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THE EFFECT OF DOMINO GAME ON STUDENTS LEARNING ACHIEVEMENT IN PHOTOSYNTHESIS TOPIC FOR GRADE 8TH SMP NEGERI 1 MEDAN ACADEMIC YEAR 2011/2012.

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THE EFFECT OF DOMINO GAMES ON STUDENTS’ LEARNING ACHIEVEMENT IN PHOTOSYNTHESIS TOPIC

FOR GRADE 8TH IN SMP NEGERI 1 MEDAN ACADEMIC YEAR 2011/2012

By:

Asruri Ramadhani Asy-Syifa NIM. 408141041

Biology Education (Bilingual Class)

A THESIS

Submitted to Biology Department of State University of Medan, in Partial Fulfillment of the Requirement for Degree of Sarjana Pendidikan

BIOLOGY DEPARTMENT

MATHEMATICS AND NATURAL SCIENCE FACULTY STATE UNIVERSITY OF MEDAN

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The Effect of Domino Game on Students’ Learning Achievement in Photosynthesis Topic for Grade 8th SMP Negeri 1 Medan

Academic Year 2011/2012

Asruri Ramadhani Asy-Syifa (NIM 408141041)

ABSTRACT

The objective of this study is to investigate the effect of applying Domino

Games on students’ learning achievement . The population of this study was the

grade 8th of SMP Negeri 1 Medan which had 5 parallel classes and two of them

were chosen as the samples to represent the entire population. The design of this

study was quasi experimental design. The instrument of data collection was

multiple choice test consisted of 43 questions and essay test consisted of 10

questions. Based on data analysis, the average score of pretest for experimental

class a liitle difference with control class (experimental class = 72.33 > control

class = 71.75), while the average of posttest for experimental class was higher

than control class ( experimental class = 93.33 > control class = 86.67). Based on

the calculation of t-test, tobs 4.280 > ttable = 1.628), at the level of significance of

0.05 and the degree of freedom (df) was 39. It is found that there is a significance

positive effect of applying Domino Games on students’ learning achievement in

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The Effect of Domino Game on Students’ Learning Achievement in Photosynthesis Topic for Grade 8th SMP Negeri 1 Medan

Academic Year 2011/2012

Asruri Ramadhani Asy-Syifa (NIM 408141041)

ABSTRAK

Tujuan penelitian ini adalah untuk mengetahui pengaruh dari penerapan

Domino Gmaes terhadap hasil belajar siswa. Populasi dari penelitian ini adalah

kelas 8 SMP Negeri 1 Medan yang terdiri dari 5 kelas parallel dan 2 diantaranya

dipilih sebagai sample. Instrument pengumpulan data adalah berupa soal pilihan

gandapretest yang terdiri dari 43 soal dan soal essay yang terdiri dari 10 soal.

Berdasarkan analisis data, skor rata-rata pretest untuk kelas experiment hanya

sedikit berbeda dengan kelas control (kelas experiment = 72.33 > kelas control =

71.75), sementara skor rata-rata posttest untuk kelas experiment lebih tinggi

daripada kelas control (kelas experiment = 93.33 > kelas control = 86.76).

Berdasarkan uji t-test, tobs 4.280 > ttable = 1.628), pada level signifikan 0.05 dan

derajat kebebasan (df) adalah 39. Ditemukan bahwa ada efek positif dari

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ACKNOWLEDGEMENT

The writer hardly knows where to start expressing her gratitude but for

sure the gratitude goes to all those who have assisted her in the process of

completing this thesis. It would be impossible to list all names but some deserves

her special thankfulness.

The completion of this thesis is nothing without the support of many

people around and close to the writer. First and foremost, she would like to thank

Allah SWT, The Almighty, for it is impossible to her to complete this thesis

without His Guidance and Blessings until she is able to succeed in presenting this

academic work as one of the requirement to obtain the degree of Sarjana

Pendidikan.

