scholarly journals PENINGKATAN HASIL BELAJAR PENDIDIKAN KEWARGANEGARAAN DENGAN MENGGUNAKAN METODE BERMAIN PERAN KELAS IV SEKOLAH DASAR KABUPATEN TANAH TIDUNG

2015 ◽  
Vol 6 (1) ◽  
pp. 24
Author(s):  
Lucky Susilo

This research is to improve student learning outcomes of civic education about the hero. This research was conducted in SDN Sesayap Tana Tidung, with 23 students as research subjects. This research is an action using Kemmis and McTaggart models in two cycles. Each cycle consists of planning, action, observation, and reflection. The results showed an increase in student learning outcomes of civic education, the hero mainly about understanding the meaning and involve symbols in understanding Pancasila Pancasila principles completely. This was evidenced by the increase in student learning outcomes Civics of my heroes from the 50% of students complete with the average score was 69 in the first cycle, increased to 80% of students complete with the average score was 77 in the second cycle. Activities of teachers and students through role playing method attained mastery learning (100%) at the end of the cycle. The conclusion of this study indicate that the use of methods Role Playing makes the students more active in learning appropriate to their developmental age.   Keywords: The Students’ Study Result Of Civic Education, Role Playing Method                  Action Research   Penelitian ini untuk meningkatkan hasil belajar siswa dari pendidikan kewarganegaraan tentang pahlawan . Penelitian ini dilaksanakan di SDN  Tana Tidung, dengan 23 siswa sebagai subyek penelitian. Penelitian ini merupakan penelitian tindakan dengan menggunakan Kemmis dan model McTaggart dalam dua siklus. Setiap siklus terdiri dari perencanaan, bertindak, observasi, dan refleksi. Hasilnya menunjukkan peningkatan hasil belajar siswa dari pendidikan kewarganegaraan, tentang pahlawan  terutama tentang pemahaman makna dan melibatkan simbol prinsip pancasila dalam memahami pancasila benar-benar. Hal itu dibuktikan dengan meningkatnya hasil belajar siswa PKn tentang pahlawan saya dari 50% siswa lengkap dengan skor rata-rata adalah 69 pada siklus I, meningkat menjadi 80% siswa lengkap dengan skor rata-rata adalah 77 pada siklus kedua. Kegiatan guru dan siswa melalui metode Role Playing dicapai belajar penguasaan (100%) pada akhir siklus. Kesimpulan dari penelitian ini menunjukkan bahwa penggunaan metode Role Playing membuat siswa lebih aktif dalam belajar yang sesuai dengan perkembangan usia mereka. Kata kunci: Pendidikan Kewarganegaraan, Role Playing Metode, Penelitian Tindakan

2018 ◽  
Vol 2 (1) ◽  
pp. 85
Author(s):  
Ni Kadek Putus Sasrini

This study aims to ( 1 ) increase students' motivation to learn civics and ( 2 ) improving student learning outcomes of the implementation of civic education learning model of Problem Solving in learning  civics . The subjects were VI  grade students of SD Negeri 6 Tianyar in the second semester of academic year 2016/2017 , amounting to 35 men with 20 men and 15 women . This research was conducted in two cycles of learning with the stages in each cycle includes planning , action , observation / evaluation , and reflection . The data were collected by the method of student motivation questionnaire and student learning outcomes data collected through charging student worksheets ( LKS ) , tasks, quizzes , and a final test cycle . The collected data were then analyzed descriptively . Results showed ( 1 ) an increase in the average score of student learning moivasi at 87.80 on the first cycle and the second cycle increased to 92.74 , ( 2 ) an increase in civics student learning outcomes in the first cycle was 76.8 with complete categories and on the second cycle increased to 80.7 with complete categories.


