scholarly journals PENINGKATAN KEMAMPUAN BERBICARA MELALUI ROLE PLAY PADA ANAK USIA 5-6 TAHUN

2019 ◽  
Vol 7 (4) ◽  
pp. 428
Author(s):  
Citra Fitriyani ◽  
Siti Kamsiyati ◽  
Adriani Rahma Pudyaningtyas

<p>Penelitian ini bertujuan untuk meningkatkan kemampuan berbicara melalui metode role play.  Jenis penelitian ini adalah penelitian tindakan kelas (PTK) dilaksanakan selama tiga siklus. Subjek dalam penelitian ini adalah anak usia 5-6 tahun dengan jumlah 32 anak yang terdiri dari 16 anak perempuan dan 16 anak laki-laki. Teknik pengumpulan data dalam penelitian ini menggunakan unjuk kerja, observasi, wawancara dan dokumentasi. Teknik uji validitas data yang digunakan adalah triangulasi sumber dan triangulasi teknik. Hasil penelitian tindakan kelas ini menunjukkan bahwa melalui metode role play, anak dapat menyusun kalimat sederhana dalam struktur lengkap, mampu berkomunikasi secara lisan, dan menjawab pertanyaan yang lebih kompleks. Hasil keseluruhan peningkatan persentase setelah diterapkan metode role play, pada siklus I diperoleh ketuntantasan sebesar 40,62%. Peningkatan persentase pada siklus II sebesar 56,62%, dan pada siklus III sebesar 78,12%. Berdasarkan uraian tersebut maka dapat ditarik kesimpulan bahwa melalui metode role play dapat meningkatkan kemampuan berbicara pada anak usia 5-6 tahun.</p><p><strong>K</strong><strong>ata kunci</strong><strong>:</strong> Kemampuan berbicara, metode role play, anak usia dini</p><p class="Abstract"> </p><p><strong><em>ABSTRACT</em></strong><em><br /> </em><em>This research aimed to improve speaking ability through role play methods. This type research </em><em>is Classroom Action Research</em><em> (CAR), were conducted in three cycles. The subject in this research were 32 children consisted of 16 girls and 16 boys. The technique of data collection in this research used by work performance, observation, interviews, and documentation. Analyzed test the validity of the data used is a triangulation of sources and triangulation techniques. Research result show that class actions through role play methods, children can compose simple sentences in a complete structure, be able to verbal communicate, and answer more questions complex. The overall result show increase in the percentage after applied role play methods, in the first cycle acquired 40.62%. The percentage increase in the second cycle was 56.62%, and the third cycle by 78.12%. Based on the descriptions can be drawn the conclusion that through role play methods could increase the speaking ability children aged 5-6 year.</em></p><p><em>Keywords: Speaking ability, role play methods, early childhood</em></p>

Author(s):  
Hasti Wulandari

ABSTRACTThis research was an action research that aims to insrease the activities and student learning result with the implementation model of cooperative learning type teams games tournament with photo story media to increase the activities and learning result of social science in the fifth grade of Glagahombo 2 Elementary School.. The increase of student activities could be seen from the percentage increase of student activities from the first cycle, that was 65,48% became 77,54% in the second cycle and in the third cycle achieved 86,58%. The percentage of student learning result also increased from the first cycle 57,89% became 68,42% in the second cycle and in the third cycle achieved 89,47%. Based on the research result could be concluded that the implementation model of cooperative learning type teams games tournament with photo story media, could increase the activities and the students learning result of Social Science with the material learning of the struggle againsted colonizer in the fifth grade students of Glagahombo 2 Elementary School Keywords: Student Activities, Learning Result, Photo Story Media. ABSTRAKPenelitian ini merupakan penelitian tindakan kelas yang bertujuan untuk meningkatkan aktivitas dan hasil belajar siswa dengan penerapan model pembelajaran kooperatif tipe Teams Games Tournament dengan media Photo Story pada siswa kelas V SDN Glagahombo 2. Hasil penelitian menunjukkan bahwa pembelajaran IPS dengan penerapan model pembelajaran kooperatif tipe Teams Games Tournament dengan media Photo Story, dapat meningkatkan aktivitas dan hasil belajar siswa. Peningkatan aktivitas siswa dapat dilihat dari peningkatan persentase aktivitas siswa dari siklus I sebesar 65,48% menjadi 77,54% pada siklus II dan pada siklus III mencapai 86,58%. Persentase ketuntasan hasil belajar siswa juga meningkat dari siklus I sebesar 57,89% menjadi 68,42% pada siklus II dan pada siklus III mencapai 89,47%. Berdasarkan hasil penelitian dapat disimpulkan bahwa penerapan model pembelajaran kooperatif tipe Teams Games Tournament dengan media Photo Story dapat meningkatkan aktivitas dan hasil belajar IPS dengan materi Perjuangan Melawan Penjajah pada siswa kelas V SDN Glagahombo 2. Kata Kunci: Aktivitas, Hasil belajar, Media Photo Story.


