scholarly journals PENERAPAN MODEL PEMBELAJARAN ROLE PLAYING UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR SISWA DALAM MENGGALI INFORMASI DARI DONGENG BINATANG (FABEL) PADA SISWA KELAS II SDN PARANG 4 KEDIRI

Author(s):  
DINA FATKHUL JANAH

Based on data obtained by researchers at SDN Parang 4, Banyakan sub-district, it was found the fact that there was a low level of activity and student learning outcomes in the material of digging information from animal tales (Fable).. In addition to this in everyday learning the teacher only conveys the material conventionally. Teachers only tend to give monotonous lectures and do not use learning models when carrying out learning in the classroom. Student activity is also very low, because when the teacher gives practice questions to students there are some students who just sit and don't seem eager to learn. The purpose of this research is toto find out the Application of the Role Playing Method for mimprove student activity and learning outcomes in dig up information from animal tales (Fables). The approach used is qualitative research with Classroom Action Research (CAR) design, with stages: 1) planning, 2) implementation, 3) observation, 4) reflection. This research is planned to last for 2 cycles, each cycle 2 meetings with thematic learning materials. Based on the results of research in the implementation of the first cycle of student learning completeness reached 50% and in the second cycle of student learning completeness increased to 91.60%. Based on the results of the study, it can be concluded that the Role Playing learning model can increase student activity and learning outcomes in extracting information from animal tales (fables) in class II SDN Parang 4, Banyakan District.

2018 ◽  
Vol 1 (1) ◽  
pp. 13-26
Author(s):  
Fitria Nurhayati ◽  
Susti Rahmah Yulita

The study aims to improve the activity and learning outcomes of students using the Think Pair Share Cooperative Share model with a puzzle game togetherness on thematic learning. Classroom Action Research, implemented two cycles. Instruments used were observation sheets and test sheets. The test data were analyzed by using the average formula and the percentage of learning mastery, on the affective and psychomotor observations using the affective and psychomotor percentage formula, the observational data using the average formula score and value range. The result of research are: (1) cycle I score of activity of teacher 34 with good category, student activity score 33,75 with good category. Student learning outcomes cycle I measured by the evaluation at the end of the learning of Mathematics 87.94 with the completion percentage of classical learning that is Mathematics 91.17. The highest affective aspect assessed 29 persons with 85.29% percentage and the lowest aspect responded to 21 people with a percentage of 61.76%. Psychomotor highest aspect imitate and articulate 34 people with 100% percentage and lowest aspect manipulate 30 people with 88.23% percentage. (2) cycle II score of teacher activity 35,5 with good category, student activity score 35 with good category. The result of student learning cycle II is measured using evaluation test at the end of learning that is Mathematics 88,23 with percentage of complete learning of classical that is Mathematics 94,11. The highest affective aspects of living and receiving 34 people with 100% percentage, lowest aspect responding 27 people with 79.41% percentage and psychomotor aspects of articulation, manipulating and imitating 33 people with 100% percentage. Based on the results of this study can be concluded that the application of Thematic model of cooperative model Think Pair Share type through the game togetherness puzzle Class II B SD Negeri 20 Kota Bengkulu can increase activity and learning outcomes.


2019 ◽  
Vol 11 (1) ◽  
pp. 63-70
Author(s):  
Tsalitsatul Maulidah ◽  
Sukiyanto

This study aims to determine the application of inquiry learning models, student learning outcomes in Thematic subjects the objects around us to beginner students in class V. This research is a type of quantitative analysis using designs in the form of one group pretest and posttest. The study population was all fifth-grade elementary school students, amounting to 23 students' data collection techniques using the method of observation and learning outcomes tests. The instrument to measure learning outcomes using pretest and posttest in the form of objective analysis is multiple choice. Data were analyzed using hypothesis testing with the help of the product-moment formula and Paired Sample t-test. The results of this study indicate that learning using inquiry learning models is shown by the average feasibility of aspects with a range of values ​​of 3.50-3.88. And there is an influence of the inquiry learning model on student learning outcomes in Thematic learning the themes of objects around us in class V, as evidenced by the testing of hypotheses obtained r count = 0.806 and r tables = 0.433. While the Paired Sample t-test significance test, showed a correlation before and after the inquiry learning model was applied at 0.806> α (0.05). Based on the values, it can be concluded that the inquiry learning model has a positive influence on student learning outcomes in Thematic learning of the objects around us in the fifth grade of significantly.


