JETL (Journal Of Education, Teaching and Learning)
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    560 research outputs found

    How Students Make Model and Promote Productive Struggle in Solving Mathematical Problems

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    Making mathematical models involves translating real-life situations into mathematical expressions. This research, conducted in three Bandung schools with 93 students, focuses on iconic and symbolic mathematical models. Findings reveal that students' abilities using these models are below the expected minimum, with symbolic models being more dominant. The score difference may be influenced by the teacher's role, students' experiences, individual abilities, and specific contexts favoring visual understanding. Students face challenges in making mathematical models, including a lack of comprehensive understanding, difficulty identifying variables, creating context-free models, and struggling with relevant visualizations. Additionally, they encounter issues using formulas and interpreting mathematical results when answering questions. In the validation stage, adjusting temporary results to real situations poses challenges. Internal factors contributing to difficulties include a lack of interest, critical limitations, and low self-confidence. External factors like a limited practical experience in making models also play a role. A holistic solution addressing both internal and external factors is essential for students to overcome challenges and enhance their ability to create mathematical models from real-world contexts. The recommended role of the productive struggle learning approach is crucial in assisting students in achieving the expected milestones

    Digital Comic Media Development to Overcome Students’ Difficulty in Learning Figurative Language Grade V Elementary School

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    Figurative language as one of the materials in Indonesian language learning, is very important to learn. However, there are still many students who have difficulty understanding the material. Difficulty understanding the material will result in difficulty understanding the meaning of words. This study aims to develop digital comic media on figurative language material for grade V elementary school students. This type of research is development research with the ADDIE development model. The data collection techniques used in this research are observation, interviews, documentation, questionnaires, and tests. The data analysis techniques used were the normality test, t-test, and N-Gain test. The results of the assessment of the feasibility of digital comics from material experts obtained a score of 89.87%. While the assessment of media experts obtained a value of 88.05%. In addition, responses from users on small-scale product trials obtained a percentage of 98.33% from students and 100% from homeroom teacher. Meanwhile, during the large-scale product trial, a percentage of 98.18% was obtained from students and 100% from homeroom teacher. The effectiveness of digital comics on figurative language material is evidenced in the t-test, with the results in the small-scale product trial a value of  of 11.366 >  with a value of 2.571. While in the large-scale product trial obtained  amounting to 16.115 >  with a value of 2.080. In the N-Gain test, the small-scale product trial obtained an N-Gain of 0.77 and the large-scale product trial obtained an N-Gain of 0.74

    Motivation And Physical Activity: Correlation Study on Extracurricular Sports of High School Students

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    Problems arise when students feel less enthusiastic about extracurricular sports activities. This is an indication of the quality of physical activity. This research is a correlational research aimed at finding out whether there is a relationship between motivation and physical activity of students who take part in extracurricular sports at State High School 8 Merangin. This research method uses a quantitative descriptive method. The population in this study was class X extracurricular sports students at State High School 8 Merangin, totaling 118 students. Determining the sample in this study used a simple random sampling technique using the Slovin formula to obtain a sample of 33 students. Data collection used a motivation questionnaire and the international physical activity questionnaire (IPAQ). Based on the results of the data, the overall relationship between motivation and physical activity has a correlation coefficient value of (0.391) in the strong category, the relationship between intrinsic motivation and physical activity has a correlation coefficient value of (0.407) in the strong category and the relationship between extrinsic motivation and physical activity has a correlation coefficient value of (0.135). in the weak category. The conclusion illustrates that there is a positive relationship between motivation and extracurricular sports activities of students at State High School 8 Merangin in the strong category

    Developing Engaging Audio-Visual Learning Media for Basic Locomotor Patterns through Play-Based Activities for Early Learners

