DESAIN AKTIVITAS SISWA PADA PEMBELAJARAN PEMECAHAN MASALAH

Azka 'Afifah(1), Cecil Hiltrimartin(2*), Yusuf Hartono(3),

(1) Universitas Sriwijaya
(2) Universitas Sriwijaya
(3) Universitas Sriwijaya
(*) Corresponding Author


Abstract


Penelitian ini bertujuan untuk menghasilkan lintasan belajar pada pembelajaran pemecahan masalah berbasis aktivitas siswa dan mengetahui peran pembelajaran pemecahan masalah berbasis aktivitas siswa. Pendekatan penelitian ini adalah design research tipe validation studies yang terdiri dari tiga tahapan, yaitu preparation and design, teaching experiment yang terbagi menjadi 2 siklus, dan retrospective analysis. Penelitian ini dilakukan pada siswa sekolah negeri di Palembang. Pengumpulan data penelitian ini melalui observasi, wawancara, hasil kerja siswa, dan tes yang kemudian dianalisis secara deskriptif. Hasil penelitian mengungkapkan bahwa lintasan belajar pada pembelajaran pemecahan masalah siswa mampu mendukung kemampuan pemecahan masalah siswa. Pembelajaran tersebut dimulai dengan memahami masalah, menentukan rencana, melaksanakan rencana, dan melihat kembali apa yang telah dikerjakan yang terintegrasi dengan aktivitas pemecahan masalah yaitu academic activities, games as the play-based activities, dan applications as the reality-based activities.

This study aimed to produce a learning trajectory of activity based problem solving learning and knowing its role. The research approach was design research type validation studies which consists of three stages, namely preparation and design, teaching experiment which consists two cycles, and retrospective analysis. This study was conducted on students of X SMA Negeri 15 Palembang. The data collected through observation, interview, students’ work, and test, then analyzed descriptively.The result of this study showed that a learning trajectory of problem solving based learning could support problem solving ability. The learning began with understanding a problem, devising a plan, do a plan, and looking back which integrated with problem solving activities namely, academic activities, games as tha play-based activities, and applications as the reality-based activities.

 


Keywords


design research, problem solving learning, students’ activity

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DOI: http://dx.doi.org/10.24127/ajpm.v11i4.6169

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