PENGGUNAAN MEDIA EDU-GAME BOARD DALAM MODEL PEMBELAJARAN LANGSUNG PADA KOMPETENSI DASAR MEMAHAMI MACAM-MACAM PEKERJAAN BATU DAN BETON (STUDI KASUS DI SMK NEGERI 2 SURABAYA)

  • SURYA KUNANTA

Abstract

Penelitian ini bertujuan untuk mengetahui hasil belajar siswa. Media edu-game board adalah permainan yang di adopsi dari game BINGO. Model pembelajaran langsung adalah model pembelajaran untuk menghadapkan siswa dengan permasalahan yang nyata dan penyelesaiannya pun dihadapkan dengan hal yang nyata. Media edu-game board dalam pembelajaran langsung diharapkan mampu meningkatkat hasil belajar.

Dasain penelitian ini adalah pre-experimental designs. Jenis penelitian menggunakan one shot case stusy. Subjek dalam penelitian ini adalah siswa kelas XI Konstruksi Kayu 1 Sekolah Menengah Kejuruan Negeri 2 Surabaya dengan jumlah siswa 24 Siswa. Penelitian ini dilaksanakan pada semester genap tahun ajaran 2016-2017. Data yang diambil meliputi validasi media, perangkat pengajaran, keterlaksanaan penelitian pembelajaran, respon siswa dan hasil belajar.

Berdasarkan hasil validasi media edu-game board mendapatkan presentase  79%, soal media edu-game board mendapatkan presentase 81,43%, silabus mendapatkan presentase 81,54%, RPP mendapatkan presentase 78,42%, materi mendapatkan presentase 81,43%, posttest mendapatkan presentase 78,57%. Artinya seluruhnya dapat digunakan karena memenuhi kriteria di atas 40%. Pelaksanaan penelitian pembelajaran masuk dalam kreteria baik dengan rata-rata presentase 76,85% dari tiga pertemuan. Respon siswa terhadap media masuk dalam katergori bagus dengan prosentase 68,86%. Rata-rata hasil belajar siswa telah memenuhi nilai kriteria kelulusan minimal yaitu 75 dengan rata-rata 77,22 dan dari analisis hasil belajar didapatkan thitung = 1,231 < tgambar = 1,741 memakai taraf kesalahan 5% sehingga disimpulkan H0 diterima dan Ha ditolak.

Kata Kunci: Media Edu-Game Board, Model Pembelajaran Langsung, Hasil Belajar.

Abstract

This research looking to know student’ learning result. Edu-game board media is an adopted game of BINGO. Direct Instruction Model is a model of learning to confront students with real problems and Problem solving is expected to be a real solution. Edu-game board media in direct instruction model is expected to improve learning outcomes.

Edu-game The design of research is pre-experimental designs Types of research use one shot case stusy. Subject of research is students’ XI Wood construction 1 from vocational high school district 2 of surabaya with a total of 24 students. This research conducted in the even semester of the academic year 2016-2017. The data are taken from validation media, learning of device, learning implementation, student response and learning result.

Edu-game board media validation results get a percentage 79%, test of edu-game board media validation results get a percentage 81,43%, Syllabus validation results get a percentage 81,54%, lesson plan validation results get a percentage 78,42%, instructional material validation results get a percentage 81,43%, posttest validation results get a percentage 78,57%. This means that all can be used because it meets the criteria above 40%. Teaching implementation implementation entered the criteria well with the average percentage of 76.85% of the three times learning. Students' responses to media enter in good category with percentage 68,86%. The average student learning results have been passed reach Minimum completion criteria is 75 with an average of 77.22 And from the analysis of learning results obtained thitung = 1,231 < tgambar = 1,741 use level of significance 5%, Then the result can be concluded H0accepted and Harejected.

Keywords: Edu-Game Board Media, Direct Instruction Model, Student learning results

Published
2017-07-20
Abstract Views: 68
PDF Downloads: 56