Application of Active Strategy of crossword puzzle type on Information and Communication Technology Learning (ICT) Class IX SMP Negeri 3 Padang

Penulis

  • Tri Ulandari
  • Karmila Suryani
  • Rini Widyastuti

Abstrak

Factor that affect the learning process such as the use of learning methods that are less precise. Students tend to only accept and always memorize the notebook so that students are less active in learning. The difficulty of students in understanding the subject matter because of the less conducive learning atmosphere. Student learning outcomes in ICT subjects are still in minimal mastery criteria (KKM). To solve the problem, the researcher applied the active strategy of crossword puzzle type on the learning of information and communication technology (ICT).

          The type of research conducted is experiment research, with the population of all students class IX. The research sample is class IX.1 as experiment class and class IX.3 as control class. The variables of this research are; learning by using active strategy of type crossword puzzle (X), learning result of ICT obtained after implementation of learning (Y). The research instruments are validity test, test trial, grain analysis (with reliability test 0,92), and final test.

          After the research is done, then the data obtained in the form of student learning outcomes. The data were obtained using a written test in the form of a description test consisting of 10 essays with a time of 60 minutes. Participants in the sample class were followed by 65 students with details of 32 students from the experiment class and 33 students from the control class. In the final test the learning results are analyzed with the following steps ; (1) normality test (2) hypothesis test with sig (2-tailed): 2 = 0.060: 2 = 0.03. So it shows that 0.03 <0.05, then H1 is accepted. Based on research conducted on experiment class and control class, it can be seen that there is an increase of learning outcomes in the application of active learning strategy of crossword puzzle type. This can be seen from the improvement of the average score of students' learning outcomes in the experiment class of 80.42 and in the control class of 77.53. Improvement of student learning outcomes in the application of active learning strategy type crossword puzzle with student learning outcomes using conventional learning experienced the same improvement during the study. This can be seen from the result of N-Gain, where the experiment class value is 0.4045 and control class is 0.3631 then it is in the medium category. However, the average value of gain index normalized experiment class higher than control class.

          Based on the results of research that has been done, it can be concluded that the learning outcomes of ICT students who apply the active learning strategy of crossword puzzle type better than the learning by using conventional learning in students of class IX SMP Negeri 3 Padang.       

Keywords: Crossword Puzzle, Control Group Design, Results of ICT learning

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2018-02-21