PENGEMBANGAN PERANGKAT PEMBELAJARAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT) DENGAN PERMAINAN MATCH ELECTRONIC PUZZLE PADA MATA PELAJARAN PENERAPAN RANGKAIAN ELEKTRONIKA DAYA DAN KOMUNIKASI

ARIE AGIATAMA, AGUS BUDI SANTOSO

Abstract


Penelitian ini bertujuan untuk membuat perangkat pembelajaran berbasis Permainan Match Electronic Puzzle dengan kriteria valid, praktis dan efektif. Jenis penelitian yang digunakan dalam penelitian ini adalah R & D (Research and Development). Pada penelitian ini hanya akan menggunakan tujuh langkah dan di akhir langkah menggunakan langkah analisis data dan pelaporan. Dalam penelitian ini produk yang diproduksi masih berupa contoh produk kemudian di ujicoba pada ruang lingkup yang terbatas yaitu kelas XI EDK 1 SMK Negeri 5 Surabaya pada mata pelajaran Penerapan Rangkaian Elektronika Daya dan Komunikasi. Penelitian ini menemukan bahwa; (1) Hasil analisis validasi perangkat pembelajaran menggunakan permainan Match Electronic Puzzle valid digunakan. (2) Hasil analisis respon peserta didik dari ujicoba produk perangkat pembelajaran menggunakan permainan Match Electronic Puzzle praktis digunakan.
(3) Analisis hasil belajar peserta didik dari ujicoba produk pada hasil belajar kompetensi pengetahuan dan kompetensi keterampilan terjadi peningkatan signifikan atau mencapai KKM. Sehingga dapat disimpulkan bahwa perangkat pembelajaran menggunakan permainan Match Electronic Puzzle layak digunakan.

Kata Kunci: Teams Games Tournament, Permainan Match Electronic Puzzle, Respon peserta didik, Hasil belajar.

The main goal of this research is to make a learning device of Match Electronic Puzzle that has qualification criteria by a good validity, practicality, effectivity in study. The research is done using R & D (Research and Development) method. In this research using seven step of method and the last step using the analysis and report. In this research the product that produced still example of the product and then testing in limited area by student of electrical for engineering commucation in surabaya state vocational school. The decision of data validation by validator, then the result decision of questionnaire by student of electrical for engineering commucation in surabaya state vocational school. The results gained from this research : (1) The result learning device of type tournament using Match Electronic Puzzle Games terms of validity is declared as valid to be used. (2) The result learning device of type tournament using Match Electronic Puzzle Games terms of validity is declared as practical to be used. (3) The result learning device of type tournament using Match Electronic Puzzle Games terms of validity is declared as effectivity to be used. From the described results above,it is allowed to concludes that the learning device produced is qualified to be used in learning process in terms of validity, effectivity, and practicality.

Keywords: Teams Games Tournament, Match Electronic Puzzle Games, The result study and The result decision of questionnaire by student


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Jurnal Pendidikan Teknik Elektro