Eksponen ◽  
2019 ◽  
Vol 9 (2) ◽  
pp. 27-34
Author(s):  
Ana Riyana

The main problem faced at SMA Negeri 3 Kotabumi is the low activity and student learning outcomes due to less varied learning methods. Therefore, this study aims to improve the activities and learning outcomes of Mathematics using NHT type cooperative learning models on Trigonometry material for SMA Negeri 3 Kotabumi students. This research was conducted to 34 students of class XII Science 4, in this study tested the use of NHT type cooperative learning models on Trigonometry material to determine their effects on student learning outcomes. The study was divided into 3 cycles by collecting data using cognitive tests and student attitude questionnaires obtained from each cycle, the results were analyzed whether there was an increase in each cycle. The results of this study indicate that there is an increase in learning outcomes 20% from cycle I to cycle II and an increase of 27% from cycle II to cycle III, while student activity has increased from cycle I by 78, to 81 in cycle II and 83 in cycle III, activity asessment indicators in the form of discipline, cooperation, courtesy and tolerance in learning


Author(s):  
Any Inti Wahyu Setyaningrum

<p><em>The purpose of this study was to increase student activeness in online learning with discovery learning models and interactive media for grade 4 students at SD Negeri 2 Karanganyar. The subjects were grade 4 SD Negeri 2 Karanganyar, totaling 9 students. The CAR design uses interactive media to increase student activeness in thematic subjects for grade 4 SD Negeri 2 Karanganyar students. Data collection techniques using observation and tests. The data analysis used descriptive quantitative and qualitative statistics. The results showed an increase in student activeness, this can be seen from the observation sheet of the pre-action activities and each cycle, namely in the pre-action it was 22.2%, in cycle I it was 55.6%, while in cycle II it was 88.9 %. This was accompanied by an increase in the average student learning outcomes from pre-action by 54.4, cycle I was 63.9, while in cycle II was 81.1. Thus it can be concluded that the use of interactive media can increase student activity in the Thematic learning of grade 4 elementary school students.</em></p>


2017 ◽  
Vol 5 (3) ◽  
pp. 102
Author(s):  
Arleni Tarigan

This study aims to improve student learning outcomes in social studies on the subject matterof buying and selling activities of home and school environment, with the application oflearning to play a role (role playing) in the third grade students of SD Negeri 013 LubukKembang Sari Kecamatan Ukui. Low grade III student learning outcomes SD Negeri 013Lubuk Kembang Sari Kecamatan Ukui in teaching social studies teacher is caused by notapplying the appropriate learning model in presenting the material. so that students aredifficult to understand the material presented teacher. The subjects were students of class IIIwith a whole number of students is 18 people consisting of 12 men and 6 women. Parametersmeasured were the activities of teachers, student activities and student learning outcomes.The data were analyzed descriptively. Results of data analysis obtained by percentage ofactivity the teachers at the first meeting of the first cycle of 75% with good category, thesecond meeting of the first cycle of 77.8% with good category and at the first meeting of thesecond cycle percentage teacher activity 86.1% with a very good category, the secondmeeting of the cycle II percentage teacher activity which was 88.9% with very good category.At the first meeting of the percentage of student activity activity 61.1% with good category,the second meeting of the first cycle is 77.8% with a good category and at the first meeting ofthe second cycle the percentage of student activity 80.6% with very good categories, namelythe second meeting of the second cycle 86.1% with very good category. And the classicalcompleteness students on basic score is 39.5% (not finished), the first daily test classicalcompleteness of students was 81.6% (complete), and in the daily test II classical completenessof students is 92.1% (complete). Based on this study concluded that the application oflearning models play a role (Role Playing) can improve student learning outcomes IPS.


