PENGEMBANGAN PERMAINAN TEKA-TEKI SILANG DALAM PEMBELAJARAN MATEMATIKA DI KELAS VII SMP
Abstract
Tujuan penelitian ini adalah mengembangkan permainan matematika berupa teka-teki silang
(TTS). Perangkat yang dihasilkan meliputi silabus, rencana pelaksanaan pembelajaran (RPP),
media pembelajaran berbasis permainan, lembar kerja siswa, assessment serta menguji
efektifitas implementasinya. Jenis penelitian ini adalah penelitian pengembangan dengan
ujicoba terbatas dilakukan di SMP N 2 Mranggen. Analisis data menggunakan metode mix
method, yaitu analisis data kuantitatif dan kualitatif yang dilakukan secara simultan,
kemudian dilakukan triangulasi data sehingga diperoleh data yang valid. Hasil validasi
terhadap permainan dan perangkat yang dikembangkan adalah valid dan layak digunakan
dengan sedikit revisi. Lebih lanjut, berdasarkan hasil analisis data penelitian disimpulkan
bahwa kategori kemampuan guru dalam pengelolaan pembelajaran, aktivitas siswa dan
respon siswa terhadap penerapan permainan dalam pembelajaran pada kategori baik. Lebih
lanjut, berdasarkan hasil analisis uji perbandingan diperoleh t 9,455 t 1,345 hitung tabel
sehingga rataan hasil posttest lebih baik dibandingkan hasil pretest dan peningkatan hasil
belajar siswa melalui penerapan permainan matematika dalam kategori sedang dengan nilai
N-gain = 0,6563.
Kata Kunci: Permainan, Teka-Teki Silang, Perangkat Pembelajaran
The purpose of this study was to develop a mathematical game in the form of crossword
puzzles (TTS). The device includes syllabus, lesson plan (RPP), game-based learning media,
student worksheets, assessment and the effectiveness test of its implementation. This type of
research was the development of research with limited test conducted at SMP N 2 Mranggen.
Data analysis using mixed methods, quantitative and qualitative data analysis were done
simultaneously, then the triangulation of data in order to obtain valid data. The results of the
validation of the games and devices developed was valid and fit for use with minimal
revision. Furthermore, based on data analysis of the study concluded that the ability of
teachers in the management of learning, student activities and students' response to the
application of games in learning in good categories. Furthermore, based on the analysis of
comparative test results obtained so that the average post-test better than the results of pretest
and improving student learning outcomes through the application of mathematical game in
the medium category with a value of N-gain = 0.6563.
Keywords: Games, Puzzle, Learning Device
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PDFReferences
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DOI: https://doi.org/10.33373/pythagoras.v5i1.235
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