PYTHAGORAS
Vol 5, No 1 (2016): PYTHAGORAS JOURNAL

PENGEMBANGAN PERMAINAN TEKA-TEKI SILANG DALAM PEMBELAJARAN MATEMATIKA DI KELAS VII SMP

Muhtarom, Muhtarom (Unknown)
Nizaruddin, Nizaruddin (Unknown)
Sugiyanti, Sugiyanti (Unknown)



Article Info

Publish Date
31 Aug 2016

Abstract

Tujuan penelitian ini adalah mengembangkan permainan matematika berupa teka-teki silang(TTS). Perangkat yang dihasilkan meliputi silabus, rencana pelaksanaan pembelajaran (RPP),media pembelajaran berbasis permainan, lembar kerja siswa, assessment serta mengujiefektifitas implementasinya. Jenis penelitian ini adalah penelitian pengembangan denganujicoba terbatas dilakukan di SMP N 2 Mranggen. Analisis data menggunakan metode mixmethod, yaitu analisis data kuantitatif dan kualitatif yang dilakukan secara simultan,kemudian dilakukan triangulasi data sehingga diperoleh data yang valid. Hasil validasiterhadap permainan dan perangkat yang dikembangkan adalah valid dan layak digunakandengan sedikit revisi. Lebih lanjut, berdasarkan hasil analisis data penelitian disimpulkanbahwa kategori kemampuan guru dalam pengelolaan pembelajaran, aktivitas siswa danrespon siswa terhadap penerapan permainan dalam pembelajaran pada kategori baik. Lebihlanjut, berdasarkan hasil analisis uji perbandingan diperoleh t 9,455 t 1,345 hitung tabel   sehingga rataan hasil posttest lebih baik dibandingkan hasil pretest dan peningkatan hasilbelajar siswa melalui penerapan permainan matematika dalam kategori sedang dengan nilaiN-gain = 0,6563.Kata Kunci: Permainan, Teka-Teki Silang, Perangkat PembelajaranThe purpose of this study was to develop a mathematical game in the form of crosswordpuzzles (TTS). The device includes syllabus, lesson plan (RPP), game-based learning media,student worksheets, assessment and the effectiveness test of its implementation. This type ofresearch was the development of research with limited test conducted at SMP N 2 Mranggen.Data analysis using mixed methods, quantitative and qualitative data analysis were donesimultaneously, then the triangulation of data in order to obtain valid data. The results of thevalidation of the games and devices developed was valid and fit for use with minimalrevision. Furthermore, based on data analysis of the study concluded that the ability ofteachers in the management of learning, student activities and students response to theapplication of games in learning in good categories. Furthermore, based on the analysis ofcomparative test results obtained so that the average post-test better than the results of pretestand improving student learning outcomes through the application of mathematical game inthe medium category with a value of N-gain = 0.6563.Keywords: Games, Puzzle, Learning Device

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