematics by using interactive multimedia learning models to increase students' interest in learning mathematics in class VII MTS PP ATH-TOHIRIYAH Gunung Selamat in the midst of the Corona Virus outbreak. With the application of this interactive multimedia learning model, it is hoped that it will increase students' interest in learning mathematics. The research method used in this study is a quantitative method with a class action method. In this study, the authors analyzed the data from the pre-test and post-test scores from both classes. The population in this study were all students of MTS PP ATH-TOHIRIYAH Gunung Selamat grade VII, totaling 40 students. The sampling technique used is probability sampling using cluster sampling. From the results of data analysis, it is known that there is a difference between the average value of student learning outcomes before and after the implementation where the average value of the experimental pre-test is 56.60% and the control pre-test is 66.70% and becomes 86.55% for the experimental post-test and 75.30% for the control post-test. The experimental class increased by 29.95%, while the control class only increased by 8.60%. Based on the results of research and data processing that have been discussed, it can be concluded that the application of the interactive multimedia-based mathematics learning process has an impact on student learning interest in terms of student learning outcomes.


2020 ◽  
Vol 9 (1) ◽  
pp. 133
Author(s):  
Rachmawati Rachmawati ◽  
Rina Wijayanti ◽  
Era Dewi Kartika

The purpose of this study is to produce character building learning media based on m-learning mathematics with a contextual approach that is expected to provide convenience for students and teachers in supporting the revitalization of vocational education. This research is a development research. This research method refers to the 4D development model (Define, Design, Develop, and Disseminate). Development of Math-Cha applications with the help of Android Studio IDE software, and Fire Base. The result of the development in the form of a learning media product is the Math-Cha application which is installed on an Android device. The Math-Cha application consists of material and evaluation. The m-learning media on mathematics is given reinforcement by integrating character education and contextual presentation so that it supports the revitalization of vocational education. Content in the application begins by introducing character values into mathematical problems at the apperception, material and evaluation stages. Evaluation of validity aspects is based on the validation of media experts and material experts who are valid criteria with an average of 3.61. The evaluation of practicality aspects based on student response questionnaire was in the good criteria of 3.72 and the teacher's questionnaire in the criteria of good was 3.40. The assessment of effectiveness aspects based on student test results is in good criteria with an average of 86.6. Math-Cha supports learning, use easily, and it can be used anywhere and anytime. AbstrakTujuan penelitian ini untuk menghasilkan produk media pembelajaran matematika m-learning berbasis pendidikan karakter dengan pendekatan kontekstual yang diharapkan memberikan kemudahan siswa dan guru dalam menunjang revitalisasi pendidikan SMK. Penelitian ini merupakan penelitian pengembangan. Metode penelitian ini mengacu pada model pengembangan 4D (Define, Design, Develop, dan Disseminate). Pengembangan aplikasi Math-Cha dengan bantuan software Android Studio IDE, dan Fire Base. Hasil dari pengembangan berupa produk media pembelajaran yaitu aplikasi Math-Cha yang terinstall di perangkat Android. Aplikasi Math-Cha terdiri dari materi dan evaluasi. Media pembelajaran m-learning pada matematika diberikan penguatan dengan mengintegrasikan pendidikan karakter dan disajikan secara kontekstual sehingga mendukung revitalisasi pendidikan vokasi.  Konten dalam aplikasi dimulai dengan mengenalkan nilai-nilai karakter kedalam permasalahan matematika pada tahap apersepsi, materi  dan evaluasi. Penilaian aspek kevalidan berdasarkan penilaian validator ahli media dan ahli materi yang berada pada kriteria valid dengan rata-rata 3,61. Penilaian aspek kepraktisan berdasarkan angket respon siswa berada pada kriteria baik sebesar 3,72 dan angket respon guru yang berada dalam kriteria baik sebesar 3,40. Penilaian aspek keefektifan berdasarkan hasil tes siswa berada pada kriteria baik dengan rata-rata 86,6. Math-Cha mendukung dalam pembelajaran, tingkat penggunaannya relatif mudah, pembelajaran dapat digunakan dimana saja dan kapanpun.