2020 ◽  
Vol 2 (2) ◽  
pp. 64-72
Author(s):  
Yetri Ningsih

This research conducted caused by students' score at class X MIPA 4 very low in the vector material. The avarage of score of the daily test obtained by students was 60,5 and it had not yet reached mastery learning. One of the efforts to improve learning outcomes was to use powerpoint as a learning media. The purpose of this study was to determine the increase in activity and mathematics learning outcomes on vector material in learning using PowerPoint.This research design used the classroom action research. The research subjects were 36 students of class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year. Data collected by using tests and observations.The test used to obtain student learning outcomes in each cycle, while observation used to determine the learning process in each cycle. Data were analyzed using descriptive statistics. The results showed that the average score of student learning outcomes in the first cycle was 62.2 and 77.3 in the second cycle. The percentage of student learning completeness in the first cycle was 52.8%, in the second cycle it was 80.6%. The percentage of improvement in student learning outcomes after being given action was 15.29%. So it can be concluded that learning mathematics by using powerpoint media can improve student learning outcomes in class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year.


2019 ◽  
Vol 2 (1) ◽  
pp. 313
Author(s):  
Edy Hariyanto

This research is a Classroom Action Research about the application of STAD cooperative learning (Student Teams Achievement Divisions) with a contextual approach to increase student activity and learning outcomes. The research was conducted in 3 cycles of action. each cycle consisting of one meeting for 3 learning hours. The research subjects were students of class X MIPA-1 odd semester of the 2016-2017 academic year MA Ihyaul Ulum Dukun Gresik. Student learning activities are measured based on an increase in the average percentage of student learning activities, while student learning outcomes are based on the difference in scores between the pretest and post in each cycle. Based on the results of the study, it is known that the application of STAD cooperative learning with a contextual approach can increase activities and learning outcomes. Increased student learning activities are indicated by an increase in the average percentage of student learning activities and the level of success of actions from 55% (less) in the first cycle and in the second cycle increased to 67% (sufficient), and increased again in the third cycle to 75% (good ) While the increase in student learning outcomes based on the average score difference between pre-test and post-test in the first cycle of 28.7 increased to 34.1 in the second cycle and increased again to 34.6 in the third cycle, while the completeness of student learning in the cycle I amounted to 42% then in second cycle it increased to 62%, and increased again to 73% in third cycle.


2017 ◽  
Vol 3 (1) ◽  
pp. 42-46
Author(s):  
Khusnul Khotimah ◽  
Suharmoko Suharmoko ◽  
Bunyamin Bunyamin

This Classroom Action Research was conducted at MI Muhammadiyah 02 Mariyai with the aim of improving student moral learning outcomes through the mind mapping method. The research subjects were grade IV students, amounting to 26 people. Researchers used two cycles, each of which consisted of three meetings. Data retrieval is done using learning outcomes tests and observation sheets. The collected data were analyzed both quantitative and qualitative data. Quantitative data is calculated using data analysis on Microsoft Excel. The results obtained showed an increase in moral learning outcomes ie from the average score of the initial ability of students 63.85 in the low category, then in the first cycle the average score of student learning outcomes increased to 76.35 in the medium category, and in the cycle, II increased to 86.15 which is in the high category. Increasing the score of student learning outcomes is also directly proportional to mastery learning. In the initial ability score, the number of students who finished learning was 8 people (30.77%), then in the first cycle increased to 16 people (61.54%), and in the second cycle increased again to 24 people (92.31%). Based on the results of this study, it can be concluded that an increase in the learning outcomes of the Moral Law in Class IV MI Muhammadiyah 02 Mariyai Students after using the mind mapping method.


