scholarly journals MENINGKATKAN HASIL BELAJAR SISWA MENGGUNAKAN MODEL ROLE PLAYING PADA MATERI SENI RUPA DUA DIMENSI DI SMAN 1 LABUHAN DELI

2021 ◽  
Vol 10 (1) ◽  
pp. 152
Author(s):  
Nurambia Nurambia

Arts and Culture Education develops students' sense of taste, creativity, and aesthetic tastes in art, develops ethics, social awareness and cultural awareness of students in social life, and a love of Indonesian culture. One of the cultural art materials learned for the Upper Middle School level about two-dimensional art. But students in class X IIS 1 of SMA Negeri 1 Labuhan Deli increased the difficulty of learning two-dimensional art results to be low. Therefore this research was conducted which was intended to improve student learning outcomes using the Role Playing model. This research is a classroom action research (CAR) conducted in two cycles. The data collection technique used is a test of learning outcomes. Analysis of the data used is the equation of individual absorption and the percentage of classical absorption. The results of the study prove that an increase in student learning outcomes using role playing models in two-dimensional art material at SMAN 1 Labuhan Deli. This study suggests that teachers use learning models that support student learning outcomes, one of which is role playing models that has various advantages and uniqueness.Keywords: fine art, role playing.AbstrakPendidikan Seni Budaya berfungsi mengembangkan kepekaan rasa, kreativitas,dan cita rasa estetis siswa dalam berkesenian, mengembangkan etika, kesadaran sosial dan kesadaran kultural siswa dalam kehidupan bermasyarakat, serta rasa cinta terhadap kebudayaan Indonesia. Salah satu materi Seni Budaya yang dpelajari untuk tingkat Sekolah Menengah Atas adalah tentang seni rupa dua dimensi. Namun siswa di kelas X IIS 1 SMA Negeri 1 Labuhan Deli mengalami kesulitan sehingga hasil belajar seni rupa dua dimensi menjadi rendah. Oleh karena itu dilakukan penelitian ini yang bertujuan untuk meningkatkan hasil belajar siswa menggunakan model Role Playing. Penelitian ini merupakan penelitian tindakan kelas (PTK) yang dilaksanakan dalam dua siklus. Teknik pengumpulan data yang digunakan adalah tes hasil belajar. Analisis data yang digunakan adalah rumus daya serap individu dan persentase daya serap klasikal. Hasil penelitian membuktikan bahwa terjadi peningkatkan hasil belajar siswa menggunakan model role playing pada materi seni rupa dua dimensi di SMAN 1 Labuhan Deli. Penelitian ini menyarankan agar guru menggunakan model pembelajaran yang mendukung hasil belajar siswa, salah satunya yaitu model role playing yang mempunyai berbagai kelebihan dan keunikan.Kata Kunci: seni rupa, role playing. Author:Nurambia : Sekolah Menengah Atas Negeri 1 Labuhan Deli References:A’la, M. (2011). Quantum Teaching. Yogyakarta: Diva Press.Anderson, H., & Britton, T. (2000). Stochastics Epidemic Models and their Statistical Analysis. New York: Springer-Verlag.Angkowo, R., & Kosasih, A. (2007). Optimalisasi Media Pembelajaran. Jakarta: Grasindo.Arikunto, Suharsimi. (2010). Prosedur Penelitian Suatu Pendekatan. Jakarta: Rineka Cipta.Dewi, T. A. (2017). Efektivitas Model Role Playing dalam Meningkatkan Kompetensi Mahasiswa Pada Mata Kuliah Manajemen Keuangan. JURNAL PROMOSI: Jurnal Pendidikan Ekonomi UM Metro, 5(1), 95–104. http://dx.doi.org/10.24127/ja.v5i1.850.Fauzi, H. D. (2015). Buku Guru Seni Budaya. Bandung: Yrama Widiya.Istarani. (2012). Model Pembelajaran Inovatif. Medan: Media Persada.Joyce, & Weil. (1992). Models of Teaching. USA: Allyn and Bacon.Tetty Khairiyah, D. (2013). Pengaruh Model Role Playing pada Pembelajaran Seni Rupa Terhadap Hasil Belajar Menggambar Siswa Kelas IV SDN 01 Baso. Serupa The Journal of Art Education, 2(1), ___ .Komaruddin. (2000). Model Pembelajaran Aktif. Bandung: Remaja Rosdakarya.Mulyasa, E. (2005). Menjadi Guru Profesional. Bandung: Remaja Rosdakarya.Ngalimun. (2014). Strategi dan Model Pembelajaran. Yogyakarta: Aswaja Pressindo.Rahmat. (2008). Model Pembelajaran Aktif. Jakarta: Balai Pustaka.Reigeluth, C. M. . (1983). Instructional Design Theories and Models: An Overview of Their Curent Status. London: Lawren Erlbaum Associates Publisher.Richey, R. C. (1986). The Theoretical and Conceptual Bases of Instructional Design. London: Kogan Page Ltd.Rohani, A. (2004). Pengelolaan Pengajaran. Jakarta: Rineka Cipta.Sagala, S. (2011). Konsep dan Makna Pembelajaran. Bandung: Alfabeta.Sanjaya, W. H. (2008). Strategi Pembelajaran Berorientasi Standar Proses Pendidikan. Jakarta: Kencana.Sapriya. (2002). Studi Sosial: Konsep dan Model Pembelajaran. Bandung: Buana Nusantara.Sari, J., Tarigan, N., Erdansyah, F., & Sumarsono. (2020). Pengaruh Penguasaan Prinsip Dan Unsur Seni Rupa Terhadap Hasil Belajar Menggambar Flora Di Smp Swasta Al-Ulum Medan. Gorga : Jurnal Seri Rupa, 9(1), 133–137. https://doi.org/10.24114/gr.v9i1.18308.Shoimin, A. (2014). 68 Model Pembelajaran Inovatif dalam Kurikulum 2013. Yogyakarta: Ar-Ruzz Media.Slameto. (2003). Belajar dan Faktor-Faktor yang Mempengaruhinya. Jakarta: Rineka Cipta.Suprijono, A. (2010). Cooperatif Learning Teori dan Aplikasi. Yogyakarta: Pustaka Belajar.Uno, H. B. (2003). Model Pembelajaran Menciptakan Proses Belajar Mengajar yang Kreatif dan Efektif. Jakarta: Bumi Aksara.Uno, H. B. (2009). Perencanaan Pembelajaran. Jakarta: Bumi Aksara.Wahyuni, S., Mering, A., & Isti, W. (2016). Penerapan Metode Role Playing pada Pembelajaran Seni Tari untuk Meningkatkan Kreativitas Siswa di SMP. Jurnal Pendidikan dan Pembelajaran Khatulistiwa, 5(11), ____ .Yoyok, R. M. (2008). Seni Budaya 3. Bogor: Yudhistira Ghalia Indonesia.

