PENINGKATAN HASIL BELAJAR IPA SISWA KELAS X TKR 1 SMK N 7 SEMARANG MELALUI JOYFUL LEARNING MENGGUNAKAN GAME GUESS MY WORD
Abstract: Learning
achievements of X TKR1 SMK Negeri Semarang 7 is low, especially on science
lesson with an average value of the school year repetition scieence lesson
2010/2011 is 60 (before remidial) with the percentage of students who graduated
only 44% percent when passing grade of science lesson is 75. This is certainly
a concern to researchers as a science teacher because SMK Negeri 7 Semarang
having a good reputation well known in Central Java. This is because the
characteristics of a class X TKR1 like to play, and the attitude of solidarity
of the group must be upheld, even for things that are less good. It certainly
is disturbing the learning process. In an effort to overcome these problems a
teacher as a researcher, trying to apply the methods of the game in groups,
with the hope that the game will make learning a fun atmosphere, as claimed by
Taufan Surana (2008:1) that a pleasant atmosphere is a necessary prerequisite
to children love to learn. The purpose of this study were (a) To improve
science learning outcomes in class X TKR 1 (b) To determine a significant
improvement in student learning outcomes. Research subject is X TKR1 SMK N 7
Semarang, which is located in Lima Jl.Simpang Semarang. Research will be
conducted in May to June. The analysis performed is descriptive analysis, the
credibility test using the method of triangulation of data sources. The results
of application of joyful learning model using games guess my word is as
follows: (a) a large increase in the average classical is 10.4 (Classical 83.4
average at cycle 1 to 93.9), (b) a large increase in the number of students who
qualify for passing gradeis 20% from 77% in cycle 1 to 97% in cycle 2. Teachers
are expected to be able to apply the learning model “Joyful learning” in
schools so that learning becomes more enjoyable. The school should be supported
by improving facilities and pre facilities, in order to create a fun learning
atmosphere for students (Joyful Learning).
Penulis: Anita Fibonacci
Kode Jurnal: jppendidikandd120313