In this occasion the writer would also like to thank to those who have built

in completing this thesis, in particular to :

1.Prof. Drs. Motlan M.Sc.,Ph.D, as Dean of FMIPA UNIMED

2. Syarifuddin, M.Sc.,Ph.D, as Thesis Supervisor

3. Drs. Tri Harsono, M.Si, as Head of Biology Department

4.Prof. Dr. Herbert Sipahutar, M.Sc, as Coordinator of Bilingual Program

5. Drs. H. Ahmad Siregar, as Headmaster of SMP Negeri 1 Medan

6. Parmawati, S.Pd, as Biology Teacher in SMP Negeri 1 Medan

7. Drs.Zulkifli Simatupang, M. Pd, as Validator

8.My beloved someone Agus Mansyah, who always supports and helps me during

my study and my friends Maria Loretha Hutabarat, Noviyanti Nasution, Desriana

Marpaung, Syahriani, Dina Kharida, Syadwina Hamama, Yeni Khairina who have

helped me during this my thesis completing, and also for my friends in Biology

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9. My beloved brother and sister Aulia Rahman Asy-Syifa, Aulia Shiddiq

Asy-Syifa dan Asruri Salwa Asy-Syifa and my lovely aunty Masdaliana

Panjaitan, S.Pd, who always provide support for me.

10.Especially for my lovely father and mother, who always work hard in

providing the education for me. “This Thesis is dedicated for you mom and dad”.

Medan, July 2012

Writer,

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TABLE OF CONTENTS

1.2.Identification of Problem 3

1.3.Scope of Problem 3

1.4.Formulation of Problem 3

1.5.Objective of Problem 3

1.6.Significance of Research 4

CHAPTER II LITERATURE REVIEW

2.1. Basic Theoretical 5

2.1.1. Learning Model 5

2.1.2. Domino Game 9

2.1.3. Learning Achievement 14

2.1.4. Learning Evaluation 18

3.4. Research Method and Design 25

3.5. Research Procedures 26

3.6. Instrument of Research 30

3.6.1. Instrument of Data Collection 30

3.6.2. Research instrument Test 30

3.6.2.1. The Validity of The Test 30

3.6.2.2. Reability Test 31

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3.6.2.4. Difficulty Index 32

3.7. Technique of Data Analysis 34

CHAPTER IV RESULT OF RESEARCH AND DISCUSSION 35

4.1. Research Instrument Data Analysis 36

4.1.1. Validity Test 36

4.1.2. Reability Test 36

4.1.3. Difficulties Index 37

4.1.4. Discrimination Index 37

4.2. Characteristic of data Analysis 37

4.2.1. Data Normality Test 38

4.2.2. Data Homogeneity Test 39

4.3. Data Description 39

4.3.1. Result of Test 44

4.4. Research Finding 44

4.5. Discussion 44

CHAPTER V DISCUSSIONS AND RECOMMENDATIONS

5.1. Discussions 46

5.2. Recommendations 46

REFERENCES 47

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LIST OF TABLES

Pages

1.1. Comparison of Teacher-Centered and Student-Centered 6

Model of Instruction

1.2. Objectives of Domino Games 14

1.3. Particular Element of Domino Games 14

1.4. Research Design 26

1.5. Correlation Coefficient Classification 31

1.6. Table of Data Organization Students’ Learning Achievement 34

1.7.Table of Data Organization Students’ Learning Achievement

Based on Cognitive Domain 35

1.8. Summary of Normality Test 38

1.9. Summary of Homogeneity Test 39

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LIST OF FIGURES

Pages

1.1. Learner Outcomes for Cooperative Learning 8

1.2. Origin of Domino Cards 11

1.3. The Example of Domino Cards of Photosynthesis Topic 13

1.4. Chloroplast 20

1.5. Process of Photosynthesis 20

1.6. Schematic of Photosynthesis Process in Plants 21

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LIST OF APPENDIX

Appendix 5 Construct Validity of Multiple Choice Test 70

Appendix 6 Construct Validity of Essay Test 73

Appendix 7 Score of Learning Achievement in Control Class

Appendix 8 Score of Learning Achievement in Experimental Class 80

Appendix 9 Students’ Ability in Answering Question of Bloom Taxonomy Cognitive Domain (C1 To C5), for

