IMPLEMENTASI TGT MELALUI MEDIA MAGIC CARD MATCH UNTUK MENINGKATKAN KEAKTIFAN DAN HASIL BELAJAR SISWA KELAS XI MATERI PERSEBARAN FLORA DAN FAUNA INDONESIA DI SMA MUHAMMADIYAH 8 GRESIK
Abstract
Abstrak
Permasalahan dalam penelitian ini berawal dari rendahnya keaktifan dan hasil belajar siswa dalam pembelajaran geografi, khususnya pada materi persebaran flora dan fauna Indonesia. Berdasarkan hasil observasi awal di SMA Muhammadiyah 8 Gresik, ditemukan jika sebagian besar siswa cenderung pasif, dan juga mengalami kesulitas memahami materi karena metode pembelajaran yang digunakan masih kurang interaktif. Permasalahan tersebut memerlukan adanya inovasi strategi pembelajaran yang mampu meningkatkan keaktifan dan hasil belajar siswa. Penelitian menggunakan pendekatan kuantitatif dengan metode eksperimen semu (quasi-experimental), yang melibatkan siswa kelas XI SMA Muhammadiyah 8 Gresik, dimana kelas XI-4 sebagai kelas eksperimen dan kelas XI-3 sebagai kelas kontrol. Teknik pengambilan sampel dilakukan secara purposive sampling. Instrumen pengumpulan data mencakup lembar validasi ahli, lembar observasi keaktifan siswa, dan juga tes. Teknik analisis data terdiri dari tiga tahap, yaitu : (1) analisis data kelayakan media pembelajaran, (2) analisis keaktifan belajar siswa, dan (3) analisis hasil belajar siswa yang mencakup uji prasyarat (uji normalitas dan uji homogenitas), uji hipotesis (independent sample t-test), serta perhitungan N-Gain Score untuk mengukur efektivitas penngkatan. Hasil penelitian menunjukkan bahwa implementasi model TGT dengan media Magic Card Match dapat menciptakan suasana belajar yang lebih aktif dan menyenangkan. Keaktifan siswa meningkat secara signifikan, dan hasil uji-t menunjukkan perbedaan signifikan antara hasil belajar siswa kelas eksperimen dan kontrol (sig. 0,000 < 0,05). Sedangkan rata-rata N-Gain Score sebesar 0.6486 yang menunjukkan peningkatan hasil belajar pada kategori sedang cenderung tinggi. Dengan demikian, model TGT melalui media Magic Card Match terbukti efektif dalam meningkatkan keaktifan dan hasil belajar siswa dalam pembelajaran geografi.
Kata Kunci: Team Games Tournament, Magic Card Match, keaktifan belajar, hasil belajar, geografi.
Abstract
The problem in this study stems from the low level of student activity and learning outcomes in geography lessons, particularly in the subject of the distribution of Indonesian flora and fauna. Based on initial observations at SMA Muhammadiyah 8 Gresik, it was found that most students tended to be passive and also had difficulty understanding the material because the teaching methods used were not interactive enough. This problem requires innovative teaching strategies that can increase student activity and learning outcomes. The study employed a quantitative approach using a quasi-experimental method, involving students from class XI at SMA Muhammadiyah 8 Gresik, with class XI-4 as the experimental group and class XI-3 as the control group. Sampling was conducted using purposive sampling. Data collection instruments included expert validation forms, student engagement observation forms, and tests. Data analysis techniques consist of three stages, namely: (1) analysis of the feasibility of learning media, (2) analysis of student learning activity, and (3) analysis of student learning outcomes, which includes prerequisite tests (normality and homogeneity tests), hypothesis testing (independent sample t-test), and calculation of N-Gain Score to measure the effectiveness of improvement. The research results indicate that the implementation of the TGT model using the Magic Card Match medium can create a more active and enjoyable learning environment. Student activity increased significantly, and the t-test results showed a significant difference between the learning outcomes of the experimental and control groups (sig. 0.000 < 0.05). Meanwhile, the average N-Gain Score of 0.6486 indicates a moderate to high improvement in learning outcomes. Thus, the TGT model through the Magic Card Match medium has proven effective in enhancing student activity and learning outcomes in geography education.
Keywords: Team Games Tournament, Magic Card Match, learning activity, learning outcomes, geography.
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