{"title":"Escalation Of Science Learning Activities And Outcomes Through The Use Of Puzzle Media","authors":"Murti Rahayu","doi":"10.29300/jpe.v2i1.8531","DOIUrl":null,"url":null,"abstract":"Hasil belajar siswa dalam proses belajar mengajar diperlukan peran guru yang kreatif dan aktif dalam mengelola pembelajaran yakni. Fakta dilapangan ditemukan bahwa terdapat hasil belajar IPA yang belum memenuhi kriteria ketuntasan minimal yaitu sebesar 75. Oleh karena itu perlu sebuah metode belajar yang inovatif untuk membuat retensi memori yang lebih baik tentang materi sains. Subjek penelitian ini adalah guru yang mengajar di kelas 2 dan siswa kelas 2 SD Negeri 91 Rejang Lebong tahun pelajaran 2019/2020.yang berjumlah 32 orang. Penelitian ini terdiri dari 3 siklus yaitu pra siklus, siklus I dan siklus II, dengan 4 tahapan yaitu perencanaan, tindakan pengamatan dan refleksi. Cara pengumpulan data melalui tes formatif dan lembar pengamatan. Media yang digunakan dalam belajar yaitu Puzzle. Media puzzle juga disebut sebagai permainan edukasi karena bukan hanya permainan tetapi mengasah otak dan melatih antara kecepatan pikiran tangan, dengan begitu media puzzle dapat meningkatkan aktivitas dan hasil belajar siswa. Rata-rata hasil belajar siswa pada pra siklus 58,03, siklus I 70,31 dan siklus II 83,75 sedangkan ketuntasan belajar siswa pada pra siklus 30,43%, siklus I 56,52% dan siklus II mencapai 95,8%. Jadi dapat disimpulkan bahwa dengan menggunakan media puzzle dapat meningkatkan aktivitas dan hasil belajar siswa dari pra siklus sampai siklus II mengalami peningkatan belajar.Student learning outcomes in the teaching and learning process require the role of teachers who are creative and active in managing learning namely. Facts in the field found that there were science learning outcomes that did not meet the minimum completeness criteria, which was 75. Therefore, an innovative learning method was needed to make better memory retention about science material. The subjects of this study were teachers who teach in grade 2 and students in grade 2 of SD Negeri 91 Rejang Lebong for the 2019/2020 academic year, a total of 32 people. This study consisted of 3 cycles, namely pre cycle, cycle I and cycle II, with 4 stages namely planning, action observation and reflection. How to collect data through formative tests and observation sheets. The media used in learning is Puzzle. Puzzle media is also referred to as an educational game because it is not just a game but sharpens the brain and trains the speed of hand thinking, so the puzzle media can increase student activity and learning outcomes. The average student learning outcomes in the pre-cycle was 58.03, the first cycle was 70.31 and the second cycle was 83.75 while the student learning completeness in the pre-cycle was 30.43%, the first cycle was 56.52% and the second cycle was 95.8%. . So it can be concluded that using puzzle media can increase student activity and learning outcomes from pre-cycle to cycle II experiencing an increase in learning","PeriodicalId":190293,"journal":{"name":"Journal of Primary Education (JPE)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Primary Education (JPE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.29300/jpe.v2i1.8531","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Hasil belajar siswa dalam proses belajar mengajar diperlukan peran guru yang kreatif dan aktif dalam mengelola pembelajaran yakni. Fakta dilapangan ditemukan bahwa terdapat hasil belajar IPA yang belum memenuhi kriteria ketuntasan minimal yaitu sebesar 75. Oleh karena itu perlu sebuah metode belajar yang inovatif untuk membuat retensi memori yang lebih baik tentang materi sains. Subjek penelitian ini adalah guru yang mengajar di kelas 2 dan siswa kelas 2 SD Negeri 91 Rejang Lebong tahun pelajaran 2019/2020.yang berjumlah 32 orang. Penelitian ini terdiri dari 3 siklus yaitu pra siklus, siklus I dan siklus II, dengan 4 tahapan yaitu perencanaan, tindakan pengamatan dan refleksi. Cara pengumpulan data melalui tes formatif dan lembar pengamatan. Media yang digunakan dalam belajar yaitu Puzzle. Media puzzle juga disebut sebagai permainan edukasi karena bukan hanya permainan tetapi mengasah otak dan melatih antara kecepatan pikiran tangan, dengan begitu media puzzle dapat meningkatkan aktivitas dan hasil belajar siswa. Rata-rata hasil belajar siswa pada pra siklus 58,03, siklus I 70,31 dan siklus II 83,75 sedangkan ketuntasan belajar siswa pada pra siklus 30,43%, siklus I 56,52% dan siklus II mencapai 95,8%. Jadi dapat disimpulkan bahwa dengan menggunakan media puzzle dapat meningkatkan aktivitas dan hasil belajar siswa dari pra siklus sampai siklus II mengalami peningkatan belajar.Student learning outcomes in the teaching and learning process require the role of teachers who are creative and active in managing learning namely. Facts in the field found that there were science learning outcomes that did not meet the minimum completeness criteria, which was 75. Therefore, an innovative learning method was needed to make better memory retention about science material. The subjects of this study were teachers who teach in grade 2 and students in grade 2 of SD Negeri 91 Rejang Lebong for the 2019/2020 academic year, a total of 32 people. This study consisted of 3 cycles, namely pre cycle, cycle I and cycle II, with 4 stages namely planning, action observation and reflection. How to collect data through formative tests and observation sheets. The media used in learning is Puzzle. Puzzle media is also referred to as an educational game because it is not just a game but sharpens the brain and trains the speed of hand thinking, so the puzzle media can increase student activity and learning outcomes. The average student learning outcomes in the pre-cycle was 58.03, the first cycle was 70.31 and the second cycle was 83.75 while the student learning completeness in the pre-cycle was 30.43%, the first cycle was 56.52% and the second cycle was 95.8%. . So it can be concluded that using puzzle media can increase student activity and learning outcomes from pre-cycle to cycle II experiencing an increase in learning