AYU ISTORIANA, . (2010) PENGARUH ALAT PERMAINAN EDUKATIF TERHADAP KREATIVITAS BELAJAR IPA SISWA KELAS II SEKOLAH DASAR DI KECAMATAN JOHAR BARU JAKARTA PUSAT. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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DAFTAR PUSTAKA.pdf Download (39kB) |
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Abstract
Tujuan penelitian ini adalah untuk mengetahui pengaruh penggunaan permainan edukatif terhadap kreativitas belajar IPA. Penelitian dilaksanakan di SDN Johar Baru 11 Pagi Kecamatan Johar Baru Jakarta Pusat dari bulan Juli-November dengan sampel siswa kelas II pada semester I tahun pelajaran 2010-2011. Sampel diambil dengan menggunakan teknik simple random sampling. Penelitian ini menggunakan metode eksperimen. Adapun teknik pengumpulan data dilakukan dengan menggunakan lembar pengamatan untuk mengetahui kreativitas belajar IPA siswa, yang sebelumnya telah dilakukan pengujian validitas dan reliabilitas dengan justifikasi ahli dan dianalisis dengan uji normalitas dan uji homogenitas baik kelas kontrol maupun kelas eksperimen . Hasil pengujian normalitas menunjukan bahwa kedua kelas berdistribusi normal. Hasil pengujian homogenitas menunjukan bahwa kedua kelas tersebut homogen. Setelah dilakukan uji persyaratan analisis, maka dilakukan uji hipotesis dengan perhitungan uji-t. Berdasarkan hasil perhitungan uji-t maka hipotesis nol ( Ho) ditolak dan hipotesis kerja (H1) diterima. Dari perhitungan tersebut maka dapat disimpulkan bahwa penggunaan permainan edukatif berpengaruh signifikan terhadap kreativitas belajar IPA siswa kelas II sekolah dasar. Implikasi hasil penelitian ini adalah penggunaan permainan edukatif pada pembelajaran IPA dapat diterapkan guru agar dapat memunculkan kreativitas siswa. ***** The aim of this study was to observe the effect of educational games to the students’ creativity in learning science. This research was conducted at SDN Johar Baru 11 Pagi District of Johar Baru Central Jakarta from July to November with samples from second grade students in the first semester of academic year 2010-2011. Samples were taken by using simple random sampling technique. This research uses experimental methods. The technique of data collection was done by using the observation sheets to find out students' creativity in learning science, which had previously been done testing the validity and reliability with the justification of experts and analyzed by both normality and homogeneity test class either the control class or the experiment class. The result of normality test showed that both classes have a normal distribution. Homogeneity test results showed that both classes are homogeneous. After the test of qualification analysis has been conducted, then the hypothesis test would be conducted by using calculating t-test. Based on the result of t-test calculation, then zero hypothesis (H o) was rejected and the working hypothesis (H 1) was accepted. From these calculations it can be concluded that the use of educational games have a significant effect on the students’ creativity in learning science at second grade of elementary school. The implications of this research was using educational games in learning science can be applied by the teacher to bring the students’ creativity.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Drs. A.R Supriatna, M.Pd. ; 2). Drs. Kasina Ahmad, M.Pd. |
Subjects: | Pendidikan > Penelitian Tindakan Kelas > Pendidikan Dasar dan Menengah Pendidikan > Media Pembelajaran |
Divisions: | FIP > S1 Pendidikan Guru Sekolah Dasar |
Depositing User: | Users 14614 not found. |
Date Deposited: | 12 Sep 2022 04:32 |
Last Modified: | 12 Sep 2022 04:32 |
URI: | http://repository.unj.ac.id/id/eprint/35685 |
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