2021 ◽  
Vol 3 (2) ◽  
pp. 83-91
Author(s):  
Viktoria Isa ◽  
Agus Maramba Meha ◽  
Melkias Manggoa

The purpose of this study was to determine the effect of role playing learning models assisted by digital comic learning media on student learning outcomes. The method used is quasi experiment. The research design used was posttest only control design. Data collection techniques using the Learning Outcomes Test. Data management and analysis using the polled variance t-test formula with SPSS version 16 statistical test. Based on the results of data analysis, it shows that there is a significant effect with tcount greater than ttable, 6.488> 1.674, it can be concluded that H1 is accepted and H0 is rejected, meaning there is a significant influence in the use of role playing learning models assisted by digital comic learning media towards student learning outcomes.


2018 ◽  
Vol 2 (5) ◽  
pp. 781
Author(s):  
Muhasim Muhasim

This research is motivated because the learning outcomes of student Civics education are still very low. Thisstudy aims to improve the learning outcomes of the sixth graders Civics Education SD Negeri 008 Sumber Jaya,Kecamatan Singingi Hilir, Kabupaten Kuantan Singingi. This study uses classroom action research consisting oftwo cycles. Each cycle consists of 4 stages. From the results of the data analysis, the teacher activity in the firstcycle of the meeting got a percentage of 60% and at the second meeting increased to 70%. Cycle II meetingthree, the value of the teacher's presentation was 80% and increased at the fourth meeting to 90%. Studentactivity in the first cycle, got a percentage of 55% and became 65% at the meeting of two cycles I. Cycle IImeeting three, student activity was 80% and became 85% at the fourth meeting. Student learning outcomes areseen from the baseline score, the percentage of completeness is 46.42%, increased after a cycle I daily review of64.28%, in the second cycle daily test student learning outcomes again increased to 85.71% with completecriteria. With the results above, it can be concluded that the application of problem-based learning models canincrease the learning outcomes of Civics Education of SD Negeri 008 Sumber Jaya, Kecamatan Singingi Hilir,Kabupaten Kuantan Singingi.


2019 ◽  
Vol 2 (2) ◽  
pp. 147
Author(s):  
Ulwan Syafrudin ◽  
Darmawan Darmawan ◽  
Ita Rustiati Ridwan

In PKn Learning in the concept of being proud as an Indonesian child there are many third grade students of SDIT Harapan Ummat Jakarta who get a less than optimal score. From the results of observations, the teacher uses a less varied learning method so that it does not support student activity and is less focused on the subject matter. Therefore, to improve the learning process, using the Cooperative Script model is expected to help students improve and improve their learning outcomes. The specific purpose of this study is to identify the steps and improve student learning outcomes through the Cooperative Script model in PKn learning. The type of this research used was Classroom Action Research using the Kemis and Teggart models conducted at SDIT Harapan Ummat with 35 students. The results of this study experienced a lot of improvement in activities and learning outcomes. from the results of observing the activities of students in the first cycle that is 57%, with enough categories and experiencing an increase in the second cycle to 84%, with the category Very good. While the average value of student learning outcomes in pre-cycle 36, cycle I 75.2, and cycle II increased to 92. From the results obtained concluded that learning using Cooperative Script learning models in Civics learning on the concept of pride has succeeded with increasing learning outcomes students. Recommendations to teachers as a reference for preparing lesson plans in improving professional skills in teaching Civics material for students in their classrooms, as well as broadening teacher insights and knowledge in applying Cooperative Script learning models.


