Keefektifan Model Problem-Based Learning Berbantuan Microsoft Sway Terhadap Hasil Belajar PPKn
Abstract
Abstrak
Berdasarkan hasil observasi, wawancara, dan data dokumen berupa hasil belajar di kelas IV SDN Gugus Fatmawati Semarang diperoleh hasil belajar PPKn yang kurang maksimal dikarenakan model yang digunakan oleh guru belum dilaksanakan secara optimal serta kurang memanfaatkan media pembelajaran yang kreatif dan inovatif sehingga menciptakan suasana pembelajaran yang membosankan. Tujuan penelitian ini adalah untuk menguji keefektifan model pembelajaran problem-based learning berbantuan microsoft sway terhadap hasil belajar PPKn serta mendeskripsikan aktivitas peserta didik dalam pembelajaran PPKn. Jenis penelitian yang digunakan adalah quasi experimental atau eksperimen semu dengan desain nonequivalent control grup desgin. Hasil penelitian menunjukkan bahwa model problem-based learning berbantuan microsoft sway efektif digunakan pada pembelajaran PPKn materi keragaman budaya di Indonesia. Hasil uji hipotesis menunjukkan bahwa thitung = 4,845569 > ttabel = 1,9925 maka Ho ditolak yang berarti model pembelajaran problem-based learning berbantuan microsoft sway lebih efektif terhadap hasil belajar PPKn. Hasil uji N-Gain kelas eksperimen lebih tinggi daripada kelas kontrol yaitu 0,42391304 dengan kategori sedang sedangkan kelas kontrol sebesar 0,08634 dengan kategori rendah. Pengamatan aktivitas peserta didik dengan menggunakan lembar observasi menunjukkan rata-rata aktivitas kelas eksperimen lebih tinggi yaitu sebesar 72% dibandingkan kelas kontrol yaitu 50%. Simpulan penelitian ini adalah model pembelajaran problem-based learning berbantuan microsoft sway efektif digunakan pada pembelajaran PPKn dan meningkatkan hasil belajar.
Abstract
Based on the results of observations, interviews, and document data in the form of learning outcomes in fourth grade cluster Fatmawati State Elementary School Semarang, the learning outcomes of Civics Education were not optimal because the model used by the teacher had not been implemented optimally and did not take advantage of creative and innovative learning media so that learning feels boring. The purpose of this study was to test the effectiveness of the problem-based learning model assisted by Microsoft Sway on the learning outcomes of Civics Education and describe the activities of students in learning. This type of research is a quasi-experimental design with a non-equivalent control group design. The results showed that the problem-based learning model assisted by Microsoft Sway was effective in learning civics education material on cultural diversity in Indonesia. The results of the hypothesis test show that tcount = 4.845569> ttable= 1.9925, so Ho is rejected, which means that the problem-based learning model assisted by Microsoft Sway is more effective in the learning outcomes of civics education. The result of the N-Gain test for the experimental class was higher than the control class, namely 0.42391304 with the moderate category, while the control class was 0.08634 with the low category. Observation of the students' activities using the observation sheet showed that the average activity of the experimental class was higher at 72% compared to the control class, namely 50%. The conclusion of this research is that the problem-based learning model assisted by Microsoft Sway is effective in learning civics education and improving learning outcomes.