THE EFFECTIVENESS OF THE APPLICATION OF INQUIRY
LEARNING ASSISTED BY PRIZE DRAW GAME MEDIA IN THE
SUBJECT ON THE SUBJECT OF STAFFING ON STUDENT
LEARNING OUTCOMES OF CLASS XII OTKP SMKN 1
LAMONGAN
Penelitian ini bertujuan untuk mengetahui efektivitas Penerapan
Inquiry Learning Berbantuan Media Prize Draw Game dan hasil belajar
siswa setelah penerapan inquiry learning berbantuan prize draw game Pada
Mata Pelajaran Otk Kepegawaian Terhadap Hasil Belajar Siswa Kelas XII
OTKP SMKN 1 Lamongan. Penelitian ini merupakan penelitian
eksperimen semu posttest only control design with nonequivalent groups.
Populasi penelitian ini adalah siswa – siswi kelas XII Otomatisasi Tata
Kelola Perkantoran tahun ajaran 2022/2023 yang berjumlah 71 siswa.
Teknik sampling yang digunakan yaitu purposive sampling. Penelitian
menunjukkan hasil bahwa berdasarkan analisis uji hipotesis independent
sampel t-test pada nilai posttest kedua kelas yang menghasilkan nilai
signifikansi 0.190 > 0.05 artinya H0 diterima dan H1 ditolak, sehingga
dapat disimpulkan tidak terdapat pengaruh penerapan Penerapan Inquiry
Learning Berbantuan Media Prize Draw Game Pada Mata Pelajaran Otk
Kepegawaian Terhadap Hasil Belajar Siswa Kelas XII OTKP SMKN 1
Lamongan dan hasil belajar siswa kelas eksperimen rata – rata sebesar
70.8 sedangkan rata – rata nilai posttest kelas kontrol sebesar 66.7.
Kata kunci : Inquiry, Prize Draw Game , Hasil Belajar
This study aims to determine the effectiveness of the Application
of Media Prize Draw Game Assisted Inquiry Learning and student
learning outcomes after the application of prize draw game assisted
inquiry learning in the Civil Service Subject on Student Learning
Outcomes in Class XII OTKP SMKN 1 Lamongan. This research is a
posttest only quasi-experimental study with Design Kontrol with
Nonequivalent Groups. The population of this study were students of
class XII Office Management Automation for the 2022/2023 academic
year, which consisted of 71 students. The sampling technique used is
purposive sampling. The research shows that based on the analysis of the
independent sampel t-test hypothesis testing on the posttest values of the
two classes which produce a significance value of 0.190 > 0.05, it means
that H0 is accepted and H1 is rejected, so it can be concluded that there is
no effect of applying Inquiry Learning Assisted with Media Prize Draw
Game in Subjects Occurrence of Personnel Against Student Learning
Outcomes Class XII OTKP SMKN 1 Lamongan and student learning
outcomes in the experimental class averaged 70.8 while the average
posttest score for the control class was 66.7.
Keyword :Inquiry, Prize Draw Game s, Learning outcomes