Peningkatan kemampuan kognitif anak melalui permainan kartu angka dan gambar siswa kelas persiapan tunarungu wicara SLBN Kendal Tahun 2009 / 2010

Suhardiyana, Suhardiyana (2010) Peningkatan kemampuan kognitif anak melalui permainan kartu angka dan gambar siswa kelas persiapan tunarungu wicara SLBN Kendal Tahun 2009 / 2010. Other thesis, UNS.

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      Abstract

      Penelitian ini bertujuan untuk mencari model pembelajaran yang efektif untuk meningkatkan kemampuan kognitif anak melalui permainan kartu angka dan gambar siswa kelas persiapan tunarungu wicara SLBN Kendal tahun 2009 / 2010. Pendekatan penelitian yang digunakan adalah Penelitian Tindakan Kelas. Subyek penelitian siswa tunarungu wicara kelas Persiapan semester II SLB Negeri Kendal tahun pelajaran 2009/2010 yang berjumlah 7 siswa. Teknik analisis data digunakan analisis komparatif, artinya peristiwa atau kejadian yang timbul dibandingkan kemudian dideskripsikan ke dalam suatu bentuk data penilaian yang berupa nilai hasil belajar kemampuan kognitif. Berdasarkan hasil pengolahan data dari pelaksanaan tindakan kelas dapat dijelaskan bahwa nilai awal kemampuan kognitif rata-rata kelas 50,57. Siswa yang mendapat nilai 70 atau lebih hanya 1 siswa dengan tingkat ketuntasan klasikal 14,28 %, pada siklus I nilai rata-rata kelas 60,85, siswa yang mendapat nilai 70 ke atas terdapat 4 siswa dengan tingkat ketuntasan 57,14% dan tinggal 3 siswa yang belum tuntas, pada siklus II nilai rata-rata kelas 80,28. Seluruh siswa mendapat nilai 70 ke atas artinya secara klasikal telah menuntaskan belajar kemampuan kognitif ketuntasan 100%. Berdasarkan uraian di atas dapat disimpulkan bahwa melalui permainan kartu angka dan gambar dapat meningkatkan kemampuan kognitif siswa kelas persiapan tunarungu wicara SLBN Kendal tahun pelajaran 2009 / 2010. The research aims to find an effective learning model to improve the children cognitive competency using numerical and image cards games in the preliminary deaf-mute graders of SLBN Kendal in the school year of 2009/2010. The research employed was a classroom action research. The subject of research was the preliminary deaf-mute graders of semester II of SLB Negeri Kendal in the school year of 2009/2010, 7 students. Technique of analyzing data used was comparative analysis, meaning the events or occurrences occurring were compared and then described into an assessment data form constituting the value of cognitive competency learning achievement. Considering the data procession of classroom action research can be described that the mean class cognitive competency prior score is 50.57. There is only one student obtaining 70 and more value with the classical passing level of 14.28%, in cycle I, the mean class value is 60.85, there are 4 students obtaining 70 and more value with the passing level of 57.14%, and there are only 3 students who had not passed, in cycle II the mean class value is 80.28. All of students obtaining 70 and more value meaning they classically have passed the cognitive competency learning with the passing level of 100%. Based on the explanation above, it can be concluded that the use of numerical and image card game can improve the cognitive competency of preliminary deaf-mute graders of SLBN Kendal in the school year of 2009/2010.

      Item Type: Thesis (Other)
      Subjects: L Education > L Education (General)
      Divisions: UNSPECIFIED
      Depositing User: danny
      Date Deposited: 25 Nov 2010 12:09
      Last Modified: 25 Nov 2010 12:09
      URI: http://eprints.uns.ac.id/id/eprint/214

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