Author(s):  
Gadis Selvia Sitorus ◽  
Kammer Sipayung

This thesis is the study about an error analysis of using phrases in writing recount text at tenth grader in SMA Parulian 2 Medan. The objective of the study is to identify the types of common phrases’ error made by the students of tenth grader in SMA Parulian 2 Medan in writing recount text. This study used descriptive qualitative research. The subject of this study is the tenth grade students of SMA Parulian 2 Medan which consists of three classes. The object of this study is class of X-A. The instrument of collecting data used writing test, writing recount text. The data were analyzed by identifying the students’ phrases errors by underlining each error from students’ answer sheet, after that classifying the types of error based on five types of phrases. Finally, the research result showed that there are 145 phrases errors made by the students X-A in writing recount text. The types of phrases which indicate common error is on noun phrase. The number of noun phrase error are 83 with percentage 57,24%, followed by verb phrase has 28 with percentage 19,31%, the third is prepositional phrase which has 22 with percentage 15,17%, the fourth is adjective phrase which has 10 with percentage 6,90%, the last is adverb phrase has 2 with percentage 1,38%.  It was caused the students constructed or arranged the words or sentences based on Indonesian meaning. English has different rules in constructing phrases. The students also were lack of knowledge about phrases. Therefore, English teachers are expected to focus on types of phrases in learning English.


2019 ◽  
Vol 3 (2) ◽  
pp. 70-78
Author(s):  
Yaspin Yolanda

This study describes the profile of the science process skills (KPS) of STKIP PGRI Lubuklinggau students on magnetic electric material. The subjects of the research were the third semester students who took magnet electricity courses. Sampling was done by purposive sampling. The research method used was Qualitative Positive Descriptive Method. Data were analyzed qualitatively and quantitatively using an instrument in the form of a KPS diagnosis test. Based on the results of KPS research on student electricity magnet on the subject of Electric magnet, it can be concluded that (1) The skills of the science process of magnet electricity are skilled, and (2) The solution to solve the problem of availability of KPS aspects is to train and be trained with the KPS approach to magnetized student electricity so that the availability of KPS aspects can appear / available. The average percentage increase in KPS are, 82% observation skills, 80% classification skills, 85% interpretation skills, 78% prediction skills, 88% experimental planning or investigation skills, 87% skills using tools and materials, 80% skills in applying concepts or principles %, 85% communication skills, 84 question asking skills, and 79% hypothesized skills. The research findings indicate that there is a significant increase in 82.8%.


