PENINGKATAN HASIL BELAJAR SISWA KELAS III PADA PEMBELAJARAN MATEMATIKA MELALUI METODE PERMAINAN SIRKUIT PINTAR DI SDN 28 PAYAKUMBUH

Penulis

  • Switri Floweriza
  • . khairudin
  • yulfia Nora

Abstrak

The research was motivated by the low student learning outcomes in mathematics learning, and teachers use methods of lecture and question and answer. The purpose of this research is to improve student learning outcomes of class III SDN 28 Payakumbuh game using smart circuit. This type of research is classroom action research conducted in two cycles, the subject of this study is the third grade students of SDN 28 Payakumbuh, totaling 33 people. The research instrument used in this study is the observation sheet valuation aspects of psychomotor, affective and cognitive student, teacher observation sheet activities and tests student learning outcomes. improving student learning outcomes during the learning process in the first cycle with an average percentage of completeness per cognitive aspects: 33.33 rising to 46.96 in the second cycle, psychomotor aspects of 36.36 in the first cycle increased to 53.02 in the second cycle and affective aspects of 49.99 in the first cycle and second cycle. While the results of the final test exam the first cycle at an average 70.61 76.96 neningkat be composed of two persons who have not been completed and 31 are already completed. Based on research and student learning outcomes can be concluded that by using smart circuitry games can improve student learning outcomes, the researchers suggest that teachers can implement smart circuit game method in teaching mathematics well.

Keywords:Learning,Methods,Mathematics

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Diterbitkan

2014-03-14