PENGGUNAAN MODEL COOPERATIVE LEARNING TYPE MAKE-A-MATCH TERHADAP HASIL BELAJAR SISTEM GERAK
Abstract
Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan model pembelajaran kooperatif tipe make-a-match dilengkapi dengan evidence card terhadap peningkatan hasil belajar siswa SMA Negeri 1 Ambarawa pada pembelajaran sistem gerak manusia. Penelitian Quasi Experiment dengan menggunakan desain Nonequivalent Control Group Design telah dilaksanakan pada kelas XI IPA-3 dan XI IPA-4. Data berupa hasil belajar yang dianalisis secara kuantitatif. Hasil penelitian menunjukkan bahwa ketuntasan belajar kognitif siswa kelas eksperimen (XI IPA-4) adalah 89,47% mencapai nilai KKM, sedangkan ketuntasan belajar pada siswa kelas kontrol (XI IPA-3) adalah 71,05%. Sebanyak 95% siswa hasil belajar aspek afektifnya tuntas dan masuk dalam kategori baik, dan sebanyak 100% siswa masuk kategori baik dalam pencapaian hasil belajar aspek psikomotorik. Ketuntasan hasil belajar kelas eksperimen meningkat dikarenakan pembelajaran dengan menggunakan permainan menciptakan suasana menyenangkan bagi siswa. Pembelajaran dengan menggunakan model cooperative learning type make-a-match dilengkapi dengan evidence card pada materi sistem gerak dapat meningkatkan hasil belajar siswa.
This research aims to knowing the influence of using the cooperative learning type make-a-match with evidence card to increase the student study result at SMA Negeri 1 Ambarawa. Quasi Experiment research with using Nonequivalent Control Group Design has been implemented in class XI IPA-3 and XI IPA-4. The main data is the student learning outcomes which analyzed quantitatively. The results showed that completeness cognitive learning of student’s class experiment (XI IPA 4) is 89,47%, while in student’s control class (XI IPA 3) is 71,05%, both of them reached the KKM. In affective learning outcomes, 95% students were in good category, while for the psychomotor learning outcomes showed that 100% students were in good category too. The completeness of student’s class experiment was increase because using games in the learning can create a fun atmosphere for students so the learning becomes interesting. Cooperative learning type make-a-match with evidence card in movement system can increase the student’s learning outcomes.
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