PENGARUH PENGGUNAAN MEDIA PERMAINAN MONOPOLI TEREHDAP HASIL BELAJAR SISWA PADA MATA PELAJARAN PPKN SISWA KELAS V SD NEGERI 19 AMBON
Abstract
This study aims to determine whether or not there is an influence of the use of monopoly game media on the learning outcomes of PPKN class V SD Negeri 19 Ambon. The formulation of the problem is whether the use of monopoly game media affects the learning outcomes of PPKN siwa kela V SD Negeri 19 Ambon? This type of research is pre-experimental research. This research was conducted in three stages, namely pretest, treatment and posttest. The subjects in this study were 28 grade V students. The technique used is to collect the above data including questionnaires, tests, namely using descriptive statistical analysis and differential analysis. The formula in this study is percentage, mean to find the value of the normality test and t test using the SPSS application version 26. The results showed that with the use of monopoly game media on the learning outcomes of PPKN grade V students of SD Negeri 19 Ambon. This is evident from the increase in student learning outcomes, the research carried out obtained the following results: Student learning outcomes at the pretest stage were in the average high category with 73.71% and at the posttest stage were in the very high high category with an average of 81.07%, In the hypothesis test that shows learning outcomes, the value of t has a greater number of 3.961 compared to the value of t table, which is 1.703 (tcalculate = 3.961 > tcalculate = 1.703) and follow the rules of decision making or significant criteria, namely tcalculate > tcalculate, then Ho = ditolah and Ha = accepted, which means there is an influence on the use of game media, monopoly, monopoly learning on the learning outcomes of students of PPKn Shiva class V SD Negeri 19 Ambon. From the discussion that has been carried out, it can be decided that it is the use of monopoly learning game media on the learning outcomes of class V students of SD Negeri 19 Ambon, especially the material Application of Pancasila Values in Daily Life. Thus, this monopoly game media is feasible to improve student learning outcomes.
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