IMPLEMENTASI PBL BERBANTUAN MEDIA GRAFIS DAPAT MENINGKATKAN KEAKTIFAN DAN PENGUASAAN KOMPETENSI PENGETAHUAN MATEMATIKA SISWA SD
DOI:
https://doi.org/10.23887/jjpgsd.v4i1.7234Abstract
Tujuan penelitian ini adalah untuk meningkatkan keaktifan dan penguasaan kompetensi pengetahuan matematika siswa kelas V SD Negeri 21 Dangin Puri tahun ajaran 2015/2016 melalui implementasi model problem based learning berbantuan media grafis. Subjek penelitian ini adalah siswa kelas V SD Negeri 21 Dangin Puri yang berjumlah 31 siswa dengan 16 siswa laki-laki dan 15 siswa perempuan. Penelitian ini menggunakan jenis penelitian tindakan kelas. Data keaktifan belajar siswa dikumpulkan dengan menggunakan lembar observasi, sedangkan penguasaan kompetensi pengetahuan matematika dikumpulkan dengan menggunakan tes uraian. Hasil penelitian ini menunjukkan persentase rata-rata keaktifan belajar siswa pada siklus I adalah 77.97% tergolong kriteria cukup aktif dan pada siklus II adalah 82.58% tergolong kriteria aktif. Dengan demikian, persentase rata-rata keaktifan belajar siswa meningkat dari siklus I ke siklus II sebesar 4.61%. Selanjutnya, penguasaan kompetensi pengetahuan matematika pada siklus I adalah 9,68% (3 siswa) dari 31 siswa memperoleh skor ≥ 3,18 (B+) dan pada siklus II adalah 74,19% (23 siswa) dari 31 siswa memperoleh skor ≥ 3,18 (B+). Ini menunjukkan bahwa penguasaan kompetensi pengetahuan matematika meningkat dari siklus I ke siklus II sebesar 64,51%. Dengan demikian dapat disimpulkan bahwa implementasi model problem based learning berbantuan media grafis dapat meningkatkan keaktifan dan penguasaan kompetensi pengetahuan matematika siswa kelas V SD Negeri 21 Dangin Puri tahun ajaran 2015/2016.Kata Kunci : keaktifan, kompetensi pengetahuan matematika, media grafis, problem based learning
The purpose of this research are to improve the activeness and mastery of mathematics knowledge competency in V grade at SD Negeri 21 Dangin Puri 2015/2016 through the implementation of problem based learning model with graphics media. The subjects of this research are V grade of SD Negeri 21 Dangin Puri which total 31 students to 16 male and 15 female. This research was used classroom action research. The data collecting method used observation methods for the activeness and essay test for mastery of mathematics knowledge competency. The result of this study showed that average percentage of students' learning activeness in the first cycle was 77.97% classified as quite active and the second cycle was 82.58% classified as active. So that’s why, the students' learning activeness score increased from cycle I to cycle II of 4,61%. Mastery of mathematics knowledge competency in the first cycle was 9,68% (3 students) of ≥ 31 students obtained score of 3,18 (B+) and the second cycle was 74,19% (23 students) of 31 students obtained score ≥ 3,18 (B+). This showed that the mastery of mathematics knowledge competency increase from the first cycle to the second cycle of 64,51%. It can be concluded that the implementation of problem based learning model with graphics media can improve activeness and mastery of mathematics knowledge competency in V grade students of SD Negeri 21 Dangin Puri 2015/2016.
keyword : activeness, mathematics knowledge competency, graphics media, problem based learning.
Published
2016-06-30
How to Cite
., N. P. J. A., ., D. I. W. W. S. M., & ., D. I. G. A. O. N. M. (2016). IMPLEMENTASI PBL BERBANTUAN MEDIA GRAFIS DAPAT MENINGKATKAN KEAKTIFAN DAN PENGUASAAN KOMPETENSI PENGETAHUAN MATEMATIKA SISWA SD. MIMBAR PGSD Undiksha, 4(1). https://doi.org/10.23887/jjpgsd.v4i1.7234
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