PENERAPAN MEDIA PEMBELAJARAN BERBASIS PERMAINAN MONOPOLI UNTUK MENINGKATKAN PRESTASI BELAJAR PPKN DI SMAN 1 MALANG
Main Author: | Kurniawati, Eny |
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Format: | Thesis NonPeerReviewed Book |
Bahasa: | eng |
Terbitan: |
, 2018
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Subjects: | |
Online Access: |
http://eprints.umm.ac.id/40230/1/PENDAHULUAN.pdf http://eprints.umm.ac.id/40230/2/BAB%20I.pdf http://eprints.umm.ac.id/40230/3/BAB%20II.pdf http://eprints.umm.ac.id/40230/4/BAB%20III.pdf http://eprints.umm.ac.id/40230/5/BAB%20IV.pdf http://eprints.umm.ac.id/40230/6/BAB%20V.pdf http://eprints.umm.ac.id/40230/7/LAMPIRAN.pdf http://eprints.umm.ac.id/40230/ |
Daftar Isi:
- ometimes students is lazy and feel sleepy when in that lesson. Finally the students learning achievement become very low. The purpose of this thesis to improve students learning achievement through teaching media based on Monopoly games. In this research, the researcher use experimental with the technic is pre experimental designs. The method used in this research is intact Group Comparison. Intact group comparison is the the research which consist of 2 groups. The half group to experiment and the rest as the control group. In this research was conducted at SMAN 1 Malang on 26 February 2018 - March 9, 2018. The class used as the experimental group is 16 MIA 4 and the class used as the control group is 16 MIA 2. Based on Independence Sample T-test, it can be concluded that there is influence of learning media based on monopoli game to student achievement value in SMAN 1 Malang. Evidenced by the data obtained from the test results Independend Sample T-test, the probability value of existing data is 0.000. Then Ho is rejected, because the probability value is less than 0.05 which means the two population averages are not identical, because the probability value (0,000) <0.05. The data is supported by the results of student achievement of control class is lower than the results of student learning achievement experimental class. The result is that the control class has the highest score of 90, the lowest score of 82 and the average score of 85.60 while the experimental class has the highest score of 90, the lowest score of 84 and the average score of 88.06. Thus, monopoly game-based learning media can improve student's learning achievement.