FONDATIA ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 86-94
Author(s):  
Nicken Novita Sari ◽  
Azmy Hadisa ◽  
Virania Ananda

This study aims to determine: 1) Learning models use in science subject 2) Constrains in the use of learning models 3) Student learning outcomes in the inquiry learning models 4) Student responses is the use of inquiry learning models 5) Effort to overcome obstaceles in the use of learning models to achieve specified learning objectives. This research was conducted with the 4th grade homeroom teacher with interview techniques. From the result of the interview can be obtained that 1) Learning models use in science subjects in Petir 4 Elementary School are inquiry learning models 2) The obstacles faced in using this learning model are lack of adequate teaching aids differences in the characteristic of different students who are slow in accepting and understanding the information conveyed 3) Student learning out cones inquiry learning depends on the learning media and learning method in thematic learning more children who are active in the classroom, while the teacher only prevides further information the children who complete, of course different from KTSP. In KTSP teachers are more active than students grade four 4) Student responses in use of inquiry learning model that is good response, if the teacher is active his child also actively follows the teacher, whereas if the child is left in the classroom are not condutive 5) Effort to overcome obstacles in the use of inquiry learning models, namely by providing motivation and adding props to make it more interesting when learning takes place.


Author(s):  
Anna Mariyani

Pada saat pembelajaran tematik PKn dalam konsep bangga sebagai anak Indonesia banyak sekali siswa kelas III SD Muhammadiyah Blora yang mendapatkan nilai yang kurang optimal. Dari hasil observasi, guru menggunakan metode pembelajaran yang kurang variatif sehingga kurang menunjang keaktifan siswa dan kurang fokus terhadap materi pelajaran. Oleh sebab itu, untuk memperbaiki proses pembelajaran, dengan menggunakan model problem based learning diharapkan membantu siswa dalam memperbaiki dan meningkatkan hasil belajarnya. Adapun tujuan khusus penelitian ini adalah untuk mengindentifikasi langkah-langkah dan meningkatkan hasil belajar siswa melalui model problem based learning dalam pembelajaran tematik PKn. Jenis penelitian ini yang digunakan adalah Penelitian Tindakan Kelas yang dilakukan di SD Muhammadiyah Blora dengan jumlah siswa 35. Hasil penelitian ini banyak mengalami peningkatan pada aktivitas dan hasil belajar.dari hasil obeservasi aktivitas siswa pada siklus I yaitu 57%, dengan kategori cukup dan mengalami peningkatan pada siklus II menjadi 84%, dengan kategori Amat baik. Sedangkan nilai rata-rata hasil belajar siswa pada pra siklus 36, siklus I 75,2, dan siklus II meningkat menjadi 92, Sehingga dari hasil yang dapat disimpulkan bahwa pembelajaran menggunakan model pembelajaran problem based learning pada pembelajaran tematik PKn pada konsep bangga telah berhasil dengan meningkatnya hasil belajar siswa. Rekomendasi kepada guru sebagai acuan untuk menyusun RPP dalam meningkatkan kemampuan profesional dalam mengajarkan materi PKn bagi siswa di kelasnya, serta memperluas wawasan dan pengetahuan guru dalam menerapkan model pembelajaran problem based learning.Kata Kunci: Pembelajaran problem based learning, Penelitian Tindakan Kelas, PKNABSTRACTAt the time of thematic civic learning in the concept of being proud as Indonesian children, there were many grade III students at SD Muhammadiyah Blora who received suboptimal grades. From the observations, the teacher uses learning methods that are less varied so that they do not support student activity and are less focused on subject matter. Therefore, to improve the learning process, using a problem based learning model is expected to help students improve and improve their learning outcomes. The specific purpose of this research is to identify the steps and improve student learning outcomes through the problem based learning model in the thematic learning of Civics. This type of research used was Classroom Action Research conducted at SD Muhammadiyah Blora with a total of 35 students. The results of this study experienced an increase in activity and learning outcomes. From the results of observation of student activity in the first cycle that was 57%, with enough categories and had increased in the second cycle to 84%, with a very good category. While the average value of student learning outcomes in pre-cycle 36, cycle I 75.2, and cycle II increased to 92, so that from the results it can be concluded that learning using the problem-based learning model of learning in the Civics thematic learning on the concept of pride has been successful with increasing student learning outcomes. Recommendations to teachers as a reference for developing lesson plans in improving professional abilities in teaching Civics material to students in their classrooms, as well as broadening teachers' insights and knowledge in applying problem based learning learning models. 


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