Based on preliminary study conducted at SDN 1 Srengsem, generally the students are less understanding of learning materials. This is due to the inability of teachers in using learning media, thus causing low student learning outcomes. With this researcher give solution to solve the problem that is by developing media "Card Guess Image". By using the media "Card Guess Image" this student learning outcomes can increase. The Media "Card Guess Image" is in principle a learning medium that uses images and is integrated into quartet games with little change in terms of game rules. This media is inspired by the quartet game that has become one of the favorite games by elementary school children. The purpose of this research is to know whether the influence of media "Card Guess Image" to student learning outcomes and to know the difference of student learning outcomes between control classes in the learning process without using media "Card Guess Image" and experiment class using media "Card Guess Image ". In this study, researchers used a quantitative approach with experimental research methods. Experimental design used is Quasy Experimental Design. The sample used is a sample of the control class and the experimental class. The findings obtained by analyzing and processing the data using SPSS 16.0 states that there is a significant increase seen from the average experiment class is greater than the control class. The average increase of experiment class value is from 52,75 to 81,25, while control class from 54,75 to 66,50, and from effectiveness of learning process when seen from average Normal Gain experiment class higher than control class. The average value of Normal Gain for the experimental class is 0.64 with the category is quite effective, while the average value of Normal Gain for the control class is 0.28 with the category is not effective. So it can be concluded that from this study there are differences in student learning outcomes between control classes and experimental class.
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