Peningkatan Aktivitas Belajar dan Hasil Belajar Matematika dengan Menggunakan Media Puzzle Pada Operasi Hitung Bilangan Kelas IV SDN 054932 Rantau Panjang

Authors

  • Novi Rahmawati Universitas Muslim Nusantara Al-Washliyah Medan
  • Hidayat Hidayat Universitas Muslim Nusantara Al-Washliyah Medan

DOI:

https://doi.org/10.56910/pustaka.v4i2.1316

Keywords:

Media puzzles, Activities and Learning Outcomes, Mathematics

Abstract

This study aims to increase the activity and results of learning mathematics by using puzzle media in arithmetic operations for class IV SDN 054932 Rantau Panjang. The design of this research is Classroom Action Research (CAR) model Mc. Kemmis and Taggart, namely research conducted for two cycles. The data collection instruments used were tests and observations. Data analysis techniques in this study used qualitative and quantitative data. Based on the results of the research, it is known that before being given class action the learning activities are unsatisfactory, the learning outcomes are not complete as much as 60% and the lack of use of learning media. So the researcher conducted a class action by using a puzzle media. The results of the optimal use of puzzle media are evident from the results of teacher observations in cycle I meeting one reaching 72% (good enough) increasing in meeting two reaching 78% (good), while for Cycle II meeting one reaching 74% (good enough) increasing in meeting two reached 80% (good), and in cycle III meeting one reached 94% (very good) increased at meeting two reached 98% (very good). For student activity in cycle I, meeting one reached 70% (good enough) increased at meeting two, reaching 76% (good), while in cycle II, meeting one reached 72% (good enough) and increased at meeting two to 86% (very good ). And in cycle III meeting one reached 92% (very good) increased at meeting two reached 98% (very good). Student learning outcomes in cycle I meeting one reached 45% (not good) increased at meeting two to 50% (poor), while in cycle II meeting one reached 72% (very good) increased in meeting two to 78% (very good ), and in cycle III the first meeting reached 81% (very good) increased at the second meeting to reach 90% (very good). Thus it can be concluded that using puzzle media in learning mathematics in arithmetic operations can increase activity and learning outcomes.

 

 

References

Aprinawati, I. (2017). Peningkatan Hasil Belajar Matematika Materi Operasi Hitung Bilangan Dengan Menggunakan Metode Demonstrasisiswa Sekolah Dasar. Journal Cendekia: Jurnal Pendidikan Matematika, 1(1), 54–67.

Ili, L., Handayani, G., & Saputra, N. (2021).Penerapan Media Roda Putar Puzzle Pintar Untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar.Jurnal Ilmiah Aquinas, 4(1), 83–90. https://doi.org/10.54367/aquinas.v4i1.990

Maula, N. R., & Fatmawati, L. (2020).Pengembangan Media Pembelajaran Kayaku (Kayanya Alam Negeriku) Berbasis STEM Kelas IV Sekolah Dasar.Jurnal Ilmiah Sekolah Dasar, 4(1), 97. https://doi.org/10.23887/jisd.v4i1.22351

Rahmi, S. M., Arif Budiman, M., Widyaningrum, A., & Kunci, K. (2019). LOGO Jurnal Pengembangan Media Pembelajaran Interaktif Macromedia Flash 8 pada Pembelajaran Tematik Tema Pengalamanku A R T I C L E I N F O. International Journal of Elementary Education, 3(2), 178–185. Retrieved from https://ejournal.undiksha.ac.id/index.php/IJEE

Sukmawarti & Hidayat. (2020). Cultural-Based Alternative Assessment Development in Elementary School Mathematics. Advances in Social Science, Education and Humanities Reasearch. 536. https://doi.org/10.26740/jrpipm.v6n1.p78-92

Sukmawarti, E. (2021). Pengembangan Media Pop Up Book Pada Pembelajaran PKN Di SD. Ability: Journal of Education and Social Analysis, 2(4), 110–122. https://doi.org/10.51178/jesa.v2i4.321

Sukmawarti., etall. (2017). IbM Guru Cerdas Geogebra. Jurnal Pengabdian Kepada Masyarakat, 1(2). https://doi.org/10.33448/rsd-v10i3.12823

Sukmawarti., Hidayat., & Liliani, O. (2022). Implementasi Model Problem Based Learning untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Siswa SD. Jurnal Pendidikan dan Konseling, 4(4). https://doi.org/10.54259/pakmas.v2i1.848

Sukmawarti., Hidayat., & Suwanto. (2021). Desain Lembar Aktivitas Siswa Berbasis Problem Posing Pada Pembelajaran Matematika SD. Jurnal MathEducation Nusantara, 4(1), 10-18. https://doi.org/10.33448/rsd-v10i3.12823

Widiana, I. W., Rendra, N. T., & Wulantari, N. W. (2019). Media Pembelajaran Puzzle Untuk Meningkatkan Hasil Belajar Siswa Kelas Iv Pada Kompetensi Pengetahuan Ipa. Indonesian Journal Of Educational Research and Review, 2(3), 354. https://doi.org/10.23887/ijerr.v2i3.22563

Windawati, R., & Koeswanti, H. D. (2021).Pengembangan Game Edukasi Berbasis Android untuk Meningkatkan hassil Belajar Siswa di Sekolah Dasar.Jurnal Basicedu, 5(2), 1027–1038. https://doi.org/10.31004/basicedu.v5i2.835

Downloads

Published

2024-02-12

How to Cite

Novi Rahmawati, & Hidayat Hidayat. (2024). Peningkatan Aktivitas Belajar dan Hasil Belajar Matematika dengan Menggunakan Media Puzzle Pada Operasi Hitung Bilangan Kelas IV SDN 054932 Rantau Panjang. PUSTAKA: Jurnal Bahasa Dan Pendidikan, 4(2), 111–123. https://doi.org/10.56910/pustaka.v4i2.1316