Proses pembelajaran IPA khususnya fisika yang masih didominasi pada pemberian konsep dan hafalan rumus serta munculnya fenomena sosial seperti kenakalan remaja berakibat terhadap rendahnya hasil belajar dan karakter siswa. Berdasarkan observasi, hasil belajar dan karakter siswa kelas VIII lebih rendah dibandingkan kelas VII dan IX. Penelitian bertujuan untuk menganalisis peningkatan hasil belajar dan mengembangkan karakter siswa melalui pembelajaran SEA berbantuan Games. Karakter yang dikembangkan yaitu disiplin, rasa ingin tahu, dan komunikatif. Penelitian eksperimen ini menggunakan rancangan control group pretest posttest. Pengambilan sampel dilakukan dengan teknik purposive sampling. Pengumpulan data meliputi dokumentasi, tes, dan observasi. Data yang diperoleh dianalisis dengan uji gain dan uji t. Uji gain digunakan untuk mengetahui peningkatan hasil belajar. Uji t digunakan untuk mengetahui signifikansi pembelajaran terhadap perkembangan karakter. Hasil belajar kognitif kelas eksperimen berada pada kategori sedang sedangkan kelas kontrol rendah. Hasil belajar psikomotorik kelas eksperimen dan kontrol berada pada kategori sedang. Hasil uji signifikansi menunjukkan perkembangan karakter kelas eksperimen lebih besar daripada kelas kontrol. Berdasarkan hasil analisis tersebut dapat disimpulkan bahwa pembelajaran SEA berbantuan Games dapat meningkatkan hasil belajar dan mengembangkan karakter siswa. The physics learning process is still dominated by transfering concept, memorizing formulas, and social fenomena such as juvenile delinquency that resulted to lower in student learning achievement. Based on the observation, the student learning achievement and character in 8th grade lower than 7th dan 9th grade. This research aims to analyze the increased student learning achievement and developed student character by applied SEA assisted Games. Character that was developed in this research were discipline, curiosity, and communicative. This experiment research used control group pretest posttest design. Sample was taken by purposive sampling. Collecting data methodes in this research were documentation, test, and observation. The data was analyzed by gain and t test. Gain test is used to determine the increase in learning achievement. T test is used to determine the significance of learning to the development of character. The result of data analyzed, student learning achievement in cognitive domains, experiment class on the medium criteria and control class on the low criteria. The student learning achievement in psychomotoric domains, experiment and control class on the medium criteria. The result of t test, developing character in experiment class higher than control class. The conclusion are SEA assisted Games can increase learning achievement and develope student character.
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