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    This research aims to develop interactive learning media for physical education, sports and health, based on audio-visual, basic pattern motion materials based on games in elementary schools in Phase A. Based on the researcher's observation, there has been no development of audio-visual learning media at the Phase A level on locomotor motion materials, so the researcher tries to present learning media that is adapted to the Independent curriculum as a solution students who still have shortcomings, such as students' understanding of basic movement materials that are not optimal.  This type of research is Research and Development (R&D) using the ADDIE development model, which consists of 5 development steps, namely Analyze,  Design, Development, Implementation  and Evaluation. This research was assisted by 3 validators. The instrument used in this study is a validation sheet. The data analysis technique uses a scoring scale and a percentage range.From the research that has been carried out, it is found that the validity of the media developed has a percentage of 92.5% with a very feasible classification. Then for the student response, which is 97.92%, with that the audio-visual learning media in PE learning is a game-based basic locomotor movement pattern material at the phase A elementary school level

    DEVELOPING UNDER-RING SHOOTING SKILLS IN TEENAGE BASKETBALL PLAYERS: A PERSPECTIVE ON SPORTS EDUCATION AND LEARNING

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    This study aims to analyze the role of training motivation in improving the under-the-ring shooting ability of adolescent basketball players. The research method used is a quantitative approach with a descriptive correlational design, involving 15 players aged between 15 to 18 years. Data were collected using a training motivation test with a Likert scale instrument, and the under-the-ring shooting skills were assessed to obtain data on shooting ability. The results of the study indicate that motivation has an influence on under-the-ring shooting, as seen in the significant relationship (0.009 < 0.05), meaning there is a positive correlation between training motivation and under-the-ring shooting ability with a moderate correlation. Therefore, it can be concluded that high training motivation leads to improved shooting performance. To enhance motivation, various forms of support, such as social support and personal achievement, should be provided, as they can contribute positively to players' on-court performance. Future research may consider additional variables such as technique, sports psychology, environmental conditions, and varied training facilities to gain a more comprehensive understanding

    Effect of Physical Activity, Sleep Quality and Body Mass Index on Vo2max of Football Athletes Ssb Ripans Soccer School Padang

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    This study identified low VO2 Max in SSB Ripan's Soccer School Padang football athletes, which is suspected to be due to lack of physical activity, poor sleep quality, and sub-ideal body mass index (BMI). The impact of low VO2 Max includes rapid fatigue and decreased concentration, especially in the second half of the match, which affects the team's performance. The purpose of the study was to analyze the effect of physical activity, sleep quality, and BMI on the VO2 Max of athletes. The type of research is quantitative with a comparative approach, involving 25 athletes with purposive sampling techniques. The instruments used included the IPAQ-SF questionnaire for physical activity, PSQI for sleep quality, anthropometric test for BMI, and YO-YO IR Test level 1 for VO2 Max. The data were analyzed using path analysis at α = 0.05. The results of the study showed: (1) physical activity had a direct effect on VO2 Max (py1 = 0.442), (2) sleep quality had a direct effect (py2 = 0.301), (3) BMI had a direct effect (py3 = 0.355), (4) there was an indirect effect of physical activity through BMI (total influence 0.319%), and (5) an indirect effect on sleep quality through BMI (total influence 0.323%). Overall, physical activity, sleep quality, and BMI contributed 70.1% to the athletes' VO2 Max. In conclusion, there was a significant influence of physical activity, sleep quality, and BMI on the VO2 Max of SSB Ripan's Soccer School Padang football athlete

    Development of Learning Media for Kebhinekaan Quartet Cards to Improve Learning Outcomes of Pancasila Education

