PENERAPAN MODEL PEMBELAJARAN ROLE PLAYING UNTUK MENINGKATKAN HASIL BELAJAR BAHASA INDONESIA SISWA KELAS V SDN 032 KUALU KECAMATAN TAMBANG

2017 ◽  
Vol 1 (1) ◽  
pp. 38
Author(s):  
Hasan Basri

The problem in this research is found in Indonesian subjects that of the 30 students with KKM 75, which has already reached KKM as many as 15 people (41.7%), while that has not reached the KKM as many as 21 students (58.3%). The situation was caused by the teacher in explaining the lesson Indonesian still using a model of lectures and familiarize students to memorize, so that students can develop their ideas. The problems of this study as follows: Is the learning model application role playing can improve learning outcomes Indonesian fifth grade students of SDN 032 Kualu Kecamatan Tambang? This study aims to improve learning outcomes Indonesian grade students of SDN 032 Kualu Kecamatan Tambang through the application of learning models role playing. This research was conducted one month from the month of April 2015. The research was conducted 2 cycles, with each cycle consisting of two meetings as well as twice daily tests. Classroom action research in order to succeed, the researchers set the stage that action planning, action, observation and reflection. Based on the research results, it could be concluded that the activity of teachers in learning implementation role playing, in the first cycle average teacher activity amounted to 62.50% in the category of less pretty, and the activities of teachers in the second cycle of 84.72% in both categories once. Thus there is increased activity of teachers by 22.22% from the first cycle to the second cycle. The average activity of students in the first cycle the percentage of student activity in learning tends to increase. At the first meeting with the average student activity that is 61.25% with the category enough. At the second meeting increased by an average of student activity that is 81.25% with the category enough. The average increase in the activity of the students from the first cycle to the second cycle of 20.00%. The class classically considered complete when a class has achieved a score of 85% of the amount due or to KKM 75 then the class is said to be completed (90.00%). From the above shows that the application of learning models can improve outcomes role playing learning Indonesian grade students of SDN 032 Kualu Kecamatan Tambang, it can be concluded that the hypothesis is accepted as true action.

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.


2018 ◽  
Vol 5 (1) ◽  
pp. 82-94
Author(s):  
Siti Istiningsih ◽  
Ni Komang Sri Widari ◽  
Nur Hasanah

Background of this research is the low social learning outcomes on students fifth grade at SDN 16 Cakranegara, it is caused by learning process focus on teaccher (Teacher Centered) and they used monoton method. Teacher usually teach only usuhg speech method and they didn’t support by the appropriate facilities. The problem in this research is how the efectivness of bowl fish teachnique could improve social learning outcomes on fifth grade students at SDN 16 Cakranegara in 2016 to 2017 ? The purpose is to improve social learning outcomes on fifth grade students in 2016 to 2017 by using bowl fish technique or aquarum. This is a base calssrom research in two cydes each cycle consist of planning, implementation, action, observation,and evaluation, reflection as well. The method collecting data are observation, documentation and test. In the frist cycle the result is on average 75,375 with percentage 70,83% and the scores for activities of students are 53 categories active enough. In second cycle the students having an increase on average 82,791 categories active. The conelusion is the efectivness of bowl fish technique could improve social learing outcomes on fifth grade students at SDN 16 Cakranegara in 2016 to 2017. Key Word : The efectivness, techniques of “bowl fish technique or aquarium”, and social learing out comes.   Abstrak Penelitian ini dilatarbelakangi rendahnya hasil belajar IPS siswa kelas V A di SDN 16 Cakranegara. Hal ini disebabkan pembelajaran masih terpusat pada guru (Teacher Centered) dan teknik serta metode yang digunakan monoton. Guru biasanya hanya mengajar dengan metode ceramah saja, dan tidak di dukung dengan sarana dan prasarana yang memadai. Masalah penelitian ini adalah bagaimanakah Efektivitas Teknik Mangkuk Ikan atau Akuarium (Fish Bowl) dapat meningkatkan hasil belajar IPS siswa kelas V A SDN 16 Cakranegara Tahun Pelajaran 2016/2017?. Tujuan penelitian ini adalah untuk meningkatkan hasil belajar IPS siswa kelas V A SDN 16 Cakra Negara Tahun Pelajaran 2016/2017 dengan menerapkan teknik Mangkuk Ikan Atau Akuarium (Fish Bowl). Jenis penelitian ini adalah penelitian tindakan kelas yang dilaksanakan dalam 2 siklus. Setiap siklus terdiri dari tahap perencanaan, pelaksanaan, tindakan, observasi, dan evaluasi serta refleksi. Metode yang digunakan dalam mengumpulkan data dalam penelitian ini adalah metode observasi, dokumentasi dan tes. Pada siklus I diperoleh nilai rata-rata 75,375 dengan ketuntasan klasikal 70,83% dan skor rata-rata aktivitas siswa 53 dengan kategori cukup aktif. Pada siklus II data hasil belajar dan aktivitas siswa mengalami peningkatan yakni rata-rata 82,791 dengan ketuntasan klasikal 87,5% dan skor rata-rata aktivitas belajar siswa 58,5 dengan kriteria aktif. Dengan demikian dapat disimpulkan bahwa Efektivitas Teknik Mangkuk Ikan atau Akuarium (Fish Bowl) dapat meningkatkan hasil belajar IPS siswa kelas V A SDN 16 Cakranegara Tahun Pelajaran 2016/2017. Kata Kunci: Efektivitas, Teknik “Mangkuk Ikan atau Akuarium (Fish Bowl)”, hasil belajar IPS.   References Asmani, M. Jamal. 2011. 7 Tips Aplikasi Pakem. Jogjakarta: DIVA Press. Aries, E. 2011. Assesmen Dan Evaluasi. Yogyakarta: Adytia Media Publising. Arikunto, S. 2010. Prosedur Penelitian. Jakarta: Rineka Cipta. Azizah R. Anindita. 2014. Penggunaan Metode Active Learning Tipe Card Sort Untuk Meningkatkan Keaktifan dan Prestasi Belajar IPS Siswa Kelas IV SD Negeri Sendangsari. Skripsi. Pendidikan Guru Sekolah Dasar Universitas Negeri Yogyakarta. https://www.google.com, di akses pada tanggal 25 januari 2017. Alma, Buchari, dkk. 2014. Guru Professional. Bandung: Alfabeta. Huda, Miftahul. 2015.Cooperative Learning. Yogyakarta: Pustaka Pelajar. Khotimah, Husnil. 2011. Penerapan Metode Pembelajaran Fishbowl Untuk Meningkatkan Aktivitas Belajar Sains Pada Siswa Kelas IV SDN 002 Pantai Cermin Kecamatan Tapung Kabupaten Kampar. Skripsi. Pendidikan Guru Madrasah Ibtidaiyah Universitras Islam Negeri Sultan Syarif Kasim Riau. https://www.google.com, diakses tanggal 17 Desember 2016. Nurkancana, Wayan dan Sunartana. 1990. Evaluasi Hasil Belajar. Surabaya: Usaha Nasional. Qur’anni,E Afriliya. 2013. Pengaruh Metode Team Quiz Terhadap Minat Belajar          dan Pencapaian Kompetensi Menghadapi Situasi Darurat Pada Mata Pelajaran K3lh Di Smk Negeri 2 Godean. Skripsi. Program Studi Pendidikan Teknik Busana Universitas Negeri Yogyakarta. https://www.google.com, diakses tanggal 25 januari 2017. Sanjaya, Wina. 2006. Strategi Pembelajaran. Jakarta: Kencana. Sari, Melda, Supriyadi, Dan Sudirman A. 2014. Penerapan Strategi Active Learning Tipe Everyone Is Ateacher Here Untuk Meningkatkan Hasil Belajar. Jurnal. Fakultas Keguruan Dan Ilmu Pendidikan Universitas Lampung. https://www.google.com, diakses tanggal 25 januari 2017. Silberman, Mel. 2010. 101 Cara Pelatihan & Pembelajaran Aktif. Jakarta Barat: Indeks. Sudjana, Nana. 2014. Dasar-Dasar Proses Belajar Mengajar. Bandung: Sinar Baru Algensindo. Suprijono, Agus. 2014. Cooperative Learning. Yogyakarta: Pustaka Pelajar. Susanto. 2013. Teori Belajar & Pembelajaran Di Sekolah Dasar. Jakarta: Kencana. Trianto. 2011. Model Pembelajaran Inovatif Berorientasi Kontroktivis. Jakarta: Prestasi Pustaka Uno, B Hamzah dan Mohamad, Nurdin. 2012. Belajar dengan Pendekatan PAILKEM.Jakarta: Bumi Aksara. Utami, B. Rahmawati. 2012. Keefektifan Metode Fishbowl Terhadap Pembelajaran Berdiskusi  Pada Siswa Kelas Viii Smp Negeri 5 Sleman. Skripsi. Pendidikan Bahasa Dan Sastra Indonesia Universitas Negeri Yogyakarta https://www.google.com, diakses tanggal 26 november 2016. Wahidah, S, Susan. 2014. Penerpan Metode “STEAVES BERHTO” (STUDENT TEAM-ACHIEVEMENT DIVISIONS DAN NUMBERED HEADS TOGETHER) untuk meningkatkan hasil belajar IPS siswa keas IVC SDN 1 kediri Tahun Pelajaran 2013/2014. Skripsi. Keguruan dan Ilmu Pendidikan, Pendidikan Guru Sekolah Dasar. Universitas Mataram. Warsono dan Hariyanto. 2013. Pembelajaran Aktif. Bandung: Remaja Rosdakarya.


2019 ◽  
Vol 3 (2) ◽  
Author(s):  
Yusneti Yusneti

ABSTRACTThe problem behind this research is the low learning outcomes of science in fifth grade students of SDN 010 Talontam, Benai sub-district. This study aims to improve the learning system and improve science learning outcomes by applying mind mapping learning models. . Class action research is an effort to improve various kinds of learning problems in the classroom. Data analysis of teacher activity after the study is in the initial data of 60%, then the second meeting is 70.6%, the third meeting is 84%, and at the fourth meeting is 90%. Student activity data after research has increased at the first meeting only by 56%, at the second meeting amounting to 64.5, at the third meeting at 81%, and at the IV meeting at 85%. Improvement of learning outcomes is obtained after a daily test, in UH I the average student learning outcomes are 73 and in UH II 87 is a significant increase. By looking at the data above that the application of mind mapping learning models is effective for improving Indonesian learning outcomes in fifth grade students of SDN 010 Talontam. Keywords: Mind mapping learning model, science learning outcomes ABSTRAKPermasalahan yang melatar belakangi penelitian ini yaitu rendahnya hasil belajar IPA pada siswa kelas V SDN 010 Talontam kecamatan Benai. Penelitian ini bertujuan untuk memperbaiki sistem pembelajaran dan meningkatkan hasil belajar IPA dengan menerapkan model pembelajaran mind mapping. . Penelitian tindakan kelas merupakan upaya perbaikan berbagai macam permasalahan pembelajaran di kelas. Data analisis aktivitas guru setelah penelitian yaitu pada data awal sebesar 60%, lalu pertemuan kedua sebesar 70,6%, pertemuan ketiga sebesar 84%, dan pada pertemuan keempat sebesar 90%. Data aktivitas siswa setelah dilakukan penelitian terjadi peningkatan pada pertemuan I hanya sebesar 56%, pada pertemuan ke II sebesar 64,5, pada pertemuan ke III sebesar 81%, dan pada pertemuan ke IV sebesar 85%. Peningkatan hasil belajar didapat setelah  dilakukan ulangan harian, pada UH I rata-rata hasil belajar siswa sebesar 73 dan pada UH II sebesar 87 terjadi peningkatan yang cukup signifikan. Dengan melihat data diatas bahwa penerapan model pembelajaran mind mapping efektif untuk meningkatkan hasil belajar bahasa indonesia pada siswa kelas V SDN 010 Talontam Kecamatan Benai.  Kata kunci: Model pembelajaran mind mapping, hasil belajar IPA


2020 ◽  
Vol 10 (2) ◽  
pp. 92-102
Author(s):  
Novy Trisnani

This study aims to improve the mathematical communication skills of fifth grade students in SD Negeri Kedundang through the application of cooperative learning models of Think Talk Write type. This type of research is classroom action research. The subjects in this study were 19 students. The technique used for data collection is observation and written test techniques. The research instrument is the teacher observation sheets, student observations and written tests. The data analysis technique used is descriptive quantitative and descriptive qualitative. The results of pre-action observation showed that students' communication skills were categorized as very low (47.63%) and low (38.48%). Then in the first cycle, students' mathematical communication skills on average increased from very low and low to low (22.60%), moderate (27.60), and high (22%). To strengthen the results of observations from the first cycle, the learning activities were held in the second cycle, the results of students' mathematical communication skills increased to the medium category (37.36%), high (39.47%), and very high (18.42%). Based on the results obtained it can be concluded that the application of the think talk write learning model can improve the mathematical communication skills of fifth grade students of Kedundang Elementary School.


Author(s):  
Puri Astuti

<p><em>The formulation of the research problem is how the learning process, increasing student activity and learning mathematics outcomes through interactive learning models. The research subjects were fifth grade students of SD Negeri Sarireja 01. This research was a classroom action research conducted in 2 cycles. In the first cycle, the average student activity score obtained was 12.9 in the medium category. In cycle II, the average score of student activity was 17.3 in the high category. The increase in student learning outcomes can be seen from the average formative test scores that the researchers gave at the end of each cycle and the percentage of complete learning. In the first cycle, the percentage of students who finished studying was 57.9%. In the second cycle the percentage of students who completed 73.7%. Mastery learning reached 73.7%, exceeding the success indicator, namely learning mastery up to 68%. The conclusion in this study is that the interactive learning model can improve the quality of learning, student activities and learning outcomes of mathematics in the matter of calculating the volume of blocks and triangular prisms</em><em>.</em></p>


2017 ◽  
Vol 6 (1) ◽  
pp. 190
Author(s):  
Suhaimi Suhaimi

This classroom action research aims to