USING MAKE A MATCH CARDS ABOUT CELL TO IMPROVE STUDENTS LEARNING OUTCOME
Penelitian ini bertujuan untuk mendeskripsikan pengembangan media kartu make a match dalam upaya meningkatkan hasil belajar siswa dalam ranah pengetahuan. Kelayakan media kartu make a match ditinjau dari aspek kevalidan, kepraktisan, dan keefektifan. Penelitian ini menggunakan metode Research and Development (R&D). Aspek kevalidan divalidasi oleh 2 dosen dan 1 guru IPA dengan lembar validasi yang berdasarkan pada skala likert. Hasil penelitian menujukkan bahwa kevalidan media kartu make a match memperoleh nilai modus sebesar 4 dengan kategori layak. Aspek kepraktisan dan keefektifan dilakukan uji coba produk dengan melibatkan 29 siswa SMP Negeri 50 Surabaya kelas VII. kepraktisan media kartu make a match yang ditinjau dari skor aktivitas siswa memperoleh persentase rata – rata sebesar 94,30% dengan kategori sangat praktis. Angket respon siswa menunjukkan 96,55% siswa memberikan respon positif terhadap penggunaan media kartu make a match pada sub materi sel. Keefektifan media kartu make a match ditinjau dari peningkatan hasil belajar siswa yang memperoleh nilai rata – rata N-Gain sebesar 0,61 dengan kategori sedang. Berdasarkan aspek kevalidan, kepraktisan, dan keefektifan dapat disimpulkan bahwa media kartu make a match pada sub materi sel layak digunakan dalam pembelajaran.
Kata Kunci: Kartu Make a Match, Sel, dan Hasil Belajar.
The research aimed to describe the development of the make a match card to improve student learning outcomes. The feasiblity of the make a match card was reviewed in terms of the validity, practicalty, and effectiveness aspects. The research design used in this study was Research and Development (R&D) wich consists of six stages, namely the determination of potential and problems, information gathering, product design, validation, revition, and trial of product. The trial of product process was carried out involving 29 junior high school students of SMP Negeri 50 Surabaya in grade 7th. The results showed that the validity of the make a match card obtained modus value of 4 with a decent category. The practicality of the make a match card which reviewed from student activity scores obtained an average percentage of 94,30% with a very practical category. Student response questionnaire showed that 96,55% of students gave positive responses to the use of the make a match card on sub cell material. The effectiveness of the make a match card was reviewed in terms of improving student learning outcomes that gained an average 0,60 0f N-Gain score with medium category. Based on the validity, particality, and effectiveness aspects, it can be concluded that the make a match card on sub cell material is appropriate to be utilized in learning.
Keywords: Learning Media, Make a Match Card, Cell.