Penerapan Model Pembelajaran Gagnon And Collay Berbantuan Games Dalam Meningkatkan Motivasi Dan Prestasi Belajar Siswa - Mardiyanti Mardiyanti; Ida Royani; Taufik Samsuri (Reflection Journal, 2022)
Tujuan penelitian ini adalah mengidentifikasi penerapan model pembelajaran Gagnon and Collay berbantuan games dalam meningkatkan motivasi dan prestasi belajar siswa pada materi karakteristik makhluk hidup. Subyek penelitian ini adalah siswa kelas VII SMP Muhammadiyah Mataram. Jenis penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dalam dua siklus. Data motovasi belajar siswa dikumpulkan dengan quisioner dan data hasil belajar dikumpulkan dengan tes. Data yang diperoleh dianalisis mengunakan statistik deskriptif. Berdasarkan hasil analisis data  menunjukan bahwa pada siklus I rata-rata motivasi belajar siswa sebesar 62,5% dengan kategori termotivaasi dan meningkat pada siklus II menjadi 75,6% dengan kategori sangat termotivasi. Kondisi tersebut memperlihatkan adanya peningkatan sebesar 13,18%. Sementara data rata-rata prestasi belajar siswa  pada siklus 1 sebesar 74.2% dan meningkat pada siklus II sebesar 80,9% dengan nilai rata-rata peningkatan yaitu 14,9% setelah dilakukan tindakan pada setiap siklusnya. Berdasarkan analisis data penelitian dapat disimpulkan bahwa penerapan model pembelajaran Gagnon and Collay berbantuan games dapat meningkatkan motivasi dan prestasi belajar siswa kelas VII pada mata pembelajaran IPA-Biologi SMP Muhammadiyah Mataram. The Application Of The Gagnon And Collay Learning Model Helps Games In Increasing Student Motivation And Learning Achievement  The purpose of this study is to identify the application of the Gagnon and Collay learning model assisted by games in increasing student motivation and learning achievement on material characteristics of living beings. The subject of this study was a grade VII student of Muhammadiyah Mataram Junior High School. The type of research used is Classroom Action Research (PTK) which is carried out in two cycles. Student learning data were collected with questionnaires and learning outcomes data were collected with tests. The data obtained were analyzed using descriptive statistics. Based on the results of data analysis, it shows that in cycle I the average student learning motivation was 62.5% with the category of termivation and increased in cycle II to 75.6% with the category of highly motivated. This condition showed an increase of 13.18%. Meanwhile, the average data on student learning achievement in cycle 1 was 74.2% and increased in cycle II by 80.9% with an average score of 14.9% after actions were taken in each cycle. Based on the analysis of research data, it can be concluded that the application of the Gagnon and Collay learning model assisted by games can increase the motivation and learning achievement of grade VII students in the science-biology learning course of Muhammadiyah Mataram Junior High School.