scholarly journals Thematic Learning Activities with The Roleplay Method for Students in Elementary School

2020 ◽  
Vol 3 (1) ◽  
pp. 32
Author(s):  
Meri Dahlia

The problems faced in learning, students are less enthusiastic about participating in learning and are very bored and do not have a passion for learning. It is because teachers teach using conventional methods that are boring for students. The problem in this study was, "Is there an increase in thematic learning activities using the role-playing method in state elementary school students 14 Batu Nanta Melawi District? The basis of the country 14 Batu Nanta Melawi Regency. The population of this study was 20 grade 5 elementary school students in Melawi Regency, consisting of 12 men and eight women. The method used was descriptive with a qualitative approach. Data collection was used by observation. The research tools used were lesson plans, implementation, and evaluation, student learning activity sheets. The results of data analysis showed that student learning activities showed improvement. Mental activity in the first cycle was 88.89%, and in the second cycle 94.44%, mental activity in the first cycle was 48.88%, and in the second cycle, 68.88%, emotional activity in the first cycle was 48.88% and the second cycle was 75.54%. Thus it could be concluded that the role-playing method could increased the learning activities of students in class V of the State Elementary School 14 Batu Nanta, Melawi Regency.

2017 ◽  
Vol 1 (1) ◽  
pp. 53
Author(s):  
Aqmarina Dewi

The main issues of this research are how to improve the learning activity of Elementary School students on Natural Resources (NR) and Environment (EN) subject matter through the method of discovery. The objectives of the research are as follows: (1). Increase the learning activity of elementary students through discovery method; (2). Provides learning through discovery methods that enhance learning activities. The methods / approaches used in achieving the following objectives: (a). Collect students and elementary teachers involved in research; (B). Provide an overview of the research activities to be undertaken; (C). Reflecting on, discussion of learning by method of discovery; (D). Collaborate with elementary teachers in the determination of experimental class and control class; (E). Implementation of learning method of discovery; (F). Evaluation of learning by method of discovery. The results showed that there was an increase in learning activity of elementary school students through learning by inventory method of 34%; (2). Elementary students are enthusiastic about learning by the method of discovery given by the teacher; (3). The occurrence of collaboration between one student and another student at the time of learning by the method of discovery is done. Keywords: Learning Activity, Discovery Method.


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


2021 ◽  
Vol 22 (1) ◽  
pp. 20-32
Author(s):  
Rahmani Rahmani ◽  
Maulidar Maulidar ◽  
Ali Mustadi ◽  
Anwar Senen

Teaching materials are one of the important components needed in the learning process. With the appropriate teaching materials, it is hoped that it can help the smooth running of learning activities. Science is a compulsory subject for elementary school students. Science contains all things related to nature. Teaching materials that have been used in learning activities are teaching materials made by the government. The purpose of this study was to determine the needs of students for context-based teaching materials and creativity to improve the scientific literacy of elementary school students. The research subjects were students from several elementary schools in Peukan Bada District, 25 students were used as the source of interview data. Data were collected using interviews and open questionnaires for students. The research data were analyzed descriptively qualitatively. Based on the research data, it can be concluded that it is necessary to develop context-based teaching materials and creativity. Context and creativity-based teaching materials were chosen because they can facilitate students to learn, both with educators and independently. Context-based teaching materials and creativity are teaching materials that are packaged in a comprehensive and schematic manner. This study is also part of a study on the development of teaching materials on the topic of human and animal organism.


2019 ◽  
Vol 10 (2) ◽  
Author(s):  
Nyai Cintang

Factual conditions require the development of teaching materials in thematic learning using a scientific approach to improve the available teaching materials. This study aims to: 1) examine the factual conditions for the use of teaching materials in thematic learning in the 2013 curriculum; 2) knowing the development of scientific based thematic teaching materials for fourth grade elementary students; 3) knowing expert judgment on the feasibility of scientific-based thematic teaching materials for fourth grade elementary students; 4) knowing the effect of the use of scientifically based thematic teaching materials on the learning achievement of fourth grade elementary school students; 5) knowing the teacher's assessment of learning using thematically based thematic teaching materials for grade IV elementary school students; 6) knowing the response of students to learning using thematically based thematic teaching materials for fourth grade elementary school students. This study uses Development Research with qualitative and quantitative research designs. The development process uses the 4-D model of Thiagarajan, Semel and Semel which has been modified to be the stage of defining, designing, and developing. Teaching materials that have been validated by experts get the category of "very valid and without revision" from expert responses and teacher evaluations with agreed criteria, student responses to the use of teaching materials in learning get very good responses from students. The results of the trials using the experimental design The Before And After Design show that there is an effect of the use of scientifically based thematic teaching materials on the learning achievement of PPKn; 2) there is the influence of the use of scientifically based thematic teaching materials on social studies learning achievements; 3) there is the influence of the use of scientifically based thematic teaching materials on the learning achievement of science. Scientific based thematic teaching materials for Grade IV Primary School students can be used in learning.