2021 ◽  
Vol 1 (2) ◽  
pp. 181-191
Author(s):  
NOOR HAYANTI

This research is conducted to improve the student learning activity and learning outcomes by using role playing method at MAN 5 Sleman. The improvement of the student learning activity and learning outcomes has been done by using role playing method. This research is classroom action research which was conducted in two cycles. Each cycle consisting of planning, action, observation, and reflection. The subject of this research is the twelve science graders with the total number of students are 29. The data collection techniques used in this study were observation and written test. Observation is used to determine the activeness of students, while test is used to determine learning outcomes. The results showed that by the implementation of the role playing method, the activeness of students from the former condition, cycle 1, and cycle 2 increased. This can be seen from the percentage of activity in the low category that continues to decline from 62,1% - 50,0% - 8,6%, the medium category increased from 34,5% - 43,1% - 53,4% and the high category increased from 3,4% - 6,9% - 38%. An increase also occurred in the score of student learning outcomes. From the former conditioncycle 1 to cycle 2 has increased. Students who completed in the former condition were 20,7% increased to 62,1% in cycle 1 and in cycle 2 increased to 82,8%. The results of this study showed that the implementation of role playing strategy has been successful since there was an increase in students learning activity and learning outcomes. ABSTRAKPenelitian ini dilaksanakan untuk meningkatkan keaktifan dan hasil belajar siswa dengan menggunakan metode role playing di MAN 5 Sleman. Peningkatan keaktifan belajar dan hasil belajar siswa dilakukan dengan menggunakan metode role playing.  Penelitian ini merupakan penelitian tindakan kelas yang dilaksanakan dalam dua siklus. Setiap siklus terdiri dari perencanaan, tindakan, observasi, dan refleksi. Subyek penelitian ini adalah siswa kelas XII IPA yang berjumlah 29 siswa. Teknik pengumpulan data yang digunakan dalam penelitian ini yaitu observasi dan tes tertulis. Observasi digunakan untuk mengetahui keaktifan belajar siswa, sedangkan tes digunakan untuk mengetahui hasil belajar. Hasil penelitian menunjukkan bahwa dengan penerapan metode role playing, keaktifan belajar siswa dari kondisi awal, siklus 1, dan siklus 2 meningkat. Hal ini terlihat dari persentase aktivitas pada kategori rendah yang terus menurun dari 62,1% - 50,0% - 8,6%, kategori sedang meningkat dari 34,5% - 43,1% - 53,4% dan kategori tinggi meningkat dari 3,4% - 6,9% - 38%. Peningkatan juga terjadi pada skor hasil belajar siswa. Dari kondisi awal, siklus 1 ke siklus 2 mengalami peningkatan. Siswa yang tuntas pada kondisi awal sebesar 20,7% meningkat menjadi 62,1% pada siklus 1 dan pada siklus 2 meningkat lagi menjadi 82,8%. Hasil penelitian ini menunjukkan bahwa penerapan metode role playing telah berhasil karena adanya peningkatan aktivitas belajar dan hasil belajar siswa.


Author(s):  
Agung Heri Wibowo

<p><em>The purpose of this research is to improve mastery of learning. One of the approaches used in the learning process is a thematic approach. This research uses classroom action research (PTK). The techniques used were data collection techniques using: (1) observation sheets (teachers and students), (2) test questions then analyzed using a percentage formula. The results of this study indicate that (1) the teacher activity in the first cycle with an average score of 2.91 in the sufficient category and in the second cycle the average score of 4.52 was in the very good category (2) the student activity in the first cycle with an average value of 2.86 was in the sufficient category and in the second cycle got an average value of 4.42 in the very good category. While student learning outcomes in the first cycle with a percentage value of 60.3%, and in the second cycle with a percentage value of 86.7%. Based on the results of the research, it can be concluded that with a thematic approach to the theme of Clean and Healthy Living can improve student learning outcomes in the class of SDN Kedungoleng 06.</em></p>


Author(s):  
Dwi Purwanti ◽  
Akhmad Arif Musadad ◽  
Gunarhadi Gunarhadi

The purpose of this study was to describe the implementation of STAD cooperative approach learning to improve student learning outcomes in the material two-dimensional figure in third graders of state Elementary School of Dadapsari 129 Surakarta. This research is classroom action research which refers to the design of Kemmis and McTaggart which consists of four components: planning, action, observation, and reflection. This study was conducted in two cycles. The data is collected in this research by the observation sheets, interviews, field notes, and student scores. The participants of this study was 33 students consist of 10 male and 23 female. The findings showed that the percentage of completeness of classical study increased by 30.7% in the pre-cycle to 87% in the second cycle. The average score of students also increased from 62.15 for the pre-cycle to 76.03 in the second cycle. Based on these results, it can be concluded that the implementation of STAD cooperative learning model can improve student learning outcomes at the material of two-dimensional figure to follow the phases of class presentation phase, the study group phase, study team and monitoring phase, evaluation phase, and, appreciation group.


