scholarly journals EFFECT OF FORMATIVE CLASSROOM ASSESSMENT IN SAUDI ARABIAN ELEMENTARY SCHOOLS

2020 ◽  
Vol 4 (1) ◽  
pp. 18
Author(s):  
May Alashwal

Purpose: This study investigates the effect of formative classroom assessment (FCA) on elementary school pupils in Saudi Arabia.Methodology: The duration of the study covered one entire academic year. The work was based on an experimental design of two tests: pre- and post-test. The number of participants was 120 pupils of mixed gender. The participants were purposively sampled for this study. The study’s two tests were based on the Basic Science Achievement Test (BSAT). The pupil’s test feedback was validated by experienced teachers in the field.Results: The results demonstrated that FCA had a significant effect on elementary school pupils by improving academic test scores. This research further showed that FCA had an increased positive effect on female pupils’ academic exam scores when compared to male pupils.Contribution to Theory Policy and Practice: The study recommends enforcing regular and continuous FCA for elementary-level school pupils with appropriate and adequate FCA training for teachers in order to improve pupils’ academic achievements.

2019 ◽  
Vol 3 (2) ◽  
pp. 202
Author(s):  
I G. N. Pt. Adi Laksana Putra

This study aimed at investigating the effect of Student Facilitator and Explaining (SFAE) technique based on Tri Hita Karana towards students’ science achievement in fifth grade of Buleleng district primary schools cluster XV academic year 2017/2018. This study was an experimental study utilizing non-equivalent post-test only control group design. The population of this study was fifth graders of Buleleng district primary schools cluster XV and the sample of this study was fifth graders of SD Negeri 2 Kalibukbuk as the experimental group and fifth graders of SD Negeri 3 Anturan as the control group. The data collection was utilizing instrument in the form objective test. Then, the obtained data was analysis using both descriptive and inferential (t-test) statistical analysis. The result showed that there was a difference of mean score between both groups. The mean score for experimental group was 23,12 while the mean score for control group was 16,21. Furthermore, hypothesis testing showed that tobs>tcv (tobs=6,821 > tcv=1,99962). Based on the result of the study, it can be concluded that there was a significant difference on students’ science achievement between the students taught using Student Facilitator and Explaining (SFAE) technique based on Tri Hita Karana and the students taught without Student Facilitator and Explaining (SFAE) technique based on Tri Hita Karana at fifth graders of Buleleng district primary schools cluster XV academic year 2017/2018


2021 ◽  
Vol 1 (2) ◽  
pp. 18-24
Author(s):  
Sri Wahyuni ◽  
Udjang Pairin M. Basir ◽  
Emy Yunita Rahma Pratiwi

The background of this research is the ability of students' reading skill carried out at Jarak III Elementary School of Wonosalam Jombang, which is less than perfect in learning. It is due to the limited knowledge of teachers in carrying out the learning system by using many kinds of learning models. Meanwhile, the learning model the teachers apply is only the lecturing and assignments model. Besides, its limitations is the lack of the existing media. This research is a qualitative research. It consists of several aspects of treatment and observations aimed at improving the eading skills through the Team Games Tournament (TGT) model for grade II at Jarak III Elementary School of Wonosalam Jombang. This research was conducted at Jarak III Elementary School of Wonosalam Jombang, which involved 17 students consisting of 8 boys and 9 girls who were registered in the 2018/2019 academic year. This study used a descriptive research design. The results showed that the first pre-test got 70.2% of the average results that did not meet the minimum completeness criteria (KKM). After the learning was carried out using the Team Games Tournament (TGT) model, the post test average score of students increased to 85.8%. This average has shown that it meets the minimum completeness criteria (KKM). Thus it can be concluded that learning reading skills with the Team Games Tournament (TGT) model can improve students' reading skills in grade II of Jarak III Elementary School of Wonosalam Jombang.


2018 ◽  
Vol 10 (2) ◽  
pp. 24-27
Author(s):  
Eka Ramadanta Sitepu

The objective of this research was to get empirical evidence about the effect of word chain game on Student’s Vocabulary Mastery and to identify the students’ achievement in learning vocabulary through word chain game. This research used quantitative method. The sample of this research was the first grade of SMK Swasta Abdi Negara Binjai at academic year 2018/2019. With the total number 25 students from each class. The research conducted experiment in two different classes with word chain game was employed in an experimental class and other technique was employed in a controlled class. The data were collected through the achievement of pre-test and post-test from two classes. The result showed that teaching vocabularies by using word chain game was more effective than using conventional method. word chain game has served a positive influence. So, it can be concluded that word chain game has positive effect to the first grade students of SMK Swasta Abdi Negara Binjai in teaching vocabulary.


