Pengaruh Pembelajaran Melalui Game Ular Tangga Berbantuan Media Visual Terhadap Hasil Belajar Matematika Siswa Kelas IV SDN Nglebak Kecamatan Bareng Kabupaten Jombang
Abstract
Learning that is interesting, effective and efficient is, of course, supported by innovative teaching materials to improve quality in educational units. The purpose of this study was to determine the effect of learning through the snake and ladder game assisted by visual media on the mathematics learning outcomes of grade IV students on flat shape material. The research method used is quantitative research. The focus of this research is on the effect of learning through the snake and ladder game assisted by visual media on the mathematics learning outcomes of fourth grade students of SDN Nglebak, together with Jombang district. This research was conducted to answer the problem whether there is an effect of learning through the snake and ladder game assisted by visual media on the mathematics learning outcomes of grade IV students. The research sample was 50 students. Based on the results of the validation, the level of feasibility is used a level of 5% of 0, 396 with the feasible category. The next test is the normality test at the sig value for the control class of 0.150> 0.05 and 0, 328> 0.05, it can be concluded that the two classes are normally distributed and based on the t test it shows that the results of the posttest data obtained are sig = 0.722, because the significance value is 0.722> 0 , 05 then the data variance is assumed to be the same. With a sig (2-tailed) value of 0.001 with a sig value of 0.001 <0.05, Ho is rejected and Ha is accepted so that the experimental class and the control class students have the same initial ability. Thus the effect of learning through the snake and ladder game assisted by visual media on the learning outcomes of fourth grade students of SDN Nglebak sub-district with Jombang district.
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