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  • Abstraksi

    Penelitian ini merupakan penelitian kuantitatif eksperimen menggunakan metode Quasi Experimental. Penelitian ini dilaksanakan di kelas V SDN Demangan 1 Bangkalan yang berjumlah 79 siswa. Peneitian ini bertujuan untuk mengetahui pengaruh penerapan model blended learning dengan instructional games terhadap hasil belajar dan motivasi belajar siswa. Teknik pengumpulan data dilakukan dengan metode tes dan angket. Hasil penelitian menunjukkan ada pengaruh pembelajaran terhadap hasil belajar dan motivasi belajar siswa berdasarkan hasil perhitungan uji t, dengan thitung sebesar 4,81 untuk hasil belajar dan thitung sebesar 8,129 untuk motivasi belajar. Dengan ttabel = t (?/2,n-2) = 2,023, dengan thitung > ttabel berarti Ho ditolak dan Ha diterima. Tingkat ketuntasan siswa dikelas eksperimen yaitu 100% sedangkan dikelas kontrol yaitu 88,60%. Menunjukkan bahwa model blended learning dengan instructional game berpengaruh signifikan terhadap hasil belajar siswa dan motivasi belajar siswa pada Tema “Sehat Itu Penting” siswa kelas V SDN Demangan 1 Kabupaten Bangkalan tahun pelajaran 2015-2016. Kata Kunci: Blended Learning, Instructional Game, Hasil Belajar siswa, Motivasi Belajar Siswa.

    Abstraction

    This study is a kind of quantitative research by using Quasi Experimental method. It is conducted in grade 5 at SDN Demangan 1 Bangkalan which contains of 79 students. This study is aimed to know the effect of application blended learning with instructional game to the students’ learning results and student’s learning motivation. The technique of collecting data is done by using test and questionnaire methods. The results of the study show that the validation results are there is a learning effect on the students’ learning results and student’s learning motivation that is based on the result of T test calculation, it is gained that value of tcount is 4,81 to the students’ learning results and tcount 8,129 student’s learning motivation.With ttable= t(?/2 ,n-2) =2,023. Based on the value of tcountand ttable, it is gained that tcount > ttable which means that H0is rejected and Ha is accepted. The level of student mastery in the experimental class is 100%, whereas in the control class is 88,60%. It can be concluded that the blended learning with instructional game significant effect to the students’ learning results and student’s learning motivation on the theme of “Healty Matters” in grade 5 at SDN Demangan 1 Bangkalan. Keywords: Blended Learning, Instructional Game, Students’ Learning Results, Student’s Learning Motivation

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