2017 ◽  
Vol 5 (3) ◽  
Author(s):  
Atik Prabantari ◽  
Abdul Asib ◽  
Teguh Sarosa

The objectives of the research were to find out whether snakes and ladders game can improve the students’ vocabulary mastery and to describe the class atmosphere when the snakes and ladders game is implemented in the class. The research was carried out at elementary school in  Karangmojo. The approach used in this research was a classroom action research. It was conducted from May 2014 to June 2014. The subject of the research was the fifth grade of an elementary school in Karangmojo in the academic year of 2013/2014. The researcher collected the data using qualitative and quantitative method. The result of this research showed that the use of snakes and ladders game could improve the students’ vocabulary mastery and class atmosphere. The improvement of the students’ vocabulary mastery included; the students could understand the meaning of word, pronounce the words correctly,  spell the vocabulary correctly , and  use the words in appropriate context of situation. The improvement of class atmosphere included; the students’ interest toward the material increased, they were active during the lesson, and could work in group and individually. The students’ mean scores improved which could be seen from their mean score of pre-test (59.2), post-test 1 in cycle 1 (69.1), and also post-test 2 in cycle 2 (77.6).


Author(s):  
Andi Ahmad Mubarak ◽  
Nirwana Darwis ◽  
Rahmah Wahdaniati Suaib

The main concern of this research was aimed at improving the listening skill of the grade XI students of SMAN 13 Bone in the academic year of 2020/2021. The researcher used WhatsApp group as a media to communicate with students, face to face cannot be implemented because of the Covid-19 pandemic.  The technique of analyzing data was applied by using quantitative data. The quantitative data was taken from the test. The result shows there was a positive effect of students’ listening skill using Disney’s theme song. It showed from the mean of the Pre-test was 66,43  and the mean score of post-test was 78,0357. From the data, it indicated that using Disney’s theme song in Listening skill was effective. The advantages of using song are: Song could become a media introduction of new languages, songs improve students’ pronunciation, song could be give good contribution in increasing students’ motivation in Listening, and song can strengthen memory of students.


2019 ◽  
Vol 6 (1) ◽  
pp. 34-48
Author(s):  
Iseu Synthia Permatasari ◽  
Nana Hendracipta ◽  
Aan Subhan Pamungkas

AbstrakPenelitian ini bertujuan untuk mengembangkan media pembelajaran berupa video animasi hands move dengan menggunakan aplikasi videoscribe dan camtasia studio 8 pada materi kegiatan ekonomi berdasarkan potensi alam, untuk mengetahui tingkat validitas media pembelajaran video animasi hands move yang dikembangkan, untuk mengetahui respon pengguna, serta mengukur pemahaman peserta didik. Subjek penelitian ini adalah peserta didik kelas IV SDN Kaligandu Kota Serang yang berjumlah 20 peserta didik Tahun Pelajaran 2018/2019. Hasil penelitian adalah (1) didapatkan skor rata-rata dari validasi ahli dengan presentase sebesar  86,19% yang termasuk dalam kategori “sangat layak” (2) skor rata-rata respon peserta didik dengan presentase sebesar 93,18% yang termasuk dalam kategori “sangat baik” (3) skor rata-rata respon guru dengan presentase sebesar 100%  yang termasuk dalam kategori “sangat baik” (4) skor rata-rata pre-test 39,25 dengan kategori “kurang” sebelum menggunakan media video animasi hands move dan post-test sebesar 83 dengan kategori “sangat baik” setelah menggunakan media video animasi hands move yang telah mengalami peningkatan sehingga dapat disimpulkan media pembelajaran video animasi hands move dengan konteks lingkungan layak digunakan serta dapat memberikan pemahaman kepada peserta didik kelas IV pada materi kegiatan ekonomi berdasarkan potensi alam. Kata kunci      : Media Pembelajaran, Video Animasi, Videoscribe, Camtasia Studio 8, Ilmu Pengetahuan Sosial AbstractThis study aims to develop learning media in the form of video animation hands move using applications videoscribe and camtasia studio 8 on economic activity material based on natural potential, to determine the validity level ofanimation video learning media hands move developed, to determine user response, and measure learners' understanding. The subjects of this study were the fourth grade students of Kaligandu Elementary School in Serang City, which numbered 20 students in the 2018/2019 Academic Year. The results of the study are (1) obtained an average score from expert validation with a percentage of 86.19% which is included in the category of "very feasible" (2) the average score of students' responses with a percentage of 93.18% which is included in the category "Very good" (3) the average score of the teacher's response with a percentage of 100% which is included in the "very good" category (4) the average score of pre-test 39.25 with the category "less" before using video animation media hands move and post-test amounting to 83 with the "very good" category after usingvideo animation media hands move that has improved so that it can be concluded that learning media animation videos hands move with an environmental context feasible to use and can provide understanding to class IV students on material economic activities based on natural potential. Keywords: Learning Media, Video Animation, Videoscribe, Camtasia Studio 8, Social Sciences


