Effects of Verbal and Verbal-Motor Responses on Meter Conceptualization in Third-, Fourth-, and Fifth-Grade Children

1992 ◽  
Vol 40 (3) ◽  
pp. 216-224
Author(s):  
Russell L. Jones

My purpose was to determine the effects of grade level and response mode on the ability of second-semester third-, fourth-, and fifth-grade students to identify and conceptualize meter in music. Thirty-six subjects at each grade level were divided into two response-mode groups. Subjects in the verbal-motor response groups were asked to respond verbally and to use specific conducting motions; verbal-response-mode subjects used only verbal responses. A two-way analysis of variance indicated that both main effects of grade level and response mode were significant, indicating that scores on the meter-concept test improved with increasing age and as a result of using the verbal-motor response mode. Analysis of simple effects indicated that fourth- and fifth-grade subjects in the verbal-motor response mode were superior to fourth- and fifth-grade subjects in the verbal response mode; mode of response, however, did not result in a significant difference in third-grade subjects.

2020 ◽  
Vol 9 (1) ◽  
pp. 156
Author(s):  
Selva Bakkaloglu

Metacognition is important for learners of all ages. Therefore, this situation raises all important questions about how to develop metacognitive skills and habits in the classroom regardless of primary, secondary and high school. The aim of this study is to investigate the metacognitive awareness of primary and secondary school students according to the variables of gender, grade level and region. The model of this research, which was conducted to determine the metacognitive awareness levels of the students in primary and secondary school, is a survey model. Metacognitive Awareness Scale was administered to 399 students (195 girls, 204 boys) in third, fourth and fifth grade. The research shows that the metacognitive awareness scores of primary and secondary school students do not differentiate in gender. According to another result obtained in the research; metacognitive awareness scores of pirmary and secondary school students differentiate in locality. The students’ metacognitive awareness is higher than that of the urban local. When the metacognitive awareness scores were examined according to the grade level, it was seen that the metacognitive awareness scores of the fifth grade students were higher than the other groups. However, there is no significant difference between the metacognitive awareness scores of the third and fourth grade students. Similar studies aiming to examine the development of metacognitive awareness of students are thought to be useful in planning the education process in this direction.


2018 ◽  
Vol 2 (3) ◽  
pp. 336
Author(s):  
Ni Pt Rasni Karwati ◽  
Km Ngurah Wiyasa ◽  
I Kt Ardana

This research aims to determine the significance of the difference in science learning results between the group of fifth-grade students in Gugus I Elementary Schools, North Kuta District, in the school year of 2017/2018, that take lessons with the multimedia-assisted probing-prompting learning model and the group of students that take lessons with the conventional learning. The design of this research is a quasi-experimental research with the nonequivalent control group design. The population of this research are all the fifth-grade students of Gugus I Elementary Schools in North Kuta District that still implement the KTSP, which consists of 10 classes with a total of 339 students. The sampling is conducted using the random sampling technique. The sample in this research are the students of class VB in SD (Elementary School) No.7 Dalung, with 36 students as the experiment group and the students of class VB in SD No.4 Dalung with 28 students as the control group. The data collection is conducted using the test method in the form of the multiple choice objective test. The science learning results are analyzed using the t-test. Based on the average the experiment groups =80,89 > the control group =72,85, which means that the multimedia-assisted probing-prompting learning model has an influence on the science learning result. Based on the hypothesis test, tvalues =4,517> ttable =2,000, with dk=62 and a significance level of 5%. Based on the test criteria, H0 is rejected and Ha is accepted. Thus, it can be interpreted there is a significant difference the science learning result between the group of students that were taught using the multimedia-assisted probing-prompting learning model and the students that were taught using the conventional learning. It can be concluded that the the multimedia-assisted probing-prompting learning model has an influence on the science learning result of the fifth-grade students in Gugus I Elementary School, North Kuta District, in the school year of 2017/2018. Keywords : probing prompting, multimedia, science learning result


2018 ◽  
Vol 2 (2) ◽  
pp. 51
Author(s):  
Ni Wayan Suyatni ◽  
Ndara Tanggu Rendra ◽  
Ni Wayan Rati

This study is aimed at investigating the difference of students’ civics achievement between those who are taught by Think Pair Share model based on concept mapping and those who are taught by conventional learning model of the fifth grade students in Elementary School of Cluster I in Petang District. It is a quasi-experimental research using non-equivalent post-test only control group design. The population of this research is 102 students in grade V in Elementary School of Cluster I Petang District. The samples of this research are fifth grade students of SD Negeri 3 Carangsari as experimental group and fifth grade students of SD Negeri 1 Carangsari as control group. The data of civics achievement were collected by using multiple choice tests. The data obtained were analyzed using descriptive statistics and inferential statistical analysis (t-test). The result showed that tcount= 3,83 and ttable = 2,03 (tcount>ttable) which can be concluded that there are significant difference between the students’ civics achievement between those who were taught by Think Pair Share learning model based on concept mapping and those who were taught by the conventional learning model in grade V in Elementary School of Cluster I Petang District of Badung Regency in academic year 2017/2018.


