EFEKTIVITAS PENERAPAN TEAMS GAMES TOURNAMENT BERBANTUAN TEKA TEKI SILANG AKSARA JAWA DALAM PENINGKATAN PRESTASI BELAJAR BAHASA JAWA SEKOLAH DASAR
DOI:
https://doi.org/10.31764/paedagoria.v12i2.4959Keywords:
Teams Games Tournament, Crossword Puzzles, Javanese Alphabet.Abstract
Abstrak: Sebagian siswa menganggap Bahasa Jawa adalah mata pelajaran yang sulit, terutama pada materi menulis dan membaca Aksara Jawa. Sebagian besar siswa sekolah dasar mengeluhkan sulit menulis Aksara Jawa beserta pasangan dan sandhangannya karena memiliki aturan yang rumit dan memiliki kemiripan di setiap aksara. Hal itu menyebabkan prestasi belajar Bahasa Jawa pada materi Aksara Jawa masih rendah. Tujuan penelitian ini adalah untuk mengetahui efektivitas penerapan model Teams Games Tournament berbantuan Teka-teki Silang aksara Jawa terhadap prestasi belajar Bahasa Jawa kelas IV. Penelitian ini merupakan penelitian kuantitatif eksperimen yang dilaksanakan di kelas IV. Metode yang digunakan untuk mengumpulkan data berupa studi dokumen dan tes. Populasi dari penelitian ini sebanyak 61 siswa kelas IV, dan sampel sebanyak 30 siswa sebagai kelas eksperimen. Instrumen penelitian ini berupa soal tes dan seperangkat pembelajaran. Data dianalisis secara kuantitatif dengan t-test. Hasil dari penelitian eksperimen ini menyatakan bahwa nilai rata-rata kelas eksperimen lebih tinggi daripada kelas kontrol dibuktikan dengan hasil thitung (3,458)> ttabel (2,001) sehingga model Teams Games Tournament berbantuan Teka-teki Silang aksara Jawa efektif terhadap prestasi belajar Bahasa Jawa kelas IV SDN Patihan Kota Madiun.
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Abstract:Â Some students think that Javanese is a difficult subject, especially in the material of writing and reading Javanese script. Most elementary school students complain that it is difficult to write Javanese script along with its partners and articles because it has complicated rules and has similarities in each script. This causes the learning achievement of Javanese language in Javanese script material is still low. The purpose of this study was to determine the effectiveness of the Teams Games Tournament model assisted by the crossword puzzle Javanese text on the learning achievement of the fourth grade Javanese language at SDN Patihan Madiun. This research is an experimental quantitative study carried out in class IV of SDN Patihan Madiun. Collecting data with the form of study documents and tests. The population of this study was 61 students in class IV, and a sample of 30 students as an experimental class. The research instrument was in the form of test questions and a set of learning. Data were analyzed quantitatively by t-test. The results of this experimental study stated that the average value of the experimental class was higher than the control class as evidenced by the results of tcount > ttable so that the Teams Games Tournament model assisted by the crossword puzzle Javanese text was effective in the learning achievement of the fourth grade Javanese SDN Patihan Madiun.References
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