Author(s):  
Yusuf Udayana

<p><em>Class action research was motivated by the discovery of cases of third grade students at SD Negeri Pabelan 2, it was identified that in learning mathematics, multiplication arithmetic operations were still low. This fact is shown through the value of the Minimum Completeness Criteria (KKM) for Mathematics, which is 75, only 36% of students achieve the KKM score. The purpose of the research is to improve the achievement of mathematics learning outcomes with the number card game</em><em> method. This study used a classroom action research design consisting of two cycles. Data collection techniques in this study through written tests and observations. From the results of the study showed that the mastery of learning increased in the first cycle by 68% and in the second cycle by 72%. From these results it can be concluded that by applying the number card game method, multiplication and division counting operations material can improve mathematics learning outcomes and provide a fun learning atmosphere and can motivate students to be active in learning.</em></p>


2019 ◽  
Vol 3 (2) ◽  
pp. 237
Author(s):  
Andri Saputra ◽  
Zulkarnain Zulkarnain ◽  
Sehatta Saragih

The low mathematics learning outcomes can be an indicator of student difficulty in learning mathematics. This study aims to analyze the influence of the application of the cooperative learning model Think Pair Share (TPS) type to the results of mathematics learning. This research used quasi-experimental research with sampling using stratified techniques and random sampling. The population was seventh grade students at SMP 17 Pekanbaru, SMP 12 Pekanbaru, dan SMP 36 Pekanbaru. The instrument of this research was a daily test on the quadrilateral and triangle material to see student learning outcomes before being given treatment and after being given treatment. Statistical analysis was performed by Normality, Homogeneity Test, Independent Sample t-test, One Path Anova test, Two Path Anova Test. From the results of the collation test results obtained that p = 0.4425 and p = 0.4005, Ho is accepted, so there is no difference between the experimental class and the control class as well as the high school there is no difference, but the students' mathematics learning outcomes are reviewed from the level there are differences in the middle and lower schools. Generally, TPS learning is good at medium and low schools because in the learning process students still want to share knowledge with other students.


Paedagogie ◽  
2018 ◽  
Vol 13 (2) ◽  
pp. 67-70
Author(s):  
Siti Nur Khalimah

This study aims to improve students' mathematics learning outcomes in the material wake up flat through the learning model Team Games Tournament in grade 2 students SDN Majaksingi Borobudur. The study design uses Class Action Research with II cycle where each cycle consists of 2 meetings. The subjects of the study were class II of 26 students. The population of this research is 26 students. The sampling technique used is total sampling. research variables using 2 variables that are learning outcomes Mathematics and learning model Team Games Tournament. Methods of data collection using tests and observations. Data analysis used is descriptive percentage. The results showed, TGT learning model can improve learning Mathematics about wake flat. This is evidenced by data from the initial condition until cycle II. In the initial condition the percentage of students completeness reached 61.53% and in cycle II, the percentage of students mastery reach 88.46%.


2019 ◽  
Vol 10 (01) ◽  
pp. 34-43
Author(s):  
Prihastini Oktasari Putri

This study aims to determine whether using napier rods can improve student mathematics learning outcomes. The method used in this study is quasi-experimental. The type of research isor Classroom Action ResearchClassroom Action Research (CAR)(CAR). The sample in this study were all students of class IV SD 2 Wadasmalang in the 2018 academic year 2018 as many as 24 students. The instrument used in this study was a student achievement test. Based on the results of the study, it was concluded that the use of napier rod props can improve student learning outcomes in mathematics class IV at SD Negeri 2 Wadasmalang. This can be shown at the end of the cycle test results turned out to be obtained a significant increase in value, meaning that the process of learning mathematics by using the napier rod props the average value of the class has increased with the results on pre-cycle of 51.67; the first cycle was 66.67 and the second cycle was 78.89. With the percentage of completeness in pre-cycle of 25%, the first cycle of 66.67% and the second cycle of 83.34%.


