Penelitian ini bertujuan untuk untuk memperoleh informasi peningkatan kreativitas belajar siswa pada mata pelajaran Matematika dengan menggunakan media pembelajaran macromedia flash. Penelitian ini adalah penelitian deskriptif kualitatif yang mengumpulkan data secara naratif dalam bentuk kata-kata dari fenomena yang diteliti. Penelitian ini dilaksanakan di SD Negeri 013 Rambah dengan obyek yang adalah siswa kelas IV dengan jumlah siswa 25 orang. Pengumpulan data menggunakan metode observasi, wawancara, kuesioner dan dokumentasi.Berdasarkan hasil penelitian diketahui bahwa sebagian besar siswa sangat tertarik belajar menggunakan media pembelajaran khususnya macromedia flash. Hal ini dapat dilihat dari hasil observasi terhadap proses pembelajaran yang menunjukkan bahwa siswa lebih semangat dan antusias , serta aktif dan kreatif dalam belajar. Hal ini didukung oleh hasil interview dan kuesioner dengan siswa yang menjelaskan bahwa siswa sangat senang belajar menggunakan macromedia flash karena tampilannya yang menarik dan mudah dipahami.Kesimpulan dalam penelitian ini adalah terdapat peningkatan kreativitas siswa menggunakan media pembelajaran macromedia flash. Media pembelajaran macromedia flash ini dapat membantu guru dalam menyampaikan materi belajar dan mempermudah siswa dalam memahami materi pelajaran yang disampaikan sehingga kreativitas siswa dalam belajar meningkat.
This research was motivated by the condition of Mathematics Education students who were unfamiliar and unable to read and use these mathematical symbols correctly. This study aimed to examine the effect of Kahoot! game media on students’ understanding of concepts, especially on mathematical symbols. The population of this study was students of the Mathematics Education Study Program at Pahlawan Tuanku Tambusai University. At the same time, the research sample was 100 people obtained through random sampling, namely students who attended the introduction of mathematical symbols. The data was collected by taking a mathematical understanding test before and after using the Kahoot game media. Analysis of the data used was the paired t-test. The results showed a difference in the pre-test and post-test scores of students’ conceptual understanding, where the significance value was 0.05%.
Silat Perisai is one of the cultural heritages of the Pucuk Adat, Kampar Regency, Riau Province, which has existed since before the independence of the Republic of Indonesia and since 2017 has been included in the Intangible Cultural Heritage. This study aims to evaluate the results of ethnomathematical exploration carried out by students of Mathematics Education at Pahlawan Tuanku Tambusai University in the Silat Perisai movement. This research is a descriptive study with a case study on ethnomathematical exploration in Silat Perisai. Researchers observed the exploration process carried out by students, and evaluated reports on exploration results. Student errors are viewed from two aspects, namely aspects of mathematical concept errors and aspects of ethnomathematical exploration procedures errors. Before carrying out the exploration, the student group first validated the research instruments used, such as observation sheets and interviews. The results showed that the overall level of error in disclosing ethnomathematical concepts of flat shapes reached 50%, which means that students' errors in expressing concepts are still relatively moderate. The procedural error rate in ethnomathematical exploration reaches 40%.
This research originates from the fact that many Grade IVA SD students have difficulty writing narrative essays in Indonesian. This is because the teacher does not provide variations in applying learning models that are less attractive. One solution to overcome this problem is to use a mind mapping model. This classroom action research aims to describe the improvement in narrative writing skills of class IVA students at SD Negeri 002 Kunto Darussalam. This research was carried out in two cycles with the subjects of this study being 22 class IVA students. Data collection techniques used in this research are documentation, observation, and test techniques. Based on the results of the study it can be concluded that in the first cycle the teacher's activity got an average percentage of 70% and 88.57% in the second cycle. Furthermore, student activity in cycle I got an average percentage of 61.42% and cycle II 85.71%. And writing student narrative essays was quite good, out of 22 students only 17 students or 77.27% achieved completeness individually. The results of writing student narrative essays in cycle II were also quite good with an average of 82.54 and out of 22 students there were 19 students or 86.36% who achieved completeness individually. Thus it can be concluded that by applying the mind mapping model it can increase teacher activity in teaching, increase student learning activities, and can improve the results of narrative essay writing skills for class IVA students of SD Negeri 002 Kunto Darussalam.
This study examines the learning and learning outcomes of students' mathematics. The problem that is often encountered in learning mathematics is the low learning outcomes of students who have not reached the school's KKM. This study aims to determine the increase in results and learning activities of class VI students of SD Negeri 013 Rambah on cube root material using the drill method. This research is a classroom action research carried out in two cycles consisting of four stages, namely planning, implementation, perception, reflection. Reflection is used as a basis for planning improvements in the next cycle. The research data was obtained through observation sheets and the results of learning tests in cycle I and cycle II. obtained into data to be analyzed descriptively. The results of this study indicate that the use of the drill method can improve student learning outcomes and activities. Increasing student activity from the less category in cycle I to the good category in cycle II. The learning outcomes of students' KKM mastery in cycle I were only 16 students (50%), in cycle II it increased to 29 students (91%). Based on the findings of the researchers, it can be concluded that learning mathematics about cube roots using the drill method can improve the results and learning activities of class VI students at SD Negeri 013 Rambah.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.