EFEKTIVITAS PENERAPAN METODE PERMAINAN HAPPY KINGDOM PADA MATERI KEANEKARAGAMAN MAKHLUK HIDUP TERHADAP AKTIVITAS DAN HASIL BELAJAR SISWA SMP - Kinayungan, Irna; Susanti, R; Chasnah, Chasnah (FMIPA UNNES, 2016)
Penelitian ini bertujuan untuk mengukur keefektifan penerapan metode permainan happy kingdom pada materi keanekaragaman makhluk hidup terhadap aktivitas dan hasil belajar siswa kelas VII. Metode penelitian yang digunakan pra-experimental dengan desain one-shot case study. Populasi dalam penelitian ini adalah seluruh siswa kelas VII MTs NU Ungaran tahun ajaran 2014/2015 dengan sampel siswa kelas VII D dan VII E yang diambil menggunakan teknik cluster random sampling. Prosedur penelitian meliputi tahap persiapan (observasi, penyusunan perangkat pembelajaran dan instrumen tes) dan pelaksanaan (pembelajaran, penilaian dan evaluasi). Data aktivitas siswa diambil melalui observasi, data hasil belajar melalui metode tes, sedangkan tanggapan siswa dan guru diambil melalui angket. Hasil penelitian menunjukkan persentase keaktifan siswa sebesar 75,51% dengan ketuntasan siswa mencapai 82,43%, menandakan bahwa penelitian ini efektif karena >80% siswa memperoleh nilai â‰¥ KKM 70. Persentase tanggapan guru sebesar 86% (dikategorikan sangat baik) dan sebanyak 85% siswa menyatakan setuju terhadap metode permainan happy kingdom menandakan bahwa siswa sangat tertarik. Kesimpulan dari penelitian ini adalah penerapan metode permainan happy kingdom efektif diterapkan pada materi keanekaragaman makhluk hidup kelas VII terhadap aktivitas dan hasil belajar siswa. This study aims to determine the effectiveness application of happy kingdom game method in grade VII diversity of living things learning. The research method of pre-experimental design is one-shot case study. The population in this study were all students of grade VII MTs NU Ungaran year 2014/2015, and sample students of class VII D and VII E were taken using cluster random sampling technique. Research procedure includes preparation phase (observation, preparation of learning tools and test instruments) and implementation phase (learning, assessment and evaluation). Data retrieved through observation of student activity, learning outcomes data through test method, while students and teachers responses were taken through a questionnaire. Results of study include the percentage of student activity amounted to 75.51%, and the completeness of students reached 82.43%, indicating that learning process is effective for> 80% of students received grades KKM â‰¥ 70. Percentage of 86% teacher responses were categorized as excellent and as much as 85% of students very interested to the game happy method kingdom. The conclusion from this study is application of game happy kingdom method effectively applied to diversity of living things learning at grade VII science classroom.