2019 ◽  
Vol 4 (2) ◽  
pp. 86
Author(s):  
Darmanto Darmanto

<p><em>The research aims to determine the implementation of SIP (sholeh, ilmuwan, peminpin) charater instilling as a characteristic of characters building at SDIT Alam Nurul Islam Dua Ngawi. The research was a qualitative study with case study research. This research used purposive technique with the subject consisted of the third to fifth grade, and SIP teacher, and informant were the vice principals, assistens principil for student, and the expert teacher specially for the character builder (SIP Teacher). The data collected by observation, documentation, and interview. The research’s result show that the instilling of SIP character can also be done proactively through the development of Islamic culture in school. The development of islamic culture in school must be carried out continuously by school comunity so that the detemined character can be achieved properly. The development of islamic school culture is know as the SIP culture (sholeh, scientist, and leaders) wich is made as a characteristic of the caracter building at SDIT Alam Nurul Islam Dua Ngawi. The implementation of SIP character instilling at SDIT Alam Nurul Islam Dua Ngawi is carried out through continuously activity such as prayer congrecationally in mosque, memorizing holy qur’an, reciting and writing holy qur’an, memorizing selected hadits, reciting Al Ma’surat, marketday, islamic scouting, pencak silat, outbond, outing class, gardening, farming, spontaneous activity example reward or punishmen etc. </em></p>


ETTLI ◽  
2020 ◽  
Vol 1 (1) ◽  
pp. 17-26
Author(s):  
Yudi Septiawan

This research is aimed to know whether Role Play Technique is effective in improving student’s speaking skill at 9th grade students of SMP Islam Ruhama Cireundeu. This research is based on the last observation result that the students were still difficult to speak. This research is categorized as Experimental Study. It is carried out to solve students’ problem in speaking. The findings of the research stated that students’ comprehension (66) is the lowest score and students’ grammar (66.5) is the highest score in post test score of experiment class while students’comprehension (72.5) is the lowest score and students’ vocabulary (74) is the highest score in post test of experiment class. The subject of this research is the students of class IX.1 and IX.2 of SMP Islam Ruhama Cireundeu. In collecting the data, this research uses observation and test. Based on the result and the discussion of this research, it can be said that the using of role play in teaching speaking is successful since the crieteria of success were achieved. The criteria of success is there is a significant improvement from pretest result to posttest. The result shows that the pretest average score in experiment class is 66.2 becomes 73.1 in post test while in control class, the significant improvement is only 1.2 (pre test 65.9 and post test 67.1). Based on the result that is mentioned before, the writer suggests that the English teacher should implement a role play in order to improve students’ speaking skill.


Author(s):  
Nurdiana Mahdalena Sinurat And Willem Saragih

This study was attempted to improve vocational students’ speaking skill throughRole Play Technique. This study was conducted by using classroom actionresearch. The subject of the research was class XI EK 2 SMK Negeri 1 Merdeka,Berastagi, consists of 21 students. This research was conducted in two cycles. Theinstruments of collecting data were diary notes, observation sheet, questionnairesheet, interview sheet and tests. Based on the speaking test score, it was found thatthe students’ score kept improving from the first test to the third test. In theorientation test, the mean score was 37.66, in the first cycle test, the mean scorewas 48.33, and in the second cycle test, the mean score was 57.33. There wasimprovement of students’ achievement from 57.33-37.66 about 19.67 points.Based on the data from diary notes, observation sheet, questionnaire sheet andinterview, it was found that the students agreed that Role Play technique helped toencourage them to speak, to express the language through appropriateexpressions, to think that speaking is not difficult. Thus, it was found thatteaching-learning process ran well. Students were active and interested inspeaking in the classroom. The result of the research shows that Role PlayTechnique can improve vocational students’ speaking skill.


2015 ◽  
Vol 3 (2) ◽  
pp. 132
Author(s):  
Ana Nadzifatul Aswad ◽  
M. Arifuddin Jamal ◽  
Mastuang Mastuang

Student learning outcomes is still low, it is because the conditions of learning that took place during this done a teacher-centered. General research objective is to describe how the implementation of cooperative learning  to improve student learning outcomes VIII-A classes on the subject of pressure and specific purpose of this study is to describe, (1) adherence to the RPP, (2) social skills of students, (3) the results of student learning. This study is a Class Action Research (CAR) conducted in three cycles and stiap cycle consisting of planning, taking action, observing, and reflecting. Research result; (1) adherence to the RPP in the first cycle of 96%, the second cycle of 97% and 98% for the third cycle, (2) social skills of students in the first cycle of 90,5%, in the second cycle of 92,75%, and the third cycle of 94.25%,(3) mastery learning outcomes of students in the classical style on the first cycle of 91,66%, the second cycle of 96,66%, and 96,67% for the third cycle. The conclusion shows that the cooperative learning model Investigation Group can improve student learning outcomes VIII-A classes on the subject of pressure.  


