MENINGKATKAN KETERLIBATAN SISWA MENGGUNAKAN ONLINE STUDENT RESPONSE SYSTEM : EKSPERIMEN

DOI: https://doi.org/10.31800/jtp.kw.v10n1.p89--111

Binti Lathifaturrohmah AJ(1*), Nur Anita Yunikawati(2)
(1) Pendidikan Ekonomi, Fakultas Ekonomi dan Bisnis, Universitas Negeri Malang
(2) Pendidikan Ekonomi, Fakultas Ekonomi dan Bisnis, Universitas Negeri Malang
(*) Corresponding Author

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Abstract

Low student engagement can be indicated by students who are passive during learning, are not interested in learning and lack of focus on learning. This can be addressed by the use of OSRS(Socrative and Clickers) to increase student engagement. The purpose of this study was to determine the influence and differences in student engagement between classes that use Socrative and classes that use Clickers. The "Pretest-Posttest Nonequivalent Multiple Group Design" design was used in this study, with data collection using questionnaires and data analysis using the ANCOVA test. The results of this study inform that the Socrative and Clickers platforms have a positive influence on student engagement. Although, student engagement between the Socrative class and the Clickers class did not differ significantly, student engagement in the Socrative class was 6.4% higher than the Clickers class which was 6.1%. Based on the results of the study, it can be concluded that the use of Socrative and Clickers can encourage student interaction and participation which leads to increased student engagement and has the potential to improve student learning assessment. Suggestions for future research are to be able to use larger samples and longer treatment times.

 

Abstrak

Keterlibatan siswa yang rendah dapat terindikasi dari siswa yang pasif saat pembelajaran, tidak tertarik dengan pembelajaran serta kurangnya focus pada pembelajaran. Hal tersebut dapat diatasi dengan penggunaan OSRS(Socrative dan Clickers) untuk dapat meningkatkan keterlibatan siswa. Tujuan dari penelitian ini adalah untuk mengetahui pengaruh  serta perbedaan  keterlibatan siswa antara kelas yang menggunakan Socrative dan kelas yang menggunakan Clickers. Rancangan “Pretest-Posttest Nonequivalent Multiple Group Design” digunakan dalam penelitian ini, dengan pengumpulan data menggunakan kuesioner dan analisis data menggunakan uji ANCOVA. Hasil dari penelitian ini menginformasikan bahwa platform Socrative dan Clickers memiliki pengaruh positif terhadap keterlibatan siswa. Meskipun, keterlibatan siswa antara kelas Socrative dan kelas Clickers tidak berbeda secara signifikan, namun keterlibatan siswa di kelas Socrative sebesar 6,4% lebih tinggi dibandingkan dengan kelas Clickers yang sebesar 6,1%.  Berdasarkan hasil penelitian, dapat disimpulkan bahwa penggunaan Socrative dan Clickers dapat mendorong interaksi dan partisipasi siswa yang mengarah pada peningkatan keterlibatan siswa serta memiliki potensi untuk meningkatkan penilaian pembelajaran siswa. Saran untuk penelitian selanjutnya yaitu dapat menggunakan sampel yang lebih besar dan waktu perlakuan yang lebih panjang. 

Keywords

Keterlibatan Siswa; OSRS; Socrative; Clickers;Student Engagement; OSRS; Socrative; Clickers
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