UPAYA MENINGKATKAN PRESTASI BELAJAR AL-QUR’AN HADIS MELALUI MEDIA PEMBELAJARAN GAME PUZZLE PADA MATERI KELESTARIAN LINGKUNGAN QS. AR-RUM: 41-42 PADA SISWA KELAS XII IPA MAN 3 BANJARMASIN TAHUN PELAJARAN 2019/2020
DOI:
https://doi.org/10.18592/jtipai.v10i2.4453Abstract
ABSTRACTThe purpose of this study was to determine the increase in student achievement in the subject of Al Qur'an Hadith in MAN 3 Banjarmasin through the use of Puzzle Game learning media. This research method uses Classroom Action Research with two cycles with steps, namely planning, implementing action, observation and reflection. The subjects of this study were students of class XII IPA 1 at MAN 3 Banjarmasin in the 2019/2020 semester 1 (one) academic year, totaling 39 students, consisting of 11 male students and 28 female students. The data collected is the result of the observation of the implementation of learning and the test of learning outcomes. The data analysis used descriptive quantitative techniques. The results of the study stated that the learning outcomes with classical completeness in the first and second cycle meetings were an average of 87% for the written test and 82% for the practical test. Cycle II reaches an average of 100%. The data obtained show that the use of Puzzle Game learning media can improve student learning outcomes in the subject of Al Qur'an Hadith on environmental sustainability material QS. Ar Ruum: 41-42.KEYWORDS: Learning Media; Puzzle Games; Student Achievement. ABSTRAKTujuan Penelitian ini adalah mengetahui peningkatan prestasi belajar siswa pada mata pelajaran Al Qur’an Hadits di MAN 3 Banjarmasin melalui penggunakan media pembelajaran Game Puzzle. Metode penelitian ini menggunakan Penelitian Tindakan Kelas dengan dua siklus dengan langkah yaitu perencanaan, pelaksanaan tindakan, observasi dan refleksi. Subjek penelitian ini adalah siswa kelas XII IPA 1 pada MAN 3 Banjarmasin tahun pelajaran 2019/2020 semester 1 (satu) yang berjumlah 39 siswa, terdiri dari 11 siswa laki-laki dan 28 siswa perempuan. Data yang dikumpulkan adalah hasil observasi pelaksanaan pembelajaran dan tes hasil belajar. Analisis data menggunakan teknik kuantitatif deskriptif. Hasil penelitian menyebutkan bahwa hasil belajar dengan ketuntasan klasikal siklus I pertemuan pertama dan kedua rata-rata 87% untuk tes tertulis dan 82% untuk tes praktik. Siklus II mencapai rata-rata 100% , Data-data yang diperoleh menunjukkan bahwa penggunaan media pembelajaran Game Puzzle dapat meningkatkan prestasi belajar siswa pada mata pelajaran Al Qur’an Hadits pada materi kelestarian lingkungan QS. Ar-Rum : 41-42.KATA KUNCI: Media Pembelajaran; Game Puzzle; Prestasi Belajar Siswa.References
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