Author(s):  
Siti Aminah

<p><em>The researchers made improvements by applying a scientific approach with the Problem Based Learning model and concrete media. This type of research is classroom action research. which consists of two cycles, each cycle carried out with one meeting. Each cycle consists of the planning, action, observation and reflection stages. The research subjects were grade I students of SDN Pende 02. The data collection techniques used test and non-test techniques obtained from observations and documentation. The results of this study are the use of concrete media and problem based learning can improve student learning outcomes on the subject of addition and subtraction of numbers in grade I SDN Pende 02, Kersana District, Brebes Regency. In the first cycle of students who completed there were 14 students, the percentage of classical student learning completeness was 63.63%. In cycle II students who completed an increase of 20 students, students' reading completeness was 90.90%. So it can be concluded that student learning outcomes have increased and are said to be complete.</em></p>


2016 ◽  
Vol 5 (1) ◽  
pp. 33
Author(s):  
Ida Riana Valentina, sri hartati

<p>The purpose of this research is to improve the skills of teachers, activities, and student learning outcomes.The research design is a classroom action research consists of four phases: planning, action, observation, and reflection is done in three cycles. The subjects were 42 students in grade IVA SDN Tambakaji 04 Semarang. The techniques of data collection is using tests and non-test. Analysis using quantitative descriptive analysis and qualitative descriptive analysis. The results showed the average teacher skills first cycle was 26 including good category, increased in the second cycle to 28, and increased again in the third cycle the 34 scores obtained with very good category. The average student activity first cycle is 23.8 with enough categories, increased in the second cycle to obtain a score of 28 including both categories, and increased again in the third cycle to 34 with a very good category. Likewise, the percentage of student learning outcomes first cycle of 60%, with the lowest value and the highest 40 100, increased in the second cycle of 76%, with the lowest value and highest value 60 100, and rose again the third cycle to 86% with the lowest value of 60 , and the highest value of 100. Conclusion Research is through role playing with a model of audiovisual media, can improve the quality of science teaching include teachers skills, students activities and student learning outcomes.</p>


2020 ◽  
Vol 19 (1) ◽  
pp. 78-86
Author(s):  
Hayatun Sabariah ◽  
Diani Syahfitri ◽  
Dhea Rizki Insani R ◽  
Firza Al Qadri

  The purpose of this study was to identify how to improve higher order thinking skills (HOTS) in MTs students MTs. Swasta Al-Ikhlas Pangkalan Susu. This study uses a classroom action research method that uses several cycles that aim to improve higher order thinking skills (HOTS). Each cycle carried out 4 stages, planning, action, observation, reflection. In first cycle , the learning outcomes of class VIII MTs Al-Ikhlas Pangkalan Susu are still low, from 26 students, 20 students complete or 76.9%, while  6  students  or  23.1%  have  not  achieved  complete  learning  with  an  average  score  73.  In  the second cycle after making improvements in the first cycle, it can be seen that the learning outcomes of class VIII students at MTs Swasta Al-Ikhlas Pangkalan Susu have reached minimum completeness (KKM 70) with an average value of 76. From the results of research conducted by researchers, using the Andragogy Method in the learning process can improve students' higher order thinking skills (HOTS). This can be seen from the improvement indicators from the results of the research first cycle to second cyclecontinue to increase. There was an increase in student learning outcomes, which was originally the average score in the first cycle test of 73 and the second cycle of 76 increased by a difference of 3. This indicates that student learning outcomes are increasing and are included in the very high category.    


Sign in / Sign up

Export Citation Format

Share Document