PUZZLE TO IMPROVE STUDENT ACTIVITY AND LEARNING OUTCOMES IN FOOD MATERIALS KNOWLEDGE
Main Author: | Purwanti, Heni |
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Format: | Article info application/pdf Journal |
Bahasa: | ind |
Terbitan: |
Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta
, 2020
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Subjects: | |
Online Access: |
https://jurnal-dikpora.jogjaprov.go.id/index.php/jurnalideguru/article/view/157 https://jurnal-dikpora.jogjaprov.go.id/index.php/jurnalideguru/article/view/157/186 |
Daftar Isi:
- Penelitian tindakan kelas ini bertujuan untuk mencari pemecahan masalah terhadap rendahnya aktivitas dan hasil belajar siswa dalam mata pelajaran Pengetahuan Bahan Makanan. Subyek penelitian ini siswa kelas X Kuliner 6 di SMK Negeri 4 Yogyakarta dengan jumlah siswa 36 siswa. Penelitian dilaksanakan dalam dua siklus yang masing-masing siklus terdiri dari 2 kali pertemuan, dengan langkah-langkah penelitian berupa perencanaan, pelaksanaan, pengamatan dan refleksi. Hasil penelitian menunjukkan bahwa, dengan dilaksanakan pembelajaran menggunakan media puzzle dapat meningkatkan aktivitas belajar pada siswa. Pada kondisi awal (prasiklus) nilai rata-rata hasil belajar siswa 60,88 dan baru 38,89 % siswa mencapai KKM yang ditetapkan sebesar 75. Nilai rata-rata hasil belajar siswa pada siklus I pertemuan 1 sebesar 68,89 dengan ketuntasan belajar 41,67 % dan pada siklus I pertemuan 2 nilai rata-rata hasil belajar siswa sebesar 72,55 dengan ketuntasan belajar 47,22%. Pada siklus II pertemuan 1 nilai rata-rata hasil belajar siswa sebesar 88,39 dengan ketuntasan belajar 94,44 % sedang pada siklus II pertemuan 2 nilai rata-rata hasil belajar siswa sebesar 82,63 dengan ketuntasan belajar 97,22 %. Berdasarkan hasil penelitian, disimpulkan media pembelajaran puzzle dapat meningkatkan aktivitas dan hasil belajar siswa kelas X Kuliner 6 di SMKN 4 Yogyakarta pada mata pelajaran Pengetahuan Bahan Makanan.
- This classroom action research aims to find solutions to problems with low activity and student learning outcomes in the Foodstuff Knowledge subject. The subjects of this study were students of class X Culinary 6 at SMK Negeri 4 Yogyakarta with a total of 36 students. The research was conducted in two cycles, each cycle consisting of 2 meetings, with research steps in the form of planning, implementing, observing and reflecting. The results showed that, by implementing learning using puzzle media, it can increase learning activities in students. In the initial conditions (pre-cycle) the average value of student learning outcomes was 60.88 and only 38.89% of students reached the KKM which was set at 75. The average value of student learning outcomes in the first cycle of meeting 1 was 68.89 with 41 learning completeness, 67% and in the first cycle of meeting 2 the average value of student learning outcomes was 72.55 with learning completeness 47.22%. In the second cycle of meeting 1, the average value of student learning outcomes was 88.39 with 94.44% completeness in learning, while in the second cycle of meeting 2 the average value of student learning outcomes was 82.63 with 97.22% learning completeness. Based on the results of the study, it was concluded that puzzle learning media could increase the activity and learning outcomes of class X Culinary 6 students at SMKN 4 Yogyakarta on the subject of Foodstuff Knowledge.