2015 ◽  
Vol 3 (2) ◽  
Author(s):  
Supardi U. S. Supardi

<p>This study aims to analyze the results of learning mathematics in terms of the <br />effect of the interaction between description and formative tests students' emotional intelligence. Research using experimental methods to design a 2x2 factorial treatment by level, and get the results as follows: (1) Overall, the results of the students' mathematics learning structured descriptions given formative tests is higher than that given in descriptions of formative tests are free. (2) There is an interaction effect descriptions and formative tests of emotional intelligence to the results of students' mathematics learning. In the group of students who are given the description of structured formative test results obtained studying mathematics students who have low emotional intelligence is higher than the students who have high emotional intelligence, while in the group of students were given a description of formative tests obtained free math learning outcomes of students who have low emotional intelligence no different from students who have high emotional intelligence. In order to improve the quality of mathematics learning, teachers should be able to conduct a formative test innovation in narrative form. Giving the description formative tests should be tailored to the level of emotional intelligence of students. </p>


2019 ◽  
Vol 3 (2) ◽  
pp. 1-11
Author(s):  
Nuralam Nuralam ◽  
Evi Juslinda

Pembelajaran matematika memerlukan strategi dan media belajar yang tepat yang salah satunya strategi peer lesson dengan media kartu agar hasil belajar matematika siswa menjadi optimal. Tujuan penelitian ini mendeskripsikan strategi peer lesson dengan media kartu yang dapat meningkatkan hasil belajar operasi aljabar. Rancangan penelitian ini adalah penelitian tindakan kelas melalui empat tahap yaitu tahap perencanaan, pelaksanaan, observasi dan refleksi. Subjek penelitian sebanyak 32 siswa dari kelas VIII SMPN 1 Aceh Besar. Instrumen penelitian menggunakan lembar observasi dan tes hasil belajar. Analisis data menggunakan analisis statistik deskriptif. Hasil penelitian menunjukkan bahwa ada peningkatan aktivitas guru dan aktivitas siswa melalui strategi peer lesson dengan media kartu. Hasil belajar operasi aljabar meningkat dari siklus I ke siklus II sebesar 12% dan rerata tes akhir sebesar 93,75%. Disimpulkan bahwa strategi peer lesson dengan media kartu dapat meningkatkan aktivitas guru dan siswa serta hasil belajar operasi aljabar. Kata kunci: Hasil Belajar Matematika, Operasi Aljabar, Strategi Peer Lesson, Media Kartu Mathematics learning requires the right strategy and learning media, one of which is the peer lesson strategy with card media so that students' mathematics learning outcomes become optimal. The purpose of this study is to describe the peer lesson strategy with card media that can improve the learning outcomes of algebraic operations. The design of this study is classroom action research through four stages, namely the stages of planning, implementation, observation and reflection. The subjects of the study were 32 students from class VIII of SMPN 1 Aceh Besar. The research instrument used observation sheets and test results. Data analysis using descriptive statistical analysis. The results showed that there was an increase in teacher activity and student activities through peer lesson strategies with card media. The learning outcomes of algebraic operations increased from cycle I to cycle II by 12% and the average final test was 93.75%. It was concluded that the peer lesson strategy with card media could increase the activity of teachers and students as well as the results of learning algebraic operations.  Key words: Mathematics Learning Outcomes, Algebraic Operations, Peer Lesson Strategies, Card Media


Author(s):  
Sri Muliati

AbstractThe ability of synthesis is an ability to integrate parts or elements logically, so that it is transformed into a new structural pattern or form. The low ability of student synthesis will affect student learning outcomes. One alternative that can be used in mathematics learning is the AIR learning model (Auditory, Intellectually, Repetition). The AIR Model is a model where the teacher as a facilitator and students are active in using their senses to build their own knowledge. This study aims to find out how the ability of the synthesis of students in learning mathematics through the AIR learning model in SMA Negeri 3 Kejuruan Muda. The method used in this research is descriptive qualitative method. In this study, the population was all students of class X MIA in State Vocational High School 3, totaling 78 students. The sample in this study was taken randomly, which is class X MIA1, amounting to 25 students. The instrument used in this study took the form of tests and interviews. Based on the results of the data obtained that the average value of the pretest was 33.16, and the average value of the percentage of students' synthesis abilities was 10.67%. While the average posttest score was 60.16, and the average value of the percentage of students' synthesis abilities was 61.33%. So it can be concluded that the synthesis ability of students in class X MIA 1 of SMA 3 Vocational Youth before using using the AIR (Auditory Intellectually Repetition) learning model is classified in the low category but after using the AIR learning model (Auditory Intellectually Repetition) there is an increase that is classified in the medium category . Keywords: Synthesis Ability, AIR Learning (Auditory, Intellectually, Repetition)


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