2018 ◽  
Vol 3 (1) ◽  
pp. 20-37
Author(s):  
Umi - Sudarwati

The background of this research is the importance of the ability to count for early childhood, to be able to hone the cognitive development of children, especially in the field of mathematics. So the need for learning methods that can meet the needs of children. The formulation of the problem in this research is how to improve the ability of spelled out 1-20 through the puzzle game in the children group B TK Tunas Rimba 1 Samarinda. The purpose of this study is to find out how the puzzle game can improve the ability to count 1-20 children. This type of research is a classroom action research. Research subjects were teachers and children group B TK Tunas Rimba 1 Samarinda. The classroom teacher acts as the executing subject of action and child group B TK Tunas Rimba 1 Samarinda as the subject of the recipient of the action of 15 people. The object of this research is Improved 1-20 through the ability of the game puzzle. Data collection techniques use observation techniques. The research instrument used is observation sheet and documentation in the form of portfolio observation sheet and checklist. Data analysis used in this research is descriptive qualitative with percentage. The result of data analysis is known that the ability of children to be 1-20 through puzzle game in cycle I is got average value 44 with criteria less once, then increase in cycle II by 43%, obtained by average value 63 with enough criteria. and on the third cycle increased by 19%, obtained an average value of 75 with good criteria. So we can get 1-20 children from cycle I to cycle III 70%. The conclusion of this research result that through puzzle game can improve the ability of counted 1-20 early childhood, especially child group B TK Tunas Rimba 1 Samarinda Year Learning 2016/2017.


2018 ◽  
Vol 2 (2) ◽  
pp. 231
Author(s):  
Indah Perdana Sari ◽  
Intan Kurniasari Suwandi ◽  
Susi Setyowati

This study aims to understand the influence of the storytelling method towards the third-grade students’ character in doing cooperation in Pujokusuman Yogyakarta Elementary School. The research is research quasi-experiment with a nonequivalent-group pretest-posttest research design. The subject of the study is the students of class III B and III C Pujokusuman Yogyakarta Elementary School consisted of 49 students. Class III B isconsisted of 24 students and it becomes the class control, while class III C is consisted of 25 students and it becomes the class experiment. The researchers utilized observation sheet as the research instrument. The data analyzing technique was conducted through the first independent sample t-test with the significance 5 % (alpha = 0,05). This research result indicates that storytelling method is significant in increasing the third-grade students’ character in doing cooperation in Pujokusuman Yogyakarta Elementary School. This is proven by the t-test resulted 0,00 < 0,05; so H0 is rejected, it means that there is a significant difference between the average observation result of the students’ character in doing cooperation in the two classes: class control and class experiment. From the research result, it can be concluded that storytelling method enhances the third-grade students’ character value in doing cooperation in Pujokusuman Yogyakarta Elementary School.


2015 ◽  
Vol 8 (2) ◽  
pp. 93
Author(s):  
Juniar Siregar

This study presents a research report on improving students’ Learning results on IPA through Video. The objective was to find out whether students’ learning result improved when they are taught by using Video. It was conducted using classroom action research method. The subject of the study was the Grade IV students of SDN 187/IV Kota Jambi which is located on Jln. Adi Sucipto RT 05 Kecamatan Jambi Selatan, and the number of the students were 21 persons. The instruments used were test. In analyzing the data, the mean of the students’ score for the on fisrt sycle was 65,4 (42,85%) and the mean on cycle two was 68,5 (37,15%) and the mean of the third cycle was 81,4 (100%). Then it can be concluded that the use of video on learning IPA can improve the students’ learning result. It is suggested that teachers should use video as one of the media to improve students’ learning result on IPA.Keywords : IPA, students’ learning result, video


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