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


Author(s):  
Rebecca J. Blankenship

Choosing the right technologies to match student learning outcomes in today's technology-integrated classrooms presents educators with multiple instructional design challenges including selecting appropriate technologies to match desired student learning outcomes. As students continue to have broad access to information from a variety of web-based platforms, teachers are increasingly tasked with ensuring the information used to complete key assignments is authentic and from a verifiable resource. As such, the era of deep fakes in images, audio, videos, and digital texts is more prevalent than ever as numerous programs using artificial intelligence (AI) can significantly alter original content to fundamentally change the intent of original content. A discussion of educational and pedagogic responsibility in the era of deep fakes will serve as the primer for reform of the TPACK construct with recommendations for remediating student work in which deep fake resources were utilized.


2020 ◽  
Vol 8 (3) ◽  
pp. 358-366
Author(s):  
Armi Nuridah ◽  
Partaya Partaya

The problem that occurs in the education world right now is the low learning outcomes and student creativity. Based on references, the roles playing method is an effective learning method for increasing student creativity and learning outcomes. The purpose of this study is to determine the effectiveness of the roles playing method on creativity and student learning outcomes and to find out the effectiveness of the roles playing method on learning the immune system. This research is a quasi-experimental research with nonequivalent control group design. The population are all students of grade 11 in MIA MAN 2 Semarang 2018/2019 school year. The sample is determined by purposive sampling and 2 classes have selected as the experimental class and the control class. In this study the experimental class carried out immune system learning using the roles playing method while the control class used the lecture method. The results showed that 85.56% of the experimental class students has creativity with creative to very creative categories while the control class is only 41.67% of students included in the creative and very creative categories. Student learning outcomes data show that the classical learning completeness of the experimental class is higher than the control class with a difference of 36.12%. The average value of learning outcomes and the average N-Gain score of the experimental class students also have a higher average value of the control class. The implementation of learning the roles playing method gained a score of 95.56%. Based on the description it can be concluded that the role playing method is effective on the creativity and learning outcomes of high school students and it can be concluded that the role playing method is effectively applied to learning the immune system because the results of the study already meet all the indicators that have been set.


