KEEFEKTIFAN PENGGUNAAN METODE EXPERENTIAL LEARNING DALAM PEMBELAJARAN MENULIS CERITA PENDEK SISWA KELAS X SMA NEGERI 1 MARE KABUPATEN BONE
Keywords:
Experiential Learning, Experimental, Writing Short Stories, Senior high school student, homogeneous classAbstract
This study aims to describe the effectiveness of using the experiential learning method in teaching students to write short stories. The type of research used is descriptive-quantitative with an experimental component in a homogeneous class that has a balanced level of student intelligence. There is a control group and an experimental group. The results of the research from the analysis of descriptive data are that there is an experimental group (X1), namely, no students are able to obtain a score of 100 as the maximum score. The highest score of 95 was obtained by two students, and the lowest score obtained by one student was 58. As for the control group (X2), there were no students who were able to obtain a score of 100, the maximum score. So it is concluded that the average value of students' ability to write short stories through the experiential learning method (experimental class) is 7.5, while the average value of the ability to write short stories without using the experiential learning method (control class) is 6. The results of calculating the coefficient comparison are that the average value of students (t count) between the experimental class (X1) and the control class (X2) obtained is 1.81, which is greater than t table at a significant level of 95%, namely t.s. 0.95 = 1.70. Because t count is greater than t table at a significant level of 95%, the null hypothesis (HO) is rejected and the alternative hypothesis (H1) is accepted. Thus, the use of the experiential learning method improves the students' ability to write short stories.
Downloads
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2022 Jurnal Keguruan dan Ilmu Pendidikan (JKIP)
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.