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    This study aims to develop learning media kebhinekaan quartet cards to improve the learning outcomes of grade V elementary school students in the subject of Pancasila education material on cultural diversity. This research uses the Research and Development (R&D) method with a model according to Borg and Gall through 8 of the 10 stages of research. The data collection techniques used in this study are test techniques and non-test techniques. The test technique consists of pretest and posttest, while the non-test technique consists of interviews, documentation, observation, and questionnaires. The data analysis techniques used in this research are initial data analysis and final data analysis. Initial data analysis used a normality test, while final data analysis used a mean difference test (T-Test) and a mean increase test (N-Gain). The results of this study indicate that the media kebhinekaan quartet cards meet the criteria of very feasible with a percentage of 91.25% from media experts and 91.17% from material experts. In the paired sample t-test test, the result is 0.000 <0.005, which means that there is an effect of using the learning media kebhinekaan quartet card. The N-Gain test obtained a score of 0.5212 which is included in the medium category. So it can be concluded that the media kebhinekaan quartet card is feasible and effective to use to improve the learning outcomes of grade V elementary school students in the subject of Pancasila education on cultural diversity material

    Sport Monopoly Games: A Physical Education Learning For Physical Fitness Student

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    Fitness is still an important study in life. The study of physical fitness is still a problem that seems to be currently a polemic among elementary school students. This happens because of a shift in physical activity habits in student life. The purpose of this study was to find out an overview of the impact of a Sport Monopoly Games (SMG) game on students' physical fitness. A total of 105 students spread across the Cimahi City, Indonesia area participated in this research, namely schools in the northern, central and southern regions. The research method uses experiments with research design one shoot case study. The instrument uses a measuring instrument in the form of the Indonesian Student Fitness Test (TKSI) Phase C, which consists of five test items: 1) Child Ball; 2) Tok Tok Ball; 3) Shuttle Run 4x10 m Get ball; 4) Move the Ball; 5) Run 600 m. The data analysis used a percentage approach, and using the tools of Ms Excel 2019 and IBM SPSS version 26 programs. Average physical fitness score from the northern region is greater at 15.6 than the other two regions, namely the central region 15.4 and the southern region 14.9. However, if you look at the TKSI value category table, the three regions on average have the same fitness level, which is in the medium category. The results of the study found that the average student had a moderate level of physical fitness after being given treatment using SMG. Physical education teachers can apply this game in physical fitness materials at school, so that the learning process is not monotonous and a little challenging for students

    Optimizing Physical Education Learning: Developing Local Wisdom-Based Learning Materials To Improve Students' Learning Motivation

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    Local wisdom is a characteristic or specialty of a region that must be preserved. However, currently, the rapid development of technology has various impacts on life, especially the neglect of various games and cultures from a region. This study will develop local wisdom-based teaching materials in Physical Education and Sports subjects in Elementary Schools  Implementing local wisdom-based learning in basic learning is an effort that can be used as a basis for building awareness of local culture. The method used is research and development (R&D) with a 4D design (Define, Design, Develop and Disseminate). The results of the Expert assessment show that Local Wisdom-based Teaching Materials are categorized as very good and feasible to be applied to learning. The results of the trial of local wisdom-based teaching module products show that the achievement of high learning motivation reaches 82.69% in every aspect of student learning motivation indicators. These results indicate that local wisdom-based teaching materials in PE subjects are feasible to use and further research can develop these teaching materials at the secondary education leve

    The Effects of Problem Based Learning (PBL) assisted by the Powtoon Application to Improve Students' Learning Outcomes

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    Teachers play an important role in using appropriate learning strategies, so that they can improve student learning outcomes. This research aims to find out differences in economic learning outcomes using learning models problem based learning media assisted Powtoon with conventional learning for class XI students at SMA Pertiwi 1 Padang. This type of research is research quasi experimental design. The research population consisted of all 244 students in class Data collection techniques using observation, tests and documentation. Data analysis techniques use normality tests, homogeneity tests and hypothesis tests. The research results show mark posttest learning model problem based learning media assisted powtoon of 80.11 and value posttest conventional learning is 68.11 with a difference of 12. And also learning models problem based learning media assisted powtoon influence on student learning outcomes. It was concluded that there were differences in student learning outcomes who used the learning model problem based learning media assisted powtoon with conventional learnin

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    JETL (Journal Of Education, Teaching and Learning)
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