Media pembelajaran yang digunakan di SMA Khadijah Surabaya beragam seperti LCD, PPT (Power Point Text), video, modul, buku paket dan lainnya. Perlunya variasi media pembelajaran yang beragam agar kegiatan pembelajaran didalam kelas dapat meningkatkan minat serta semangat siswa untuk aktif dalam proses belajar. Penggunaan media pembelajaran yang berulang – ulang dapat membuat siswa merasa kurang tertarik pada pembelajaran ekonomi. Sehingga dibutuhkan inovasi dalam mengembangkan media pembelajaran, yaitu media picture in the box. Penelitian ini memiliki tujuan untuk mengetahui kelayakan media, keaktifan siswa, hasil belajar siswa serta respon siswa setelah menggunakan media.
Jenis penelitian yang digunakan adalah Research and Development (R&D) yang dikemukakan oleh Thiagaraja, dkk dengan model pengembangan 4D (define, desain, development dan dissemination). Pengumpulan data dilakukan untuk mengetahui kelayakan media, keaktifan siswa, hasil belajar siswa serta respon siswa terhadap media melalui hasil validasi.
Pada penelitian ini diperoleh hasil kelayakan media dengan presentase rata – rata 75%, sedangkan hasil rata – rata keaktifan siswa sebesar 80,4 (aktif). Untuk hasil belajar yang diukur menggunakan pretest dan posttest mendapatkan hasil gain score 0,53 (sedang) dan respon siswa terhadap media picture in the box dengan hasil rata – rata sebesar 90% dengan kriteria sangat layak digunakan.
Kata kunci: Media Pembelajaran Picture In the Box, Keaktifan, Hasil Belajar
Learning media that used in Khadijah Surabaya High School are as varied as LCD, PPT (Power Point Text) textbook modules and others. The need for a variety of diverse learning media so that learning activities in the classroom can increase students' interest and enthusiasm to be more active in the teaching-learning process. The usage of repetitive learning media can make students feel less interested in economic learning. So that innovation is needed in developing learning media, namely media picture in the box. This study aims to determine the appropriateness of media, student activity, student learning outcomes and student responses after using the media.
The type of research used is Research and Development (R & D) proposed by Thiagaraja, et al. With the 4D development model (define, design, development and dissemination). Data collection was conducted to find out media flaws, students activity, students learning outcomes and students responses to media through validation results.
In this study the results of the appropriateness of the media were obtained with a percentage of students' activeness of 80.4 (active). For learning outcomes that are an average of 75%, while the average results measured using pretcst and posttest get a gain score of 0.53 (moderate) and student responses to picture in the box media with average results are worthy to use. average of 90% with criteria highly.
Keywords: Picture In the Box Learning Media, Activity, Learning Outcomes