UPAYA MENINGKATKAN MINAT DAN PRESTASI BELAJAR MATEMATIKA MENGGUNAKAN METODE PERMAINAN PADA SISWA KELAS V SD N 1 KAYUMAS KECAMATAN JATINOM

Margono Margono, Benedictus Kusmanto

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The purpose of this study was to determine the learning process of mathematics with a game method in class V SD N 1 Kayumas the District Jatinom increase interest and achievement in mathematics learning of the school year 2013/2014. The hypothesis of this study is the action in the game method can improve interest and achievement of fifth grade students learn math elementary N 1 Kayumas Jatinom District of Academic Year 2013/2014. This research is Classroom Action Research (CAR). The subjects were fifth grade students of SDN 1 Kayumas District of Jatinom 2013/2014 academic year. While the object of this study is the interest and learning of mathematics achievement using games in mathematics fifth grade students of SDN 1 Kayumas District of Jatinom 2013/2014 academic year. Data collection techniques in this study was done by observation, questionnaires, documentation and testing. The test instrument used was a questionnaire test student interest include test validity and reliability, the test trials that include testing the validity, power difference, level of difficulty and reliability. Data analysis techniques for observation sheets and questionnaires carried out by calculating the percentage interest of each indicator, whereas for mathematics learning achievement tests performed by calculating the average value of the class and percentage of completeness students. The results show that after learning the methods applied games, interests and learning mathematics achievement of students has increased. This can be shown by an increase in the percentage average of student interest in the pre-action 51.08% 77.95% into the after action. Mathematics learning achievement of students also increased, judging from the average value of 46.03 in the pre cycle becomes 69.72 at the end of the first cycle, and increased again at the end of the second cycle becomes 80.90. While the percentage of completeness students (with KKM 68) also increased in the pre-action ie by 12.5% to 65.62% in the first cycle, increased again in the second cycle becomes 81.25%. Given the method of learning the game can increase interest and achievement of students learning mathematics, it is suggested that mathematics teachers can apply the learning.


Kata Kunci


Method Gaming, Interests, Learning Achievement

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Referensi


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DOI: http://dx.doi.org/10.30738/.v3i2.302

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