PENINGKATAN PRESTASI BELAJAR SISWA DALAM MENGGAMBAR MELALUI PENGGUNAAN MEDIA PUZZLE MULTIFUNGSI BAGI SISWA SMP NEGERI 12 KOTA BIMA

Main Article Content

Supriadi

Abstract

Young teens at the age of 12-14 years old are in the pseudo-naturalism development phase of
drawing. At the range of the respective ages they are already able to draw by having attention
to details, understanding the concept of space, and producing drawings that look realistic. As
a matter of fact, the eight graders’ drawing works at SMP Negeri 12 Kota Bima have not yet
demonstrated the result of the expected target on that phase. Classroom action research was
conducted to fnd out about the problem and to help students increase the quality of their
drawing. The improvement of students’ learning achievement in drawing using multifunction
puzzle media in the learning process was investigated in the current classroom action
research. The subjects of the research were the eight graders of Class VIII-A in SMP Negeri
12 Kota Bima in the academic year of 2016/2017. Data were collected using assignment test
method. The learning achievement in drawing increases quantitatively if students can achieve
the minimum class average score of 75. The result of the research demonstrates that students’
scores increase significantly after experiencing the learning process using multifunction
puzzle media. The average students’ score increased from 72.58 in cycle 1 to 78.33 in cycle 2

Article Details

How to Cite
Supriadi. (2024). PENINGKATAN PRESTASI BELAJAR SISWA DALAM MENGGAMBAR MELALUI PENGGUNAAN MEDIA PUZZLE MULTIFUNGSI BAGI SISWA SMP NEGERI 12 KOTA BIMA. Jurnal Pendidikan Seni Dan Industri Kreatif, 2(2), 23–31. https://doi.org/10.70571/psik.v2i2.110
Section
Articles
Author Biography

Supriadi, SMP N 12 Kota Bima

Young teens at the age of 12-14 years old are in the pseudo-naturalism development phase of
drawing. At the range of the respective ages they are already able to draw by having attention
to details, understanding the concept of space, and producing drawings that look realistic. As
a matter of fact, the eight graders’ drawing works at SMP Negeri 12 Kota Bima have not yet
demonstrated the result of the expected target on that phase. Classroom action research was
conducted to fnd out about the problem and to help students increase the quality of their
drawing. The improvement of students’ learning achievement in drawing using multifunction
puzzle media in the learning process was investigated in the current classroom action
research. The subjects of the research were the eight graders of Class VIII-A in SMP Negeri
12 Kota Bima in the academic year of 2016/2017. Data were collected using assignment test
method. The learning achievement in drawing increases quantitatively if students can achieve
the minimum class average score of 75. The result of the research demonstrates that students’
scores increase significantly after experiencing the learning process using multifunction
puzzle media. The average students’ score increased from 72.58 in cycle 1 to 78.33 in cycle 2.

References

Aqib, Zainal. (2008). Penelitian Tindakan Kelas.

Bandung: CV. Yarma Widya.

Djamarah, Syaiful Bahri. (2010). Prestasi Belajar

dan Kompetensi Guru. Surabaya: Usaha

Nasional.

Gumelar, M.S. (2015). Elemen & Prinsip

Menggambar. Tangerang: An1mage.

Lowenfield, Victor & Brittain LW. (1982).

Creative and Mental Growth. London:

MacMillan Publ.Co.Inc.

Soeharto, Karti, dkk. (2003). Teknologi

Pembelajaran Pendekatan Sistem, Konsep

Jurnal Sendikraf, Volume 2 No 2 November 2021| 31

dan Model, SAP, Evaluasi, Sumber Belajar,

dan Media. Surabaya: SIC.

Wijaya, Taufik. (2012). Pembelajaran

Menggambar dengan Metode Projek Puzzle

Pada Anak Kelompok B di Taman KanakKanak Aba Pembina Srandakan Bantul.

Skripsi.

http://eprints.uny.ac.id/id/eprint/27952

Yuhana, Pita. (2016). Penggunaan Media Puzzle

untuk Meningkatkan Hasil Belajar

Menggambar Ragam Hias pada Siswa Kelas

VII di SMP Negeri 1 Tarokan. Thesis.

http://repository.um.ac.id/id/eprint/13111

Webtografi:

https://kbbi.web.id

https://www.car.co.id/id/ruang-publik/tips

trik/carefamily/5-manfaat-bermain-puzzle