Rahajeng Lintang Cahyaningrum, Rahajeng Lintang
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PENGEMBANGAN MEDIA MONOPOLI SMART SCIENCE SERI INTERAKSI MAKHLUK HIDUP DENGAN LINGKUNGAN BERPENDEKATAN SAINTIFIK PADA SISWA SMP Cahyaningrum, Rahajeng Lintang; Parmin, Parmin
Unnes Science Education Journal Vol 4 No 2 (2015): July 2015
Publisher : Department of Integrated Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang in Collaboration with Perkumpulan Pendidikan IPA Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v4i2.7934

Abstract

Kurikulum 2013 menekankan pembelajaran menggunakan pendekatan ilmiah atau pendekatan saintifik, maka dari itu pengembangan media pembelajaran berbasis permainan monopoli berpendekatan saintifik diharapkan dapat memenuhi tuntutan Kurikulum 2013. Tujuan dari penelitian ini adalah untuk mengetahui keefektifan media pembelajaran monopoli smart science berpendekatan saintifik seri interaksi makhluk hidup dengan lingkungan pada pembelajaran di SMP. Metode yang digunakan dalam penelitian ini adalah metode pengumpulan data, metode analisis butir soal, dan metode analisis data. Hasil penelitian menunjukkan persentase tanggapan siswa pada tahap uji coba sebesar 87,3% dan uji pemakaian 88,8%, serta persentase tanggapan guru sebesar 91,1%. Total rata-rata nilai akhir hasil belajar siswa sebesar 79,2 dan total rata-rata ketuntasan klasikal seluruh kelas sebesar 3,2 dengan kategori nilai B+. Analisis N-gain menunjukkan hasil sebesar 0,427 dengan kriteria sedang. Berdasarkan hasil penelitian diatas dapat disimpulkan bahwa media monopoli smart science seri interaksi makhluk hidup dengan lingkungan berpendekatan saintifik dapat meningkatkan hasil belajar siswa. Curricullum 2013 pressed upon us the learning method using scientific approach, therefore it hoped that the development of learning media based on scientifically-approached monopoly board game could help fulfill the demand of the aforementioned curricullum. The purpose of this research is to find out the the effectiveness of scientifically-approached smart science monopoly"Living Individuals Interaction with Environment" board game to the middle school students.  The methods used for this research are data collecting, tasks analysis, and data analysis. The research' results show on preliminary field testing, 87.3% of approvement from students being tested, while it rose to 88.8% during main field testing, also teachers approvement was as high as 91.1%. The students' finals grade averaged on 79.2, and the average total of classical fulfillment of all classes was 3.2, or B+ grade category. The analysis of grade gains shows 0.427gain with middle criteria. Based on the results above, it can be concluded that scientifically-approached smart science monopoly"Living Individuals Interaction with Environment" board game was able to improve students' learnings.
PENGEMBANGAN MEDIA MONOPOLI SMART SCIENCE SERI INTERAKSI MAKHLUK HIDUP DENGAN LINGKUNGAN BERPENDEKATAN SAINTIFIK PADA SISWA SMP Cahyaningrum, Rahajeng Lintang; Parmin, Parmin
Unnes Science Education Journal Vol 4 No 2 (2015): July 2015
Publisher : Department of Integrated Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang in Collaboration with Perkumpulan Pendidikan IPA Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v4i2.7934

Abstract

Kurikulum 2013 menekankan pembelajaran menggunakan pendekatan ilmiah atau pendekatan saintifik, maka dari itu pengembangan media pembelajaran berbasis permainan monopoli berpendekatan saintifik diharapkan dapat memenuhi tuntutan Kurikulum 2013. Tujuan dari penelitian ini adalah untuk mengetahui keefektifan media pembelajaran monopoli smart science berpendekatan saintifik seri interaksi makhluk hidup dengan lingkungan pada pembelajaran di SMP. Metode yang digunakan dalam penelitian ini adalah metode pengumpulan data, metode analisis butir soal, dan metode analisis data. Hasil penelitian menunjukkan persentase tanggapan siswa pada tahap uji coba sebesar 87,3% dan uji pemakaian 88,8%, serta persentase tanggapan guru sebesar 91,1%. Total rata-rata nilai akhir hasil belajar siswa sebesar 79,2 dan total rata-rata ketuntasan klasikal seluruh kelas sebesar 3,2 dengan kategori nilai B+. Analisis N-gain menunjukkan hasil sebesar 0,427 dengan kriteria sedang. Berdasarkan hasil penelitian diatas dapat disimpulkan bahwa media monopoli smart science seri interaksi makhluk hidup dengan lingkungan berpendekatan saintifik dapat meningkatkan hasil belajar siswa. Curricullum 2013 pressed upon us the learning method using scientific approach, therefore it hoped that the development of learning media based on scientifically-approached monopoly board game could help fulfill the demand of the aforementioned curricullum. The purpose of this research is to find out the the effectiveness of scientifically-approached smart science monopoly"Living Individuals Interaction with Environment" board game to the middle school students.  The methods used for this research are data collecting, tasks analysis, and data analysis. The research' results show on preliminary field testing, 87.3% of approvement from students being tested, while it rose to 88.8% during main field testing, also teachers approvement was as high as 91.1%. The students' finals grade averaged on 79.2, and the average total of classical fulfillment of all classes was 3.2, or B+ grade category. The analysis of grade gains shows 0.427gain with middle criteria. Based on the results above, it can be concluded that scientifically-approached smart science monopoly"Living Individuals Interaction with Environment" board game was able to improve students' learnings.