2019 ◽  
Vol 4 (02) ◽  
pp. 93-100
Author(s):  
Enin Iriani

Student learning outcomes on plant propagation material need to be improved. That is because the material is difficult and needs media to help to learn. The purpose of this research is to improve student learning outcomes at primary school level using paper media display on plant propagation material. The method used is Classroom Action Research with three cycles. The study was conducted on July 2019. The instrument used was a matter of learning achievement test in the form of a description item. The results showed that student learning outcomes increased after using illustrated paper on plant breeding material, even though the increase in learning outcomes was included in the low category (N-gain < 0.3). The conclusion of this research is an increase in student learning outcomes in plant breeding material using pictorial paper media.


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.


2017 ◽  
Vol 4 (1) ◽  
pp. 46
Author(s):  
Siti Saptari Qomariah ◽  
I Ketut R Sudiarditha

    This study aims to determine how much influence the quality of learning media and interest in learning towards the learning outcomes at senior high school level. The method used was a survey with the correlational approach. This study used path analysis techniques (Path Analysis). The results showed that the magnitude of the quality of learning media (X1) which directly affected the outcome of learning was 0.4092 = 0.167 or 16.7%, the influence of learning interest (X2) which directly affected the outcome of learning was 0.3552 = 0.126 or 12.6%, and the influence of the quality of learning media (X1) on learning outcomes (Y) moderated by the interest in learning (X2) was 0.154 or 15.4%. The influence of media quality and interest in learning altogether towards student learning outcomes can be seen from the coefficient of determination (R2), at 0.421, showing that the variation in student learning outcomes can be explained by the quality of learning media and learning interest, at 42.1%, while the other 57.9% was determined by other factors which were not examined. Simultaneously, the strength of the relation between the variable of learning media quality, learning interest and learning outcomes was strong, amounting for 0.649.


2018 ◽  
Vol 2 (4) ◽  
pp. 628
Author(s):  
Mustafa Mustafa

Classroom action research was conducted to grade 6 students at SD Negeri 016 Kundur. The purpose of the study isto improve student learning outcomes with the subject of struggle values in the formulation of Pancasila. Efforts toimprove learning outcomes, researchers use role playing methods. After implemented the method of learningprocess has seen the spirit of students learn because the role playing method (role playing) students directly do thelearning. Improved learning outcomes began to change. Prasiklus is not complete as many as 10 people (41.67%),complete as many as 14 people (58.33%). In the first cycle, the result of study was increased by 7 people (29,83%)and complete 17 people (70,83%). In cycle II. All students have completed the learning process with a total of 24people (100%). So it can be concluded that the role playing method (role playing) can improve the learningoutcomes of Civics students class VI SD Negeri 016 Kundur.


2020 ◽  
Vol 4 (1) ◽  
pp. 16-20
Author(s):  
Sastra Wijaya

APPLICATION OF THE ROLE TO PLAY LEARNING MODEL TO IMPROVE RESULTS LEARN IN LESSONS SOCIAL SCIENCESApplication of Role Play Learning Model to Improve Learning Outcomes in Social Science Learning (This Study with Classroom Action Research Approach for Class IV Students of State Elementary School 1 Walantaka Walantaka District Serang City 2017/2018 Academic Year). This research is a Classroom Action Research (CAR). From the results of observations of the cycle I data on student learning outcomes in learning, teachers only get a score of 61.3. Students have started to be active, this is evidenced by the results of student observations that have reached 61.3. Then from the results of student learning in the first cycle of Meeting 1 obtained data, student learning completeness only reached 45.83 with an average value of 54.17. From the data of student learning outcomes in the first cycle of meeting 2 results of learning observation, the teacher gets a score of 74.9. students have started active, this is evidenced by the results of student observations that have reached 74.9. Then from the results of student learning in the first cycle of Meeting 2 obtained data, student learning completeness only reached 70.83 with an average value of 67.35. From the data of student learning outcomes in cycle II learning observation results, the teacher gets a score of 86.4., Students have begun to be active, this is evidenced by the results of student observations that have reached 88.89 Then from student learning outcomes in cycle II obtained data, student learning completeness reaches 100% with an average value of 77.39. Based on the above data it is concluded that the application of role playing learning models can improve learning outcomes in social studies lessons at SD Negeri 1 Walantaka, Walantaka District, Serang City in 2017/2018.


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.


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>


Sign in / Sign up

Export Citation Format

Share Document