Rana Rizqina Gunadi
Universitas Islam Negeri Salatiga

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PENGARUH METODE PERMAINAN BERBURU UBUR-UBUR TERHADAP MINAT BELAJAR MATEMATIKA Rana Rizqina Gunadi; Suwardi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4213

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model permainan berburu ubur-ubur terhadap minat belajar kelas II MI Ma’arif Dukuh. Jenis penelitian yang digunakan yaitu penelitian quasi eksperimental. Populasi penelitian adalah siswa kelas II MI Ma'arif Dukuh tahun ajaran 2024/2025. Sampel dipilih menggunakan purposive sampling, dengan kelas IIA sebagai kelompok eksperimen dan kelas IIB sebagai kelompok kontrol. Data dikumpulkan melalui observasi, angket, dan dokumentasi, kemudian dianalisis menggunakan statistik inferensial dan uji t. Hasil menunjukkan nilai rata-rata kelompok eksperimen 18,92, sedangkan kelompok kontrol 17,67. Uji t pada taraf α 0,05 menghasilkan nilai signifikansi 0,021 < 0,05, menunjukkan penolakan H0 dan penerimaan H1. Disimpulkan bahwa ada pengaruh model permainan berburu ubur-ubur terhadap minat belajar matematika siswa kelas II MI Ma’arif Dukuh Kota Salatiga.
PENERAPAN METODE PERMAINAN BERBURU UBUR-UBUR UNTUK MENINGKATKAN MINAT PESERTA DIDIK DALAM BELAJAR MATEMATIKA SISWA KELAS II SDN BLOTONGAN 02, SALATIGA Rana Rizqina Gunadi; Antonius Wahyana
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Progress.
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4214

Abstract

This study aims to enhance interest in mathematics learning among second-grade students at SDN (State-Run Elementary School) Blotongan 02 Salatiga by implementing the "jellyfish hunting" game method. The research employed a Collaborative Classroom Action Research approach using the Kemmis and Taggart model. The study involved 24 students from class II B and was conducted in two cycles, utilizing questionnaires and documentation for data collection. Results demonstrated a significant improvement in students' interest in learning mathematics. In the pre-cycle phase, the average interest in mathematics learning was 75.1% with a class average score of 59. Cycle I increased to 78.7% in learning interest with a class average of 68. In cycle II, the average interest in mathematics learning reached 93.3% with a class average score of 89. Learning mastery also improved from 25% in the pre-cycle to 50% in cycle I, and 91% in cycle II. Applying the jellyfish hunting game method improved learning interest, student engagement, and understanding of mathematical concepts. This study concludes that the jellyfish hunting game method can effectively increase the interest in learning mathematics among second-grade students at SDN Blotongan 02 Salatiga.