{"title":"Efektivitas Model Edutainment terhadap Hasil Belajar Siswa Kelas X di SMA Negeri 1 Gamping","authors":"Regitanurvikasari Regitanurvikasari, Padrul Jana, Sitti Mutia Umasugi","doi":"10.31980/mosharafa.v11i3.1470","DOIUrl":null,"url":null,"abstract":"Penggabungan konsep Education dan Entertainment (Edutainment) dalam pembelajaran matematika dapat menjadi suatu solusi yang berdampak baik pada peningkatan hasil belajar matematika siswa. Tujuan penelitian ini adalah untuk menguji efektivitas model edutainment dalam pembelajaran matematika terhadap aspek hasil belajar siswa. Jenis penelitian yang digunakan adalah Quasi Experimental (The Nonequivalent Control Group Design). Populasi penelitian mencakup siswa kelas X SMA Negeri 1 Gamping. Teknik sampling dalam penelitian ini menggunakan simple random sampling, sehingga diperoleh dua kelas sebagai kelas eksperimen dan kelas kontrol. Instrumen penelitian yang digunakan adalah soal pretest, posttest, dan lembar observasi keterlaksanaan pembelajaran. Hasil penelitian menunjukkan bahwa pembelajaran matematika menggunakan model Edutainment efektif terhadap hasil belajar siswa. Model pembelajaran langsung juga efektif terhadap hasil belajar siswa dalam pembelajaran matematika. Sedangkan hasil komparasi pembelajaran matematika dengan model Edutainment dan model pembelajaran langsung adalah bahwa model Edutainment lebih efektif dibandingkan dengan model pembelajaran langsung ditinjau dari aspek hasil belajar siswa.Merging the concept of Education and Entertainment (Edutainment) in learning mathematics can be a solution that has a good impact on improving students' mathematics learning outcomes. The purpose of this study was to test the effectiveness of the edutainment model in learning mathematics on aspects of student learning outcomes. The type of research used is Quasi-Experimental (The Nonequivalent Control Group Design). The research population includes students of class X SMA Negeri 1 Gamping. The sampling technique in this study used simple random sampling; so, two classes were obtained the experimental class and the control class. The research instruments used were pre-test, post-test, and learning implementation observation sheets. The results showed that learning mathematics using the Edutainment model was effective on student learning outcomes. The direct learning model is also effective in the student learning outcomes in learning mathematics. While the results of the comparison of learning mathematics with the Edutainment model and the direct learning model are that the Edutainment model is more effective than the direct learning model in terms of student learning outcomes.","PeriodicalId":102966,"journal":{"name":"Mosharafa: Jurnal Pendidikan Matematika","volume":"319 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Mosharafa: Jurnal Pendidikan Matematika","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.31980/mosharafa.v11i3.1470","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Penggabungan konsep Education dan Entertainment (Edutainment) dalam pembelajaran matematika dapat menjadi suatu solusi yang berdampak baik pada peningkatan hasil belajar matematika siswa. Tujuan penelitian ini adalah untuk menguji efektivitas model edutainment dalam pembelajaran matematika terhadap aspek hasil belajar siswa. Jenis penelitian yang digunakan adalah Quasi Experimental (The Nonequivalent Control Group Design). Populasi penelitian mencakup siswa kelas X SMA Negeri 1 Gamping. Teknik sampling dalam penelitian ini menggunakan simple random sampling, sehingga diperoleh dua kelas sebagai kelas eksperimen dan kelas kontrol. Instrumen penelitian yang digunakan adalah soal pretest, posttest, dan lembar observasi keterlaksanaan pembelajaran. Hasil penelitian menunjukkan bahwa pembelajaran matematika menggunakan model Edutainment efektif terhadap hasil belajar siswa. Model pembelajaran langsung juga efektif terhadap hasil belajar siswa dalam pembelajaran matematika. Sedangkan hasil komparasi pembelajaran matematika dengan model Edutainment dan model pembelajaran langsung adalah bahwa model Edutainment lebih efektif dibandingkan dengan model pembelajaran langsung ditinjau dari aspek hasil belajar siswa.Merging the concept of Education and Entertainment (Edutainment) in learning mathematics can be a solution that has a good impact on improving students' mathematics learning outcomes. The purpose of this study was to test the effectiveness of the edutainment model in learning mathematics on aspects of student learning outcomes. The type of research used is Quasi-Experimental (The Nonequivalent Control Group Design). The research population includes students of class X SMA Negeri 1 Gamping. The sampling technique in this study used simple random sampling; so, two classes were obtained the experimental class and the control class. The research instruments used were pre-test, post-test, and learning implementation observation sheets. The results showed that learning mathematics using the Edutainment model was effective on student learning outcomes. The direct learning model is also effective in the student learning outcomes in learning mathematics. While the results of the comparison of learning mathematics with the Edutainment model and the direct learning model are that the Edutainment model is more effective than the direct learning model in terms of student learning outcomes.
将教育和娱乐的概念结合起来,可以对学生的数学学习成绩的提高产生积极的影响。本研究的目的是测试学生学习结果方面的数学教学模型的有效性。所使用的研究类型是Quasi实验(非equivalent Control Group Design)。研究人口包括一级美国高中X班学生。本研究的抽样技术采用了简单的随机抽样技术,因此获得了两个类作为实验类和控制类。所使用的研究工具包括前期、后期和学习经验观察表。研究结果表明,数学学习利用教育模型对学生的学习是有效的。直接学习模式对学生的数学学习成绩也很有效。而数学学习与教育模型和直接学习模型比较的结果是,教育模型比学生学习的直接学习模型更有效。灌输教育与娱乐的概念可能是一种解决方案,它对孕育学生的教育学习产生了有益的影响。这项研究的目的是测试学生学习成绩的教育效果。用于研究的类型是准实验的。美国高中X班的学生包括人口研究。这个研究中使用的技术样本是简单的随机抽样;所以,有两门课阻碍了实验课和控制课。过去的研究仪器是前测试、后测试和学习表执行。结果表明,学习数学通过教育娱乐模式对学生的学习是有效的。指导学习模式也同样影响学生学习数学。虽然学习数学的不断重复,教育娱乐模式和指导学习模式是教育娱乐模式,比学生学习模式更有效。