Author(s):  
Abdul Latif Al-Zakri

This study aimed to examine the impact of the use of self-questioning in the understanding of fifth grade students in mathematics material. The researcher used the experimental methodology for independent groups to investigate the impact of the independent variable, which is a self-questioning strategy on the dependent variable, which is understanding. The study sample consisted of 42 students from the fifth grade students from Khubayb bin Udai School in Riyadh; equally divided into two groups of 21 students in each group (experimental and control), and after making sure from groups' equivalence by applying the tools of the study, having been taught the experimental group by using self-questioning strategy, while the control group has been studied the unit by using the traditional method. After the completion of the study of prescribed content study, study tools (achievement test) were applied then. The results indicated to the presence of a statistically significant difference (at the significance level <0. 05) between the mean scores of the two groups' students (experimental and control) in achievement test posttest for the experimental group. Since the results of the study were positive in increasing the achievement, the researcher recommended the need to use self-questioning to raise the level of achievement of learners in mathematics material


2013 ◽  
Vol 11 (4) ◽  
pp. 17-29 ◽  
Author(s):  
Chih-Hung Lai ◽  
Chih-Ming Chu ◽  
Hsiang-Hsuan Liu ◽  
Shun-Bo Yang ◽  
Wei-Hsuan Chen

This study aims to discuss whether game-based learning with the integration of games and digital learning could enhance not only the flow experience in learning but achieve the same flow experience in pure games. In addition, the authors discovered that whether the game-based learning could make learners to reveal higher cognitive load. The effects of computer-assisted learning, computer games, and computer-assisted learning on the fifth-grade students are compared. The results showed that game-based learning is able to promote and achieve the same flow experience in games as well as increase the learners’ cognitive load. However, repeatedly using such software would not present significant difference on cognitive load.


2018 ◽  
Vol 2 (2) ◽  
pp. 184
Author(s):  
Ni Komang Winda ◽  
I Ketut Dibia ◽  
I K Sudarma

This research aimed at finding out the significant difference of science learning outcomes among the group of students who were taught by Quantum learning model aided three dimensional media and the group of students who were taught by conventional learning model on fifth grade students at Cluster I Sukasada Sub-district, Buleleng Regency in Academic Year 2017/2018. This research was a quasi-experimental research with the non-equivalent post-test only control group design. The population of this research was the entire fifth grade students at Cluster I Sukasada Sub-district, Buleleng Regency in Academic Year 2017/2018 which amounted to 175 people. The sample of this research was fifth grade students of SD Negeri 2 Wanagiri which was selected as the experimental group and fifth grade students of SD Negeri 2 Wanagiri which was selected as the control group. The obtained data were analyzed by using descriptive statistical analysis and inferential statistical analysis. The result of this research showed there was a significant difference of science learning outcomes among the group of students who were taught by Quantum learning model-aided three-dimensional media and the group of students who were taught by conventional learning model on fifth grade students at Cluster I Sukasada Sub-district, Buleleng Regency in Academic Year 2017/2018. Therefore, it can be concluded that Quantum learning model aided three dimensional media has a positive effect on fifth grade students’ learning outcomes at Cluster I Sukasada Sub-district Buleleng Regency in Academic Year 2017/2018


2015 ◽  
Vol 11 (4) ◽  
pp. 253-260
Author(s):  
Feras Mohammed Al-Madani

This study aims at investigating the effect of Blended Learning approach compared to the traditional learning approach on fifth grade students’ achievement in My Beautiful Language Textbook and the development of their verbal creative thinking. The study consisted of 49 students among which 25 are males in the Experimental Group and 24 females in the Control Group. The study found a statistical significant difference (α ≤ 0.05) between the mean scores of the two study groups in achievement posttest and verbal creative thinking post application test. The experiment group which was taught using the blended approach of learning outperformed the Control Group in both tests. Thus, learning My Beautiful Language Textbook using the blended approach is more effective than the traditional method in terms of achievement and the development of verbal creative thinking skills. In light of this, the study recommends the adoption of blended approach in learning My Beautiful Language Textbook, the curriculum computerization, holding series of training courses, and workshops for teachers in school districts on how to effectively implement the blended approach. 


