IMPROVING THE ABILITY TO UNDERSTAND FAITH TO ALLAH USING SMART GAME METHODS IN COOPERATIVE LEARNING TYPE MAKE A MATCH IN STUDENTS OF CLASS VII B SMPN2 PANTI JEMBER
Keywords:
Faith To God, Smart Game Method, Co-operative Learning, Type Make A MatchAbstract
PAI learning is still much centered on the teacher, the source of learning is
still minimal, less supportive learning media, student organization that
has not been optimal and the use of mono methode is the factors that
cause low student learning outcomes. In the learning process of PAI by
using the conventional method on the matter of faith to God there are
still many students who have difficulty in comprehending reasoning and
rote materials such as mandatory nature, improbability and the nature
of the jewels for Allah, it is proven that there are still many students’ score
are under the KKM, it can be seen from the results Student repeat with
average score: 6.7. While the value of KKM determined in seventh grade
students amounted to 75. This study aims to describe the use of smart
game method in cooperative learning type make a match to improve the
ability to understand the faith to God. This research was conducted at
SMPN2 Panti in grade VIIb students having address at Jalan Rajawali 108
Kemuningsari Lor Sub Panti Jember Regency. There were two cycles in this
study which each cycle was done in 2 (two) meetings. Instruments used
to collect data was observation sheets and test questions. The data was
analysed by using comparative descriptive analysis. Based on data
analysis, it is concluded that there is an increase of observation result to
student’s learning activity, in cycle I the percentage of score is 77 %, is in
enough category, and in cycle II the percentage of score increases to
91,6 %. In a very good category. Based on observations made by colleagues
on teacher activity on the first cycle of the percentage score is 76 % are in
enough categories. In cycle II the percentage score increased to 90 %. This
shows that the level of success of teachers during the learning activities
are in good category. The results of the assessment in the first cycle there
was an increase in the average value of students from the pre-cycle 67,
increased in the first cycle to 72. But this average value was still below
KKM 75. Then the results of cycle II value increased to 83.26 this value has
been Reaching KKM and learning completeness. From the results of
interviews on students by applying the Smart Game method in the Cooperative
Learning model of Make A Match type students feel happy
in learning. Suggested for teachers by using the method is expected
to foster the spirit in learning PAI, especially in memorizing the nature
of mandatory and impossible.