KEEFEKTIFAN MODEL PEMBELAJARAN CREATIVE PROBLEM SOLVING BERBANTUAN FLASH INTERAKTIF TERHADAP HASIL BELAJAR

Siti Nursiam, Soeprodjo Soeprodjo

Abstract


Creative Problem Solving (CPS) merupakan suatu model pembelajaran yang berpusat pada keterampilan pemecahan masalah yang diikuti dengan penguatan kreativitas. Tujuan penelitian ini adalah untuk mengetahui apakah model pembelajaran Creative Problem Solving berbantuan flash interaktif efektif bila diterapkan pada materi kelarutan dan hasil kali kelarutan. Penelitian ini merupakan jenis penelitian eksperimen dengan populasi seluruh siswa kelas XI IPA di suatu SMA N di kota Magelang tahun pelajaran 2013/2014. Teknik sampling menggunakan cluster random sampling. Pengumpulan data dalam penelitian ini menggunakan metode dokumentasi, tes, observasi, dan angket. Uji yang digunakan untuk menganalisis data adalah uji perbedaan dua rata-rata, uji ketuntasan klasikal, dan uji estimasi rata-rata hasil belajar kognitif. Hasil uji perbedaan dua rata-rata dua pihak menunjukkan adanya perbedaan antara kelas eksperimen dan kelas kontrol. Uji ketuntasan belajar kelas eksperimen mencapai ketuntasan belajar (individual dan klasikal) sedangkan kelas kontrol belum mencapai ketuntasan klasikal. Hasil uji estimasi rata-rata menunjukkan rata-rata hasil belajar kelas eksperimen dari 86,25 sampai 87,35 dan kelas kontrol dari 81,45 sampai 82,55 sehingga bisa disimpulkan bahwa model pembelajaran Creative Problem Solving terbukti efektif diterapkan pada materi kelarutan dan hasil kali kelarutan.

Creative Problem Solving (CPS) is a learning model that is centered on problem solving skills, followed by strengthening creativity. The purpose of this study was to determine whether the Creative Problem Solving learning model-assisted interactive flash effectively can be applied to the material solubility and solubility product. This research is experimental research with the entire population of students of class XI IPA at a high school in Magelang in 2013/2014 school year. Sampling techniques used cluster random sampling. Collecting data in this study used the methods of documentation, testing, observation, and questionnaires. The test is used to analyze the data are two average value test, mastery learning classical test, and the estimated average test results of cognitive learning. The result of the two average value indicated the differences between experimental group and control group. The result of the test was obtained that experiment group achieved the learning completeness (individual and classical) while control group had not achieved classical completeness yet. The result of the estimation of average treatments showed experimental group of the average of the test result was 86,25 until 87,35 and control group was 81,45 until 82,55 so it can be concluded that the learning model Creative Problem Solving has been effectively applied to the material solubility and solubility product.

Keywords


creative problem solving, interactive flash, learning outcomes

Full Text:

PDF

Refbacks

  • There are currently no refbacks.




Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.