Pengaruh Apersepsi Fun Story terhadap Hasil Belajar Siswa pada Materi Peluang

Bung Lasario Pratama, Ahmad Yani T, Dian Ahmad Budi Satria, Asep Nursangaji, Revi Lestari Pasaribu

Abstract


Penelitian ini bertujuan untuk meneliti pengaruh apersepsi fun story terhadap hasil belajar siswa pada materi peluang. Metode penelitian yang digunakan adalah pendekatan kuantitatif dengan desain penelitian Quasi-Experimental Design yaitu Nonequivalent Control Group Design. Populasi dalam penelitian ini berjumlah 46 siswa. Sampel penelitian diambil menggunakan teknik purposive sampling sehingga didapatkan 24 siswa sebagai kelas eksperimen dan 22 siswa sebagai kelas kontrol. Data dikumpulkan melalui tes menggunakan instrumen penelitian berupa soal tes dan dianalisis menggunakan SPSS 25. Hasil penelitian menunjukkan adanya pengaruh yang signifikan dari apersepsi fun story terhadap hasil belajar siswa. Rata-rata nilai post-test kelas eksperimen (88,18) secara signifikan lebih tinggi daripada kelas kontrol (49,74). Uji-t menunjukkan perbedaan yang signifikan antara kedua kelompok (Sig.=0,0000000000011024). Perhitungan Cohen's d menghasilkan nilai 3,13 menunjukkan efek sangat besar dari apersepsi fun story terhadap hasil belajar siswa. Kesimpulannya, apersepsi fun story memiliki pengaruh yang signifikan terhadap hasil belajar siswa pada materi peluang. Rekomendasi dari penelitian ini adalah mempertimbangkan penggunaan apersepsi fun story sebagai strategi pembelajaran yang efektif dalam meningkatkan hasil belajar siswa.

Kata Kunci:

Apersepsi Fun story; Hasil Belajar Siswa; Materi Peluang


The Effect of Fun Story Apperception on Students Learning Outcomes in Probability Subject

ABSTRACT

This research aimed to investigate the influence of fun story apperception on students' learning outcomes in probability. The research method used was a quantitative approach with a Quasi-Experimental Design is Nonequivalent Control Group Design. The population in this study was 46 students. The research sample was taken using a purposive sampling technique so that 24 students were obtained as the experimental class and 22 students as the control class. Data were collected through tests using research instruments in the form of test questions and analyzed using SPSS 25. The results of the study showed a significant influence of fun story apperception on students' learning outcomes. The average post-test score of the experimental group (44.09) was significantly higher than the control group (24.87). The t-test showed a significant difference between the two groups (Sig. = 0.0000000000011024). Calculation of Cohen's d yielded a value of 3.13 indicating a very large effect of fun story apperception on students' learning outcomes. In conclusion, fun story apperception had a significant influence on students' learning outcomes in probability. The recommendation from this research is to consider the use of fun story apperception as an effective learning strategy to improve students' learning outcomes.


Keywords


Fun story Apperception; Students Learning Outcomes; Probability Subject

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DOI: http://dx.doi.org/10.26737/var.v6i2.4521

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