EFEKTIVITAS PEMBELAJARAN TEAMS GAMES TOURNAMENT BERBANTUAN PROGRAM APLIKASI PSPICE UNTUK PENINGKATAN KOMPETENSI RANGKAIAN DIGITAL DASAR DI SEKOLAH MENENGAH KEJURUAN

Jalu Purba Utama

Abstract


Abstrak

Penelitian ini bertujuan untuk mengetahui: (1) gambaran data pembelajaran teams games tournament berbantuan program aplikasi PSpice, (2) perbedaan hasil kompetensi rangkaian digital dasar antara pembelajaran teams games tournament berbantuan program aplikasi PSpice dan pembelajaran ceramah, dan (3) efektivitas pembelajaran teams games tournament berbantuan program aplikasi PSpice untuk meningkatkan kompetensi rangkaian digital dasar. Penelitian ini merupakan eksperimen dengan desain non- equivalent control group. Subyek penelitian adalah siswa kelas X Program Keahlian Teknik Listrik di SMK NU Ma’arif Kudus berjumlah 62 siswa. Teknik pengumpulan data yang digunakan dalam penelitian ini instrumen tes dan lembar observasi. Analisis data dalam penelitian ini menggunakan analisis deskriptif, uji Mann-Whitney dan uji Wilcoxon. Hasil penelitian dapat disimpulkan bahwa: (1) rerata dan nilai posttest kelas eksperimen lebih tinggi daripada kelas kontrol, (2) hasil belajar siswa pembelajaran teams games tournament berbantuan program aplikasi PSpice berbeda dengan pembelajaran ceramah dengan nilai Sig.hitung ranah kognitif, afektif dan psikomotorik, masing-masing  sebesar 0,000; 0,010 dan 0,000 yang memiliki nilai Signifikan lebih dari taraf signifikan sebesar 0,050, (3) adanya efektivitas pembelajaran teams games tournament berbantuan program aplikasi PSpice untuk meningkatkan  kompetensi rangkaian digital dasar dengan rerata standart gain kelas eksperimen ranah kognitif, afektif dan psikomotorik, masing-masing  sebesar  0,80 (tinggi);  0,67 (sedang); dan 0,74 (tinggi).

Kata kunci: kompetensi, hasil belajar, rangkaian digital dasar, pembelajaran teams games tournament, program aplikasi PSpice

 

Abstract

This research aims to know the: (1) the description data of learning with teams games tournament assisted by PSpice program, (2) the difference in the results competence of a basic digital circuit among learning with teams games tournament assisted by PSpice program and learning by speach, and  (3) the effectiveness of learning with teams games tournament assisted by PSpice program to increasing the competence of the basic digital circuits. This research is classified in type of experiment with non-equivalent control group design. The subject of this research is student at X class of Electrical Engineering Program at SMK NU Ma'arif Kudus totaled 62 students. Data collection techniques used instrument tests and observation sheets. In this research used descriptive analysis, Mann-Whitney test and Wilcoxon test for data analysis. Research results can be concluded that: (1) the average and posttest value on the experimental class are higher than the class of control, (2) student learning outcomes of learning with teams games tournament assisted by PSpice program was difference with learning by speach with the value of Significant on cognitive, affective and psychomotor aspect, each in amount of 0.000; 0.010 and 0.000 which has Significant value better than a significant level of 0.050, (3) the existence of the effectiveness of learning with teams games tournament assisted by PSpice program to improve basic digital circuit competence with the average standard experimental classes gain of cognitive, affective and psychomotor aspect, each in amount of 0.80 (high); 0.67 (medium); and 0.74 (high).

 

Keywords:  competencies, learning results, a series of basic digital, learning teams games tournament, application PSpice program

Full Text:

520-527

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