2017 ◽  
Vol 1 (3) ◽  
pp. 189
Author(s):  
Pt. Nanci Riastini ◽  
I Kd. Agus Mustika

This study aimed at investigating different performances in solving mathematical problems of fifth grade students who attends learning process in polya model and students who attends learning process which not used polya model in Cluster I Airlangga Mendoyo Sub-district in academic year 2016/2017. This study was a quasi-experimental research that is post-test only control group design. The population of this study was all of fifth grade students of elementary school in Cluster I Airlangga Mendoyo Sub-district. The population of the study consisted of eleven classes with 183 students. Random sampling technique was used to determine the sample of the study. The data collection was conducted through test. The instrument of the data collection was essay test. The data collected through test was analyzed descriptively to find out the mean, median, mode and inferentially by conducting t-test (polled variance). The result of hypothesis testing shows that there is significant difference of students’ ability in solving mathematical problem between students who attend learning process in polya model and students who attend a learning process which not use polya model. The finding indicates that learning process in polya model make students to actively participate in discussion to solve mathematical problem presented. Furthermore, the phases of polya model train students to work systematically in solving the problem. Thus, polya model give significant effect on fifth grade students’ ability in solving mathematical problem in Cluster I Airlangga Mendoyo Sub-district in academic year 2016/2017.


2017 ◽  
Vol 36 (1) ◽  
pp. 119-125 ◽  
Author(s):  
Peter A. Hastie ◽  
Senlin Chen ◽  
Anthony J. Guarino

Purpose:The purpose of this study was to examine the process and outcome of an intervention using the project-based learning (PBL) model to increase students’ health-related fitness (HRF) knowledge.Method:The participants were 185 fifth-grade students from three schools in Alabama (PBL group: n = 109; control group: n = 76). HRF knowledge was measured using a valid written test.Results:Using a two-level Hierarchical Linear Model (HLM) where students were nested within teachers’ classrooms, the results show that controlling for “Class” there was a statistically significant difference between the two group conditions with the PBL cohort scoring 18.85% greater than the control schools at posttest.Discussion:The findings have shown supportive evidence as to the efficacy of a PBL-themed fitness education unit.


2016 ◽  
Vol 1 (1) ◽  
Author(s):  
Sunarti Sunarti ◽  
Selly Rahmawati ◽  
Setia Wardani

Abstrak: Tujuan Penelitian ini untuk mengetahui pengembangan media pembelajaran berbasis game yang menarik dan mengetahui perbedaan motivasi dan prestasi belajar dengan media tersebut. Metode penelitian yang digunakan adalah penelitian pengembangan. Hasil pengembangan divalidasi oleh pakar media dan IT, sedangkan validasi materi dan tes evaluasi game dilakukan oleh ahli materi bahasa indonesia dan PKn. Instrumen pengumpulan data yang dipakai adalah angket dan tes. Teknik analisis data yang digunakan adalah teknik analisis statistik inferensial yaitu Mann-Whitney U-Test. Berdasarkan hasil penelitian dapat disimpulkan sebagai beikut. (1) Pengembangan media game yang menarik dilakukan dengan mengembangkan design game petualangan si Bolang. (2) Tidak ada perbedaan signifikan prestasi belajar dengan media game dan gambar. (3) Ada perbedaan signifikan motivasi belajar dengan media game dan gambar. (4) Media game lebih efektif untuk meningkatan motivasi belajar dibandingkan dengan media gambar.Kata Kunci: game petualangan “Si Bolang”, prestasi hasil belajar, motivasi belajar DEVELOPING A GAME CALLED “PETUALANGAN SI BOLANG” AS THE THEMATICS LEARNING MEDIA TO IMPROVE THE FIFTH GRADE STUDENTS’ MOTIVATION AND LEARNING ACHIEVEMENT Abstract: This study was aimed to develop an interesting game-based teaching media and to find out the difference in the motivation and learning achievement of the students taught using the media. This study used the research and development model. The product was validated by a media and IT expert, while the validation of the materials and the evaluation of the game was done by content experts at Indonesian and Civic education. The instruments used were questionnaires and tests. The data were analyzed using the inferential statistical analysis, that Mann-Whitney U-Test. The findings showed that (1) the development of an interesting game media was carried out by developing a game called “Petualangan si Bolang”; (2) There was no significant difference in the learning achievement of the students taught using a game and those taught using pictures; (3) There was no significant difference in the learning motivation of the students taught using a game and those taught using pictures; (4) the game media was more effective to improve the learning motivation than the picture media. Keywords: game “Petualangan Si Bolang”, students’ learning achievement, students’ motivation


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