PENGEMBANGAN E-QUIZ TEKA-TEKI SILANG UNTUK MELATIH KEAKTIFAN BELAJAR PESERTA DIDIK MATERI EKOSISTEM SMA
DEVELOPMENT OF CROSSWORD E-QUIZ TO TRAIN STUDENTS LEARNING ACTIVITIES FOR HIGH SCHOOL ECOSYSTEM MATERIAL
Peserta didik yang berpengetahuan dapat diwujudkan melalui proses belajar dalam suatu pendidikan. Namun, peserta didik yang mengalami kurangnya keterlibatan secara maksimal dalam pembelajaran dapat mengurangi makna dari pembelajaran yang aktif dan efektif sehingga diperlukan cara untuk melatih keaktifan belajar peserta didik. Salah satunya dengan menggunakan e-quiz teka-teki silang karena peserta didik menyukai belajar dengan bermain. Tujuan dari penelitian ini adalah untuk menghasilkan e-quiz teka-teki silang pada materi ekosistem yang valid dan praktis dengan kualitas butir soal yang baik. Parameter yang diukur adalah validitas dan kepraktisan e-quiz teka-teki silang serta kualitas butir soalnya. Indikator keaktifan belajar peserta didik, meliputi mendengar dan memperhatikan, membaca, menulis, bertanya, berdiskusi, mencari berbagai informasi, mempresentasikan, dan menilai kemampuan diri. Metode penelitian ini menerapkan model 4D (Define, Design, Development, dan Disseminate) tanpa Disseminate. Uji coba terbatas dilakukan pada 16 peserta didik kelas X MIPA 7 SMA Negeri 2 Ponorogo. Validitas e-quiz teka-teki silang didapatkan dari hasil validasi para ahli. Kepraktisan didapatkan dari angket respon peserta didik dan pengamatan keaktifan belajar observer. Analisis kualitas butir soal terdiri atas analisis validitas, reliabilitas, tingkat kesukaran, dan daya pembeda soal. Hasil penelitian menunjukkan bahwa e-quiz teka-teki silang yang dikembangkan mendapatkan presentase validitas sejumlah 88,3% dengan kriteria sangat valid. Kepraktisan e-quiz teka-teki silang memperoleh beberapa hasil di antaranya respon peserta didik memiliki presentase rata-rata 97,5% kriteria sangat praktis dan ketercapaian indikator keaktifan belajar memiliki presentase 94,1% kriteria sangat aktif. Butir soal yang dikembangkan memperoleh validitas sebesar 75% kriteria valid dan 25% kriteria tidak valid. Reliabilitas butir soal dengan nilai 0,88 kriteria sangat reliabel. Tingkat kesukaran butir soal sangat mudah sebesar 10%, mudah 30%, dan sedang 60%. Daya pembeda butir soal kriteria sangat baik sebesar 55%, baik 25%, dan cukup 20%. Berdasarkan hasil penelitian tersebut, maka e-quiz teka-teki silang untuk melatih keaktifan belajar peserta didik materi ekosistem SMA dinyatakan sangat valid dan sangat praktis dengan butir soal baik.
Kata Kunci: e-quiz, teka-teki silang, keaktifan belajar, ekosistem
Knowledgeable students can be realized through the learning process in education. However, students who experience a lack of maximum involvement in learning can reduce the meaning of active and effective learning, so a way is needed to train students' active learning. One of them is using a crossword e-quiz because students like to learn by playing. This research aims to produce a crossword e-quiz on valid and practical ecosystem materials with good quality items. The parameters measured were the validity and practicality of the crossword e-quiz and the quality of the items. Indicators of student learning activity include listening and paying attention, reading, writing, asking questions, discussing, seeking various information, presenting, and assessing self-ability. This research method applies a 4D model (Define, Design, Development, and Disseminate) without Disseminate. The test was limited to 16 students of class X MIPA 7 SMA Negeri 2 Ponorogo. The validity of the crossword e-quiz was obtained from the validation results of the experts. Practicality is obtained from student response questionnaires and observations of observer learning activities. The analysis of the quality of the items consists of an analysis of validity, reliability, level of difficulty, and discriminating power of questions. The results showed that the developed crossword e-quiz got a validity percentage of 88.3% with very valid criteria. The practicality of the crossword e-quiz obtained several results, including the student responses having an average percentage of 97.5% very practical criteria and the achievement of learning activity indicators having a percentage of 94.1% very active criteria. The items developed have a validity of 75% valid criteria and 25% invalid criteria. The reliability of the items with a value of 0.88 criteria is very reliable. The difficulty level of very easy items is 10%, easy is 30% and 60%. The discriminatory power of criteria items is very good at 55%, good at 25%, and 20% enough. Based on the study results, the crossword e-quiz to train students' learning activities on high school ecosystem material is stated in the very valid and very practical category with good questions.
Keywords: e-quiz, crossword, learning activities, ecosystem