scholarly journals Role-playing dalam Meningkatkan Hasil dan Keaktifan Belajar Siswa Mata Pelajaran Sejarah Kebudayaan Islam (SKI) Materi Hijrah Nabi ke Madinah pada Siswa Kelas V MI Riyadhul Ulum Bangil Tahun Pelajaran 2019-2020

2020 ◽  
Vol 4 (1) ◽  
pp. 41-50
Author(s):  
Muhammad Andi Isya'

This paper is about the application of the Role-playing method to improve student learning outcomes about hijrah prophet Muhammad on Islamic History class V MI Riyadhul Ulum Bangil Pasuruan. This learning improvement is done because it is considered necessary to overcome the problems that arise in the learning process. The purpose of this study is to improve student learning outcomes of Islamic History subjects about Hijrah prophet Muhammad through the use of the Role-playing method. This study uses Classroom Action Research that starts from planning, action, observation, and reflection. The subjects of the study were fifth grade students at MI Riyadhul Ulum Bangil. Sources of data obtained from students and teachers during learning. Data collection tools in the form of observation, test results, data instruments are observation sheets and test sheets. Based on the results of research that has been described that an increase in student learning outcomes and activeness in each cycle, starting from cycle one to the second cycle. so that it can be concluded if the Role-playing method can improve student learning outcomes and activeness of the provisions of Islamic material about hijrah prophet Muhammad, Islamic History subjects in class V MI Riyadhul Ulum Bangil

2017 ◽  
Vol 1 (2) ◽  
pp. 120
Author(s):  
Elisabet Febrian Kurniasari ◽  
Eunice Widyanti Setyaningtyas

The background of the problem in this research is the lack of class V student learning result Christian Elementary School 04 Salatiga Eben Haezer. This study aims to improve student learning outcomes using learning model Think Pair Share technique Gallery Walk. This type of research is a classroom action research (CAR) conducted in two cycles. Each cycle consists of four stages: action planning, action, observation and reflection. The results of this study showed an increase in the value of student learning outcomes with minimal completeness criteria (KKM) is ≥70. It can be seen from the students' prior to action, of 25 fifth grade students there are only 11 students who achieve the KKM with a percentage of 44%. Then the action on the first cycle to 20 students who achieve the KKM with a percentage of 80%. In the second cycle of learning outcomes is increasing, reaching the KKM 25 students with a percentage of 100%. So it can be concluded that the use of the learning model Think Pair Share with Gallery Walk techniques to improve learning outcomes in social studies.


2019 ◽  
Vol Volume 2 Nomor 1 ◽  

This study aims to improve the learning outcomes of mathematics in elementary school, especially in fraction material by applying the Team Game Tournament (TGT) learning model. This study uses the Classroom Action Research (CAR) method which refers to the opinion of Kemmis and Mc Taggart with 4 stages: planning, action, observation, and reflection. The subjects of this study were the fifth grade students of GMIM I Tomohon Elementary School totaling 15 students. This research was conducted in two cycles. The results obtained in the first cycle reached 46.67%, while in the second cycle it reached 86.67%. Thus it can be concluded that by applying the Team Game Tournament (TGT) model can improve student learning outcomes, especially in fraction addition and subtraction count operations in class V of GMIM I Tomohon Elementary School


Author(s):  
Rohayati Rohayati

<em>The problem of this research is the students' learning outcomes in the science subject of simple aircraft for class V SD Negeri Citepus 01 in the 2015/2016 academic year. The purpose of this study is to improve student learning outcomes. This research was conducted in 2 cycles consisting of planning, implementation, observation and reflection. The subjects of this study were the fifth grade students of SD Negeri Citepus 01, totaling 35 students. The technique of collecting the results of the short and descriptive test results. Data analysis was carried out by analyzing quantitatively and qualitatively, to find out whether or not student learning was complete or not. Based on the learning outcomes from the pre-cycle, cycle I and cycle II experienced a significant increase. In the pre-cycle learning outcomes were 43% and increased in the first cycle by 69%, while the second cycle increased even more, namely learning outcomes reached 91%. The conclusion of this study is that the application of the experimental method can improve the learning outcomes of fifth graders at SDN Citepus 01 in science subjects about simple machines</em>


2021 ◽  
Vol 2 (1) ◽  
Author(s):  
D T Tarusu

This study aims to improve the learning outcomes of mathematics in elementary school, especially in fraction material by applying the Team Game Tournament (TGT) learning model. This study uses the Classroom Action Research (CAR) method which refers to the opinion of Kemmis and Mc Taggart with 4 stages: planning, action, observation, and reflection. The subjects of this study were the fifth grade students of GMIM I Tomohon Elementary School totaling 15 students. This research was conducted in two cycles. The results obtained in the first cycle reached 46.67%, while in the second cycle it reached 86.67%. Thus it can be concluded that by applying the Team Game Tournament (TGT) model can improve student learning outcomes, especially in fraction addition and subtraction count operations in class V of GMIM I Tomohon Elementary School Keywords: Team Game Tournament Model, Learning Outcomes, Fractions


Author(s):  
Nurdiyah Sampurni

<p><em>The purpose of this </em><em>research</em><em> was to improve the science learning outcomes of Ruminant Digestive System material through Google Meet media for fifth grade students of SD Negeri 2 Kedunggede. The research conducted was a Classroom Action Research (CAR) in three cycles, with each cycle consisting of one meeting. The stages of each cycle are planning, implementing, observing and reflecting. Each meeting is evaluated at the end of the lesson to find out the progress of students. In the first cycle, students who completed after conducting an evaluation at the end of the lesson were 61.5%. In the second cycle, students who completed after evaluating at the end of the lesson were 76.9%. In cycle III students who completed after conducting an evaluation at the end of the lesson were 80.8%. These results indicate that the use of Google Meet media can improve student learning outcomes, especially the science muple of the Ruminant Digestive System material for Grade V students at SDN 2 Kedunggede</em>.</p>


Author(s):  
Kristiawanto Kristiawanto

<p><em>Based on the formulation of the problem, the research objective to be achieved through the application of concrete media-based methods is to improve science learning outcomes regarding the grouping of magnetic and non-magnetic objects in class V. This research was conducted at SDN 3 Jangkungharjo. The research was conducted in 2 cycles, where each cycle consisted of 4 stages of planning, implementing, observing / observing, and reflecting. The results of the pre-cycle research stated that: out of 32 students, only 10 students (31.25%) obtained complete learning. After the learning improvement process in cycle I, students who obtained learning completeness increased to 20 students (62.50%). The process of improving learning in Cycle II can improve students' understanding with learning outcomes reaching 30 students (93.75%). This increase shows that the methods used in the learning improvement process can be used as a means to improve student learning outcomes.</em></p>


Author(s):  
Sulastri Sulastri

<em>The purpose of this study was to improve student learning outcomes in subject matter 4 about rhymes through video media. This research is a classroom action research (PTK) which is conducted in three cycles, each cycle consisting of planning, implementation, observation, and reflection stages. The subjects of this study were students of class V SD Negeri Kedungoleng 03 Paguyangan, Brebes Regency in the academic year 2020/2021, totalling 18 students. The technique of collecting data uses observation and tests of student learning outcomes, and notes on the results of reflection and evaluation. Data analysis includes quantitative analysis and qualitative analysis, data presentation, and drawing conclusions. The results of learning improvement show that the application of video media in learning theme 4 about a poem can improve student learning outcomes in class V SD Negeri Kedungoleng 03 Paguyangan, Brebes Regency in the academic year 2020/2021 as evidenced by the percentage of completeness of learning outcomes in pre-cycle, cycle I of 38% becomes 77% in cycle II.</em>


2020 ◽  
Vol 3 (2) ◽  
pp. 79-88
Author(s):  
Muhammad Andi Isya'

This paper is about the application of the simullation method to improve student learning outcomes about Islamic provisions regarding justice and wisdom on Fiqih class X MAN 1 Pasuruan. This learning improvement is done because it is considered necessary to overcome the problems that arise in the learning process. The purpose of this study is to improve student learning outcomes of Fiqih subjects about Islamic provisions regarding justice and wisdom through the use of the simullation method. This study uses Classroom Action Research that starts from planning, action, observation, and reflection. The subjects of the study were tenth grade students at MAN 1 Pasuruan. Sources of data obtained from students and teachers during learning. Data collection tools in the form of observation, test results, data instruments are observation sheets and test sheets. Based on the results of research that has been described that an increase in student learning outcomes and activeness in each cycle, starting from cycle one to the second cycle. so that it can be concluded if the simulation method can improve student learning outcomes and activeness of the provisions of Islamic material about justice and wisdom, fiqh subjects in class X MAN 1 Pasuruan


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):  
Anisa Mardiyani ◽  
Yusuf Suryana ◽  
Winarti Dwi Febriani

<p><em>The problem in this study was the low student learning outcomes in mathematics learning the subject of multiplication of mixed fractions in class V. The purpose of this study was to see an increase in student learning outcomes in learning mixed fraction multiplication using the TGT learning model in class V SDN 2 Cigembor, Ciamis District, Regency. Ciamis. The population in the study were 30 grade students of SDN 2 Cigembor. The method used in this research is Classroom Action Research Methods (PTK) according to Kemmis and Mc. Taggart which consists of four stages: planning, implementing, observing, reflecting. This research was conducted in two cycles. The instruments used in this study were evaluation instruments, teacher performance instruments, and student activity instruments. Based on the results of the evaluation test data from cycle I to cycle II, it shows that in the first cycle the average student learning outcomes were 74.40 and learning completeness was 57%, while in the second cycle the average student learning outcomes were 79.83 and completeness learn by 87%. Based on the results of the research, it can be concluded that the use of the TGT learning model can improve student learning outcomes in the multiplication of mixed fractions in class V SDN 2 Cigembor, Ciamis District, Ciamis Regency, Academic Year 2019/2020.</em></p>


Sign in / Sign up

Export Citation Format

Share Document