PENERAPAN MEDIA PEMBELAJARAN GAMES SPINNER UNTUK MENINGKATKAN MOTIVASI BELAJAR MATEMATIKA (Penelitian Tindakan Kelas di Kelas 2 SD Negeri Lengkong Kulon II Tahun Ajaran 2021/2022) - Salma Wandira, - (2022)
Abstrak Permasalahan pendidikan matematika di Indonesia merupakan salah satu alasan untuk mereformasi pendidikan matematika di sekolah. Dalam pembelajaran matematika, peneliti mengamati siswa kelas 2 SD Negeri Lengkong Kulon II kurang aktif dalam mengikuti pembelajaran, keberanian siswa untuk bertanya kepada guru sangat rendah, bahkan kurang memahami dengan baik pelajaran yang disampaikan oleh guru mereka. Tujuan penelitian ini ditujukan untuk meningkatkan motivasi belajar Matematika dengan menerapkan media pembelajaran Games Spinner siswa kelas 2 SD Negeri Lengkong Kulon II. Jenis penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK). Penelitian dilaksanakan di SD Negeri Lengkong Kulon II dengan subjek penelitian siswa kelas II yang berjumlah 35 siswa. Teknik pengumpulan data dilakukan melalui wawancara, observasi dan dokumentasi. Penerapan media Games Spinner dapat meningkatkan motivasi belajar matematika siswa di kelas II SD Negeri Lengkong Kulon II terlihat dari perolehan data motivasi belajar siswa yang terus meningkat pada setiap siklusnya. Motivasi belajar matematika siswa kelas II SD Negeri Lengkong Kulon II meningkat dilihat dari hasil pencapaian indikator motivasi belajar sebagai berikut : Kesiapan siswa dalam mengikuti pembelajaran 80%. Keaktifan siswa dalam tanya jawab 85,71%. Keaktifan siswa dalam berpendapat 88,57%. Kemandirian siswa dalam mengerjakan kuis Games Spinner 85,71%. Ketepatan siswa dalam menjawab kuis Games Spinner 85,71%. Dapat disimpulkan bahwa motivasi belajar matematika pada siswa dalam proses pembelajaran dari pelaksanaan prasiklus, siklus 1 samapi siklus 2 mengalami peningkatan pada semua indikator yang diamati. Peningkatan tersebut telah mencapai ketuntasan yang diharapkan yaitu 75% dari jumlah siswa. Kata kunci: Matematika, Media Games Spinner, Motivasi Belajar. Abstract The problem of mathematics education in Indonesia is one of the reasons for reforming mathematics education in schools. In learning mathematics, the researcher observed that the second grade students of SD Negeri Lengkong Kulon II were less active in participating in learning, the courage of students to ask questions to the teacher was very low, and even they did not understand well the lessons delivered by their teachers. The purpose of this study was to increase motivation to learn Mathematics by applying the learning media of Games Spinner for grade 2 students of SD Negeri Lengkong Kulon II. The type of research used is Classroom Action Research (CAR). The research was carried out at SD Negeri Lengkong Kulon II with the research subjects being second grade students, totaling 35 students. Data collection techniques were carried out through interviews, observation and documentation. The application of the Games Spinner can increase students' motivation to learn mathematics in grade II SD Negeri Lengkong Kulon II as seen from the acquisition of data on student learning motivation which continues to increase in each cycle. The motivation to learn mathematics in class II of SD Negeri Lengkong Kulon II increased as seen from the results of the achievement of learning motivation indicators as follows: Students' readiness in participating in learning is 80%. The activeness of students in question and answer is 85.71%. The activeness of students in opinion is 88.57%. Students' independence in doing the Games Spinner 85.71% quiz is Games Spinner 85.71%. It can be concluded that the motivation to learn mathematics in students in the learning process from the implementation of the pre-cycle, cycle 1 to cycle 2 has increased in all indicators observed. This increase has reached the expected completeness, which is 75% of the number of students. Keywords: Mathematics, Media Games Spinner, Learning Motivation