Photosynthesis Topic 83

Appendix 10 Calculation of Instrument Test Validity 86

Appendix 11 Calculation of Reability of Instrument Test 90

Appendix 12 Independent t-Test for Multiple Choice Test 102

Appendix 13 Calculation of Difficulty Test of Instrument Test 103

Appendix 14 Discrimination Index 104

Appendix 15 Normality Test of Experimental Class 105

Appendix 16 Homogeneity Test of Resulted Data 106

Appendix 17 Parametric Test Using Independent t-Test 107

Appendix 18 Table of Lilliefors 108

Appendix 19 Tabel Wilayah Luas di Bawah Kurva Normal 0 Ke Z 109

Appendix 20 Daftar Nilai Presentil untuk Distribusi T 110

Appendix 21 Tabel Distribusi Nilai F 113

Appendix 22 Table of Validity Test 115

Appendix 23 Table of Reability Test 116

Appendix 24 Table of Discrimination Index 120

Appendix 25 Table of Difficulty Index 122

Appendix 26 Nonparametric Test 123

Appendix 27 Documentation of Research in Experimental Class 125

Appendix 28 Documentation of Research in Control Class 128

Appendix 29 Daftar Nilai Bulanan Siswa

Kelas Phytagoras (Control Class) 129

Appendix 30 Daftar Nilai Bulanan Siswa

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CHAPTER I INTRODUCTION 1.1. BACKGROUND OF STUDY

Many problems have been identified in learning process such as in

reading, listening, learning model and learning facility. In reading, some students

do not express a desire to read. This lack of interest in reading is because the

students not only have to remember what they have read, but also understand and

remember the informations in detail, especially in learning Biology which has

many scientific names, terms and mechanism. Some students are also bored

listening to what their teacher explains. The teacher talk for periods that are too

long for students to be attentive.

Moreover, students are expected to focus on the lesson in classroom

activity. But in fact, it is difficult to make students focus on the lesson because

they do not learn it enjoyable and interesting activity. This case is influenced by

how best teacher plan and implement models in learning. Frequently, the teacher

take stage, known as teacher-centered instruction (Trianto, 2011). In addition, if

the teacher uses the media in teaching, it will not involve students’ participation

fully. Finally, when they are examined using several questions, they will get

stress. They cannot remember and understand the information in detail easily and

get nothing during classroom activity.

The statements are proven by the score for Photosynthesis which still low.

Those problems occur at SMP Negeri 1Medan. The score of semester exam is

under 80 and does not fulfill the criteria of minimum completeness, that is 80,see

appendix 29 and 30.

Teacher has to consider how the best way to help students to study.

Teacher plays a great role in student learning. The teacher is a subject matter,

expert, tutor, motivator, behavior manager and evaluator. Above all, teacher is a

decision maker (Ormrod, 2003). Teacher should simultaneously plan specific

ways of keeping students on task in order to make students focusing on the lesson.

To support those statements, a model in teaching namely Cooperative

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which students work in small group to help one another learn (Ormrod, 2003).

Similarly, Zakaria (2007) defined that cooperative learning model is grounded in

the belief that learning is most effective when students are actively involved in

sharing ideas and work cooperatively to complete academic tasks. Students not

only need knowledge but also communication skills, problem solving skills,

creative and critical thinking skills in the years ahead. In addition, cooperative

group shows significantly stronger performance than the non cooperative group

(George, 1994).

However, there are some pitfalls in cooperative learning model. Students

may simply do not have the skills to help one another in learning and there are

many groups that have to be controlled by a teacher (Ormrod, 2003).. For a

cooperative learning activity to be successful, teacher is suggested to structure the

activity by using Domino Games.

Domino Games is a model that students can really enjoy the activity while

they work in small group. It should make the students study affectively and help

one another in learning, which, in the end will influence their success to produce

greater achievement. This type of game relies on the ability of the brain in

processing, then matching with the words the other is the main thing to have.

Knowledge is also at stake. In this game, the shortcoming of domino game is just

make the teacher to be more creative for preparing many cards. Domino card is

divided into two parts. The upper part is for the question and the lower part is for

the answer but it does not match to each other. So, the students have to match it.

This will be a specific way of keeping students on task although they work

in group. They have to listen and keep focus on what teacher explains about, read

more to look for the right answer and discuss with her/his pair (Ginnis,2008). By

this game, teacher will encourage students to another, to be more interested with

one willingness to assist one another and make them have an important

contribution to classroom learning. This learning experience can help the students

remember of the lesson in detail easily because students learn it in enjoyable are

interesting activities. Therefore it will not be difficult to create a conducive

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Learning model of Domino Games has been researched by some

researchers such as, Rasyidah (2011) on the subtopic Motoric System for grade

8th SMP N 2 Secanang which stated that the average of post-test for experimental

group was higher than the control group (experimental group = 74, 278 > control

group = 65,946).

Based on those statements, the research ‘The Effect of Domino Game on

Students’ Learning Achievement in Photosynthesis Topic for Grade 8th SMP

Negeri 1 Medan Academic Year 2011/2012’ will be conducted.

1.2. PROBLEM IDENTIFICATION

With reference to the background, the identification of the study will be

divided into two:

1. Students’ learning achievement is still low.

2. The model of teaching used by the teacher is still less interest and creative.

1.3. RESEARCH SCOPE

The scope of this research is will be limited to Students’ Learning

Achievement by Using Domino Game in Topic Photosynthesis for Grade 8th SMP

Negeri 1 Medan Academic Year 2011/2012.

1.4. RESEARCH QUESTION

The formulation of problem in this study, is there an effect of Domino

Game on students’ learning achievement in topic photosynthesis for grade 8th

SMP Negeri 1 Medan academic year 2011/2012 ?

1.5. OBJECTIVES

In relation to the problem, the objective of the study is to investigate the

effect of applying the Domino Game on students’ learning achievement in

photosynthesis topic for grade 8th in SMP Negeri 1 Medan Academic Year

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1.6. SIGNIFICANCE OF STUDY

1. To help the teacher in applying the better model in teaching in

improving students’ learning achievement.

2. To improve the readers’ knowledge about Domino Game.

3. To help the next researchers to apply a model in teaching learning

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CHAPTER V

CONCLUSIONS AND RECOMMENDATIONS

5.1. Conclusion

Based on the research data analysis and discussion, concluded, there are

differences of students’ learning achievement between the Domino Games

treatment and Regular Assignment on Biology subject grade 8th of SMP Negeri 1

Medan on Photosynthesis topic, academic year 2011/2012.

5.2. Recommendations

1. Teacher could consider the Domino Games as innovation tool in each

learning subject.

2. School can consider the Domino Games as input new variation learning in

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REFERENCES

Arends, Richard L., (2009), Learning to Teach English Edition, Mc. Graw Hill,

New York

Arikunto, Suharsimi., (1999), Dasar-Dasar Evaluasi Pendidikan, Bumi Aksara,

Jakarta

George, P.G., (2004), The Effectiveness of Cooperative Learning Strategies in

Multicultural UniversityClassroom, Journal on Excellence in College

Teaching, 5:21

Ginnis, Paul., (2007), Teachers’ Toolkit Raise Classroom Achievement with

Strateies for Every Learner, Thousand Oaks, Corwin Press : California

Harahap, Hildani Sari., (2011). Elicitation and Feedback in English Clasroom

Interaction of Biology Teacher in The International Standard Class of

State Senior High School 1 Medan, English Applied Linguistic Study

Program Postgraduate School State University of Medan

Haryati, M., (2007), Sistem Penilaian Berbasis Kompetensi Teori dan Praktek,

Penerbit Gaung Persada Press, Jakarta

Kozma, Robert. B., (1991). Learning With Media, University of Michigan, 61(2),

179-212

Milfayetti, Sri., (2011), Psikologi Pendidikan, Pascasarjana Unimed, Medan

Miller/Levine., (1998), Biology The Living Science, Prentice Hall, New Jersey

Ormrod, J.E., (2003), Educational Psychology Developing Learners, Prentice

Hall, New Jersey

Purwanto, Ngalim., (1998), Psikologi Pendidikan, Remaja Rosdakarya, Bandung

Rasyidah., (2011), The Effect of Domino Technique in Cooperative Learning

Model on the Students’ Achievement In Subtopic of Motoric System for

Eight Grade SMPN 2 Secanang at 2011/2012of School Year, Thesis,

FMIPA UNIMED, Medan

Slameto., (1995), Belajar dan Faktor-Faktor yang Mempengaruhinya, Rineka

Cipta, Jakarta

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Sudjana, Nana and Rivai, Ahmad., (2002), Teknologi Pengajaran, Sinar Baru,

Bandung

Syah, Muhibbin., (2010), Psikologi Pendidikan, Remaja Rosdakarya, Bandung

Trianto., (2011), Mendesain Model Pembelajaran Inovatif-Progresif, Kencana

Prenada Media Group, Jakarta

Wahyuni, E.N and Baharuddin, M., Teori Belajar dan Pembelajaran, Al-Ryzz

Media, Yogyakarta

Zakaria, E, and Zanaton, I., (2001), Promoting Coperatine Learning in Science

and Mathematics Education: A Malaysian Perspective. Eurasia Journal of

Gambar

Table of Data Organization Students’ Learning Achievement  Based on Cognitive Domain  1.8
Tabel Wilayah Luas di Bawah Kurva Normal 0 Ke Z 109

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