PENGARUH PERMAINAN KELERENG TERHADAP MINAT BELAJAR DAN HASIL BELAJAR MATEMATIKA SISWA
DOI:
https://doi.org/10.46368/kjpm.v6i2.4636Abstract
Abstrak: Tujuan penelitian ini adalah untuk mengetahui pengaruh permainan kelereng terhadap minat belajar matematika siswa. Metode penelitian ini adalah metode penelitian kuantitatif, dengan sampel penelitian adalah siswa kelas VIII B berjumlah 27 siswa. Jenis penelitian ini menggunakan penelitian eksperimen (pre-eksperimental) dengan desain penelitian one grup pretest-posttest design. Instrumen penelitian ini menggunakan angket (kuesioner) dan tes dengan teknik pengumpulan data menggunakan angket (kuesioner) dan soal tes hasil belajar matematika siswa. Teknik analisis data menggunakan method of successive interval (MSI), uji prasyarat dan uji hipotesis. Hasil penelitian menunjukkan terdapat pengaruh permainan kelereng terhadap minat belajar matematika siswa. Pengaruh dapat dilihat dari hasil uji Paired Sample t-Test pada data angket yang menunjukkan nilai signifikansi (Sig. 2-tailed) sebesar 0,007 (< 0,05), dengan rata-rata selisih skor pretest dan posttest sebesar -3,815. Hasil uji Paired Sample t-Test pada data soal hasil belajar menunjukkan nilai signifikansi (Sig. 2-tailed) sebesar 0,000, dengan rata-rata selisih sebesar -49,74074, yang berarti terjadi peningkatan yang sangat signifikan pada skor setelah perlakuan. Hasil uji Paired Sample t-Test signifikansi (Sig. 2-tailed) sebesar 0,007 dan 0,000 (< 0,05) menunjukkan bahwa hipotesis alternatif (Ha) diterima dan hipotesis nol (Ho) ditolak, sehingga dapat disimpulkan bahwa terdapat pengaruh permainan kelereng terhadap minat belajar dan hasil belajar matematika siswa.
Kata Kunci: Permainan kelereng, minat belajar matematika siswa.
Abstract : The purpose of this study was to determine the effect of marbles games on students' interest in learning mathematics. This research method is a quantitative research method, with a sample of 27 students of class VIII B. This type of research uses experimental research (pre-experimental) with a one group pretest-posttest design research design. This research instrument uses a questionnaire and a test with data collection techniques using a questionnaire and test questions on students' interest in learning mathematics. The data analysis technique uses the method of successive interval (MSI), prerequisite tests and hypothesis tests. The results of the study show that there is an effect of marbles games on students' interest in learning mathematics. The effect can be seen from the results of the Paired Sample t-Test on the questionnaire data which shows a significance value (Sig. 2-tailed) of 0.007 (<0.05), with an average difference in pretest and posttest scores of -3.815. The results of the Paired Sample t-Test on the learning interest data showed a significance value (Sig. 2-tailed) of 0.000, with an average difference of -49.74074, which means there was a very significant increase in the score after treatment. The results of the Paired Sample t-Test significance (Sig. 2-tailed) of 0.007 and 0.000 (<0.05) indicate that the alternative hypothesis (Ha) is accepted and the null hypothesis (Ho) is rejected, so it can be concluded that there is an influence of marble games on students' interest in learning mathematics.
Keywords: Marble games, students' interest in learning mathematics.
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