2019 ◽  
Vol 4 (3) ◽  
pp. 91
Author(s):  
Nengsih Oktari ◽  
Ristiono Ristiono ◽  
Zulyusri Zulyusri ◽  
Heffi Alberida

This research aims to find out the effect of Two Stay Two stray  model towards students' learning competencies, which still below from the average and  there have no learning process that pursue the students  to be active and creative until the students can increase their learning competencies; knowledge, attitude and skill  in learning process. The research was quasi-experimental reserach with control  group post-test only design. The population of this research was X IPA grade students that devided into five classes at SMAN 4 Pariaman in academic year 2018/2019. The sample was taken by purposive sampling technique which grade  X IPA3 as the experimental group and grade X IPA1 as the control group. The result of this research showed  the average score for grade X IPA3 was (75,43) for experimental group and  (67,57) for control group in students' learning competencies. Then for  behavioural competence the  average score in experimental group was (84,21) and the control group reached (81,86) which the data was distributed normally and variant homogeneously. In hyphotesis testing was found by the formula tcount> ttable, learning competency (3,15 > 1,67), behavioural competency (1,76 > 1,67).  Based on the result of the study, it can be concluded that the Two Stay Two Stray model give positive effect for the students' learning competencies in ecosystem at SMAN 4 Pariaman.


2020 ◽  
Vol 6 (2) ◽  
pp. 181-187
Author(s):  
Isnaniah Isnaniah

This study aims to find out how Youtube contributes the development of students’ speaking English skill. The design used in this research was one group pretest and posttest. The population of this research is all of the students at the first semester of english language education in the academic year 2019/2020 which the accessible population is 84 students while the sample of this research was 30 students. It took by using purposive sampling technique because the writer chose the sample based on proficiency and the sample is suitable for the purpose of the research. The data collected in this reseasrch is quantitative data. The writer used a test to collect the data. Then, to know the noramility and homogeneous distribution or not, the writer used the normality and homogeneity test. From the result of test normality showed that significant value of pretest was 0.047, while the significant of value of post-test was 0.000. It means that the data is not normal distribution, it was because the significant value of post-test 0.000 were less than 0.05. The result of homogeneity showed that the significant score was .026. based on the testing criteria significant score < 0.05. It means the data is not same variant group. Therefore, the test of data hypothesis, the writer used non-parametic test, Mann Whitney test. Its result of test showed that significance score .000 was smaller than probability score 0.05. It was concluded that accepted. In other words there was a significant positive effect of using youtube as media to improve students; speaking english skill.


2019 ◽  
Vol 3 (2) ◽  
pp. 171-179
Author(s):  
Nani Windiarti ◽  
Arasuli . ◽  
Rudi Afriazi

This study was conducted to find out the effect of using frontloading strategy in teaching reading comprehension at the seventh grade students of SMPN 10 Bengkulu. This research was a quasi experimental research that is one short experiment which used post-test only. The population of this research were the seventh grade students of SMPN 10 Bengkulu there are 180 students. The sample of this research were 57 students from two classes; the experimental class and control class. The experimental class was treated by using frontloading strategy, while the control class was taught by conventional strategy. The two classes have similar ability in English based on the scores of mid-term examination. In experimental class there was a significant positive effect towards the students reading comprehension (it was found that the t-count 2.047 while t-table was 1.676). T-count was bigger than t-table (2.047<1.676).   Based on those results, it can be assumed frontloading strategy was effective in increasing students’ reading comprehension.


2020 ◽  
Vol 4 (3) ◽  
Author(s):  
Muhamad Suhaili ◽  
K. Dedy Sandiarsa S

This research aimed to find out the effect of modified domino cards game on students’ vocabulary mastery at the seventh grade students of Mts Negeri 3 Mataram in academic year 2019/2020. The research was pre experimental design. The population of the study was the seventh grade students that consisted of five classes. The sample of the study was class VII C that consists of 39 students. The class was treated using modified domino cards game. The result of the study shows that there is significance positive effect of modified domino cards game on students’ vocabulary mastery. The data of the research were gathered from data analysis and inferential analysis. In data analysis, the mean score of pre test was 44.62 and post test was 73; the mode score of pre-test was 45.9 and post test was 78.3; the median score of pre-test was 44.8 and post test was 78.14; the score of standard deviation on both of the test was 11.27. In inferential analysis, the result showed that the value of t-test (18.94) was higher than the value of t-table (2.024) with significance level of 5%. The finding of this study led into the conclusion that the use of modified domino cards game shows positive effect on students’ vocabulary mastery at the seventh grade of Mts Negeri 3 Mataram. This is based on the t-test > t-table (18.944 > 2.024) in degree significant of 5%. It means that Ha was accepted and Ho was rejected. Therefore, it can be concluded that modified domino cards game gives positive effect on students’ vocabulary mastery at the seventh grade students of MTs Negeri 3 Mataram in academic year 2019/2020


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