2020 ◽  
Vol 24 (2) ◽  
Author(s):  
Sri Wuryanti ◽  
Deni Hadiana ◽  
Rumondang Purwati

Abstract. This study was to determine the relationship between translation, interpretation, and extrapolation abilities on the level of learning achievement of elementary school students on Science subject matter. Meanwhile, the research method is descriptive quantitative. Data collection techniques used tests of understanding the concepts of translation, interpretation, and extrapolation with test techniques, and student learning achievement with secondary data in the form of documents owned by the classroom teacher. The data analysis technique uses the product-moment and regression test. Based on the research results it can be seen that; (1) Correlation between translation skills and the level of achievement in science learning of grade 5 students with rxy1 = 0.231 at a significance level of 0.057. The level of significance is satisfactory. (2) Correlation between the interpretation ability and the level of science learning achievement of grade 5 students with rxy1 = 0.401 at a significance level of 0.002. The level of significance is satisfactory. (3) Correlation between extrapolation ability and science learning achievement level of 5th-grade students with rxy1 = 420 at a significance level of 0.001. its level of significance is very satisfying. (4) Correlation between the ability of translation, interpretation, and extrapolation and the level of science learning achievement of grade 5 students with rxy123 = 0.470, F = 4.154 with df = 3: 44 at a significance level of 0.001. its level of significance is very satisfying.


2020 ◽  
Vol 8 (2) ◽  
pp. 229
Author(s):  
Asrorul Azizi ◽  
Irwansah Irwansah

The method of role playing in learning is a teaching and learning process in which students themselves are mentally active, building their knowledge, which is based on the cognitive structure they have. The teacher has a more role as a facilitator and mediator of learning. This study aims to determine the effect of role playing methods on cognitive learning outcomes in terms of student learning activities. The research method used is a quasi-experimental method. The research design used a "post-test only control group design" which involved two classes, namely the experimental class and the control class. The population in this study were all students of class X MIA MA Darul Aminin NW Aikmual, Central Lombok Regency. While the research sample was 39 students of class X MIA at the MA. Student learning outcomes were measured using a test in the form of multiple choice questions, and student learning activities were obtained using a questionnaire. Based on the results of the research that has been done, it can be concluded that the role playing method has an effect on student cognitive learning outcomes, because the significance value is 0.046 <0.05. The student learning activity factor for the cognitive domain obtained a significance value of 0.030 <0.05. The data shows that, student learning activities affect student cognitive learning outcomes. The interaction of the role palying method with student learning activities for the cognitive domain obtained a significance value of 0.227 <0.05, so this data shows that there is an interaction between the role playing method and student learning activities on student cognitive learning outcomes.


2020 ◽  
Vol 5 (12) ◽  
pp. 1717
Author(s):  
Dhia Suprianti ◽  
Munzil Munzil ◽  
I Wayan Dasna

<p><strong>Abstract:</strong> This research was conducted with the aim of testing the influence of guided inkuiri strategies assisted by interactive multimedia and learning motivation on the learning outcomes of elementary school students. This research uses quasi experimental design. Research subjects of 60 elementary school students. The instruments used were questionnaires to measure the difference in student learning motivation with a reliability level of Croanbach's alpha 0.891 and a multiple choice assessment instrument with cronbach's alpha reliability level of 0.872. The research data was analyzed using the two way ANOVA method. The results of this study (1) there is an influence of student learning outcomes in the experimental class that get the treatment of interactive multimedia-assisted inkuiri strategies with control classes that get conventional treatment, (2) there is an influence between students in the experimental class and controls that have excellent different learning motivation, and (3) there is an interaction between guided and conventional inkuiri strategies with differences in student learning motivation.</p><strong>Abstrak:</strong> Penelitian ini dilakukan dengan tujuan menguji pengaruh strategi inkuiri terbimbing berbantuan multimedia interaktif dan motivasi belajar terhadap hasil belajar siswa  SD. Menggunakan desain quasi eksperimen. Subjek 60 siswa SD. Instrumen yang digunakan yaitu kuesioner untuk mengukur tingkat perbedaan motivasi belajar siswa dengan tingkat <em>reliability croanbach’s alpha</em> 0,891 dan instrumen penilaian hasil belajar berupa pilihan ganda dengan tingkat <em>reliability cronbach’s alpha</em> 0,872. Data penelitian dianalisis menggunakan metode <em>two way</em> ANOVA. Hasil penelitian ini (1) terdapat pengaruh hasil belajar siswa pada kelas eksperimen yang mendapatkan perlakuan strategi inkuiri terbimbing berbantuan multimedia interaktif dengan kelas kontrol mendapatkan perlakuan secara konvensional, (2) terdapat pengaruh antara siswa pada kelas eksperimen dan kontrol yang memiliki motivasi berbeda, dan (3) terdapat interaksi antara strategi inkuiri terbimbing dan konvensional dengan perbedaan motivasi belajar siswa.


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