Budiarti, Nadhea Arnisma and Dr. Eti Setiawati, M.Pd. (2021) Efektivitas Media Puzzle Interaktif Dalam Pembelajaran Mengidentifikasi Teks Iklan Pada Siswa SMP. Sarjana thesis, Universitas Brawijaya.
Abstract
Penelitian ini bertujuan untuk mendeskripsikan keefektifan penggunaan media puzzle interaktif dalam pembelajaran bahasa Indonesia KD mengidentifikasi teks iklan. Jenis penelitian yang digunakan adalah penelitian eksperimen dengan desain True Experimental menggunakan model Postest-Only Control Design. Penelitian dilakukan di SMP Brawijaya Smart School yang terletak di Jalan Cipayung, Kota Malang. Populasi dan sampel dalam penelitian adalah seluruh siswa kelas VIII A dan C yang berjumlah 64 siswa. Instrument yang digunakan adalah tes. Teknik pengumpulan data yang digunakan adalah observasi dan wawancara. Hasil penelitian menunjukan bahwa, penggunaan media pembelajaran puzzle interaktif bersifat positif atau efektif dengan nilai rata-rata kelompok eksperimen 86.5 dan presentase ketuntasan klasikal 87.5 % sedangkan kelompok kontrol pemerolehan nilai rata-rata 70.2 dan presentase ketuntasan klasikal 34.3 %. Analisis statistik uji hipotesis t-test menunjukan bahwa t-hitung (10.253) > t-tabel (1.669) dan P value (2,81) > α (0,05) yang berarti H0 ditolak dan H1 diterima. Hal itu menunjukan, bahwa pemerolehan hasil belajar menggunakan media puzzle interaktif memperoleh rata-rata nilai lebih tinggi. Berdasarkan hasil keseluruhan tersebut, disimpulkan bahwa media puzzle interaktif efektif digunakan dalam pembelajaran bahasa Indonesia KD mengidentifikasi teks iklan, meningkatkan pemahaman, motivasi belajar, dan rasa percaya diri peserta didik melalui pembelajaran yang aktif dan menyenangkan.
English Abstract
This study aims to describe the effectiveness of the use of interactive puzzle media in learning Indonesian KD identifying advertising texts. The type of research used is experimental research with a True Experimental design using the Postest-Only Control Design model. The research was conducted at SMP Brawijaya Smart School located on Jalan Cipayung, Malang City. The population and samples in the study were all students of class VIII A and C which amounted to 64 students. The instrument used is a test. The data collection techniques used are observation and interviews. The results showed that the use of interactive puzzle learning media was positive or effective with an average score of 86.5 experimental group and a classical completeness percentage of 87.5% while the control group obtained an average value of 70.2 and a percentage of classical completeness of 34.3%. Statistical analysis of the t-test hypothesis test shows that t-count (10,253) > t-table (1,669) and P value (2.81) > α (0.05) which means H0 is rejected and H1 is accepted. It shows that the acquisition of learning outcomes using interactive puzzle media obtains a higher average score. Based on these overall results, it was concluded that interactive puzzle media is effectively used in learning Indonesian KD identifies advertising texts, increasing students' understanding, motivation to learn, and self-confidence through active and fun learning.
Item Type: | Thesis (Sarjana) |
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Identification Number: | 0522120332 |
Uncontrolled Keywords: | efektivitas; media puzzle; pembelajaran interaktif; teks iklan, effectiveness; puzzle media; interactive learning; advertising text |
Subjects: | 400 Language > 499 Non-Austronesian languages of Oceania, Austronesian languages, miscellaneous languages > 499.22 Malayo-Polynesian languages of Indonesia, Malaysia, Singapore, Brunei, East Timor; Chamic languages > 499.221 Indonesian (bahasa Indonesia) |
Divisions: | Fakultas Ilmu Budaya > Pendidikan Bahasa dan Sastra Indonesia |
Depositing User: | Sugeng Moelyono |
Date Deposited: | 16 May 2023 07:13 |
Last Modified: | 16 May 2023 07:13 |
URI: | http://repository.ub.ac.id/id/eprint/199703 |
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