Seminar Universitas PGRI Semarang, PROSIDING SEMINAR NASIONAL HIMA DAN PRODI PGSD 2017

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KEEFEKTIFAN MEDIA PERMAINAN DAKON TERHADAP KEMAMPUAN BERHITUNG SISWA KELAS II SDN PANDEAN LAMPER 01 SEMARANG
Syaiful Anam

Last modified: 2018-03-12

Abstract


Abstrak

Latar belakang yang mendorong penelitian ini adalah rendahnya hasil belajar matematika dan kurang efektifnya pembelajaran menghitung. Hasil dari rata-rata nilai ulangan tengah semester siswa kelas II tahun lalu (2015/2016) yaitu 54,2. Jenis penelitian ini adalah penelitian kuantitatif dalam bentuk True Eksperimental Design dengan desain pretest and posttest group. Populasi penelitian adalah seluruh siswa SDN Pandean Lamper 01 Semarang tahun pelajaran 2016/2017. Sampel yang diambil adalah 57 siswa kelas IIA dan IIB. Teknik pengambilan sampel pada penelitian ini menggunakan purposive sampling. Hasil pretest-posttes menunjukan bahwa persentase klasikal pretest kelas kontrol (50%) dan pretest kelas eksperimen (53,85%) sedangkan pada persentase klasikal postest kelas kontrol (56,94%) dan postest kelas eksperimen (66,73%) serta berdasarkan hasil uji t-tes diketahui thitung lebih dari ttabel (2,967>2,005). Kesimpulan bahwa media permainan dakon efektif terhadap hasil belajar siswa.

Kata Kunci: Keefektifan, Media Permainan Dakon, Kemampuan Berhitung

 

Abstract

The background of this research is the low learning outcomes of mathematics and the in effectiveness of computational learning. Based on the result showed that the average value of midsemester examination of second grade students last year (2015/2016) is 54.2. The type of this research is quantitative research in the form of True Experimental Design with pretest and posttest group design. The research population is all students of Elementary School Pandean Lamper 01 Semarang academic year 2016/2017. The samples were taken from 57 students of grades IIA and IIB. Sampling technique in this research used purposive sampling. The data in this research is obtained through observation, interview, test, and documentation. The result of pretest-posttes showed that the classical percentage of pretest control class (50%) and pretest experimental class (53.85%) while in class percentage postest control class (56,94%) and postest experiment class (66,73%) t-test results are known that t-count  more than t-table (2,967> 2,005). The conclusion shows that the game with media dakon is effective against student learning outcomes.

Keyword: Effectiveness, Dakon Game Media, Counting Ability


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