Peningkatan Retensi dan Hasil Belajar Siswa melalui Penerapan Guided Discovery Berbantu Puzzle Word Game untuk Kelas X SMA

  • MEILINDA H
  • PROBOSARI R
  • RINANTO Y
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Abstract

This study was aimed to improve retension and achievement student in X IMERSI IPA 2 class of SMA Negeri I Karanganyar through the implementation of Guided Discovery by the use Puzzle Word Game. This research was a classroom action research that divided into several cycles, each cycle includes four stages: planning, action, observation, and reflection. The subject of this research is the students of X Imersi IPA 2 class of SMA Negeri I Karanganyar in academic year of 2013/2014. The data are obtained through the test (essay) and non test (observation, interview and documentation). The data are analyzed through descriptive analytical techniques and validated through triangulation techniques.The results show that retension and students achievement is increased in Pre-cycle, Cycle I, and cycle II. The average of retension the improvement in Pre-cycle, Cycle I, and cycle II sequently are (66,67%;85,47%;96,47%). Students achievement is viewed from the increase of students learning completeness consisting of cognitive, psychomotor, and affective. The result of percentage attainment average from cognitive aspects in Pre-cycle, Cycle I, and cycle II sequently are (44,44%;61,11%;89%). Pshycomotor students achievement consist of three aspects, those are communicating the results of experiments and worksheets in the presentation, arranging porthopolio from the result of experiment and the benefit of Echinodermata and Mollusca in life, and observing the specimen as experiment object. The result of percentage attainment average from Pshycomotor aspects in Cycle I and cycle II sequently are (64,12%;81,01%). Affective students achievement include of three aspects which are being meticulous in observing object from results of the experiment, being discipline in collecting worksheets, and being cooperative in a group of discussion. The result of percentage attainment average from Affective aspects in Cycle I and cycle II sequently are (61,80%; 76,23%). Based on the results of the research it can be concluded that the implementation of Guided Discovery model assisted by the use of Puzzle Word Game can improve the students retension and achievement of X Imersi IPA 2 at SMA Negeri I Karanganyar.

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APA

MEILINDA, H., PROBOSARI, R. M., & RINANTO, Y. (2018). Peningkatan Retensi dan Hasil Belajar Siswa melalui Penerapan Guided Discovery Berbantu Puzzle Word Game untuk Kelas X SMA. BIO-PEDAGOGI, 7(1), 7. https://doi.org/10.20961/bio-pedagogi.v7i1.35722

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