Implementasi Model Experiential Learning Pada Materi Kelipatan Persekutuan Terkecil dan Faktor Persekutuan Terbesar Kelas IV

Authors

  • Iesyah Rodliyah Universitas Hasyim Asy'ari
  • Sari Saraswati Universitas Hasyim Asy'ari
  • Nihayatus Sa'adah Universitas Hasyim Asy'ari

DOI:

https://doi.org/10.31629/jg.v3i2.601

Keywords:

Learning Impelementation, Experiential Learning, LCM, GCD

Abstract

Artikel ini adalah bagian dari penelitian besar pada pengembangan perangkat pembelajaran dengan strategi experiential learning berbasis game. Penelitian ini bertujuan untuk mendeskripsikan pelaksanaan strategi experiential learning pada materi KPK dan FPB di kelas IV. Model pembelajaran experiential learning ini dibuat dalam sebuah permainan yang dinamakan dengan Joyfull Clap Number untuk materi Kelipatan Persekutuan Terkecil (KPK) dan Magic Bag untuk materi Faktor Persekutuan Terbesar (FPB). Metode penelitian yang digunakan adalah kualitatif dengan model 4D yang kepanjangan dari define (pendefinisian), design (perancangan), develop (pengembangan) dan disseminate (penyebaran). Penelitian ini fokus pada deskripsi hasil disseminate. Teknik pengumpulan data diperoleh melalui lembar kerja siswa, observasi, rekaman video dan catatan lapangan. Teknis analisis data dilakukan dengan mengungkap data hasil rekaman video yang diperoleh selama penelitian selanjutnya dianalisa dan dikaitkan dengan teori yang digunakan. Subjek penelitian ini adalah siswa kelas IV SD di MI Makarimul Akhlaq dan MI Al Asy’ari. Hasil penelitian menunjukkan bahwa siswa dapat membentuk konsep dasar KPK dan FPB melalui strategi experiential learning selama proses pembelajaran.

Kata kunci: implementasi pembelajaran; experiential learning; KPK; FPB

This article is part of a large development research with experiential learning using a game-based strategy. The aim of this research is to describe experiential learning on mathematics in LCM and GCD material for students of grade IV. Experiential learning was designed through a game which is called Joyfull Clap Number for Least Common Multiple (LCM) and Magic Bag for Greatest Common Divisor (GCD). The method was qualiative research using 4D model consisting of define, design, develop and disseminate. This research focused on the result of disseminate. Data were collected by spreading worksheet, conducting observation, video recording, and taking notes. Data were analized by expressing the video result during conducting experiential learning then analyzing and correlating the data with theory. Subject in this research were students in grade IV from MI Makarimul Akhlaq and MI Al Asy’ari. The result shows that students can construct the concept of LCM dan GCD.

Keywords: learning implementation; experiential learning; LCM; GCD

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References

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Published

2018-09-30

How to Cite

Rodliyah, I., Saraswati, S., & Sa’adah, N. (2018). Implementasi Model Experiential Learning Pada Materi Kelipatan Persekutuan Terkecil dan Faktor Persekutuan Terbesar Kelas IV. Jurnal Gantang, 3(2), 143–151. https://doi.org/10.31629/jg.v3i2.601

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Articles