KEEFEKTIFAN PERMAINAN MONOPOLI BERBASIS SCIENCE EDUTAINMENT TEMA TATA SURYA TERHADAP MINAT BELAJAR DAN KARAKTER ILMIAH SISWA KELAS VIII
Abstract
Abstrak
Pembelajaran IPA berdasarkan kurikulum 2013 menerapkan konsep yang terpadu. Hal ini bertujuan agar siswa mampu memecahkan masalah secara berkarakter dalam berbagai aspek kehidupan. Selain itu pembelajaran IPA yang terpadu yang bersifat menyenangkan dan menghibur (science edutainmen) juga memberikan peluang pada siswa untuk meningkatkan minat belajar dan karakter ilmiah siswa. Pendekatan science edutainment dalam penelitian ini menggunakan bantuan media permainan monopoli. Penelitian ini merupakan penelitian eksperimen dengan desain Two- Group Posttest Only Design yang bertujuan untuk mengetahui keefektifan permainan monopoli berbasis science edutainment terhadap minat belajar dan karakter ilmiah siswa kelas VIII. Teknik pengambilan sampel menggunakan random sampling dan diperoleh kelas VIII A sebagai kelas eksperimen dan kelas VIII B sebagai kelas kontrol. Hasil penelitian menunjukkan bahwa permainan monopoli berbasis science edutainment efektif terhadap minat belajar siswa kelas VIII dengan kriteria minat belajar sangat tinggi. Permainan monopoli berbasis science edutainment juga efektif terhadap karakter ilmiah siswa kelas VIII dengan kriteria karakter ilmiah membudaya. Penelitian ini didukung oleh data hasil belajar kognitif siswa (posttest). Hasil analisis data nilai posttest menunjukkan adanya hubungan positif antara hasil belajar kognitif dengan minat belajar dan karakter ilmiah siswa kelas VIII.
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Abstract
Based on Curriculum 2013, science learning process should apply an integrated concept. It is intended to make students being able to solve their problem and develop their character in various life aspects. An integrated science learning process that is both fun and entertaining or science edutainment also provides opportunities for students to enhance their interest in learning and scientific character. Science edutainment approach is presented in monopoly game. This study was an experimental study with two-group posttest only design that aims to determine the effectiveness of monopoly game based on science edutainment toward 8th grade students’ learning interest and scientific character. The sampling technique was random sampling that derived VIII A as the experimental group and VIII B as the control group. The results shows that the monopoly game based on science edutainment is effective on learning interest of 8th grade students with very high criteria. Monopoly game based on science edutainment is also effective toward the scientific character of 8th grade students with entrenched/established criteria. This research is supported by the cognitive learning outcomes as posttest. The results of posttest analysis values indicate a positive relationship between the cognitive learning with students’ learning interest and scientific character.