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peningkatan kemampuan memahami iman kepada Alloh dengan menggunakan metode Smart game (tepuk sifat wajib dan mustahil) dalam pembelajaran Kooperatif Tips Make A Match pada siswa kelas VIIB SMPN 2 Panti, Kabupaten Jember
Membuat Abstrak Indikatif Koleksi PAI learning is still much centered on the teacher, the source of learning is still minimal, less supportive learning media, student organization that has not been optimal and the use of mono methode is the factors that cause low student learning outcomes. In the learning process of PAI by using the conventional method on the matter of faith to God there are still many students who have difficulty in comprehending reasoning and rote materials such as mandatory nature, improbability and the nature of the jewels for Allah, it is proven that there are still many students’ score are under the KKM, it can be seen from the results Student repeat with average score: 6.7. While the value of KKM determined in seventh grade students amounted to 75. This study aims to describe the use of smart game method in cooperative learning type make a match to improve the ability to understand the faith to God. This research was conducted at SMPN2 Panti in grade VIIb students having address at Jalan Rajawali 108 Kemuningsari Lor Sub Panti Jember Regency. There were two cycles in this study which each cycle was done in 2 (two) meetings. Instruments used to collect data was observation sheets and test questions. The data was analysed by using comparative descriptive analysis. Based on data analysis, it is concluded that there is an increase of observation result to student’s learning activity, in cycle I the percentage of score is 77 %, is in enough category, and in cycle II the percentage of score increases to 91,6 %. In a very good category. Based on observations made by colleagues on teacher activity on the first cycle of the percentage score is 76 % are in enough categories. In cycle II the percentage score increased to 90 %. This shows that the level of success of teachers during the learning activities are in good category. The results of the assessment in the first cycle there was an increase in the average value of students from the pre-cycle 67, increased in the first cycle to 72. But this average value was still below KKM 75. Then the results of cycle II value increased to 83.26 this value has been Reaching KKM and learning completeness. From the results of interviews on students by applying the Smart Game method in the Cooperative. Learning model of Make A Match type students feel happy in learning. Suggested for teachers by using the method is expected to foster the spirit in learning PAI, especially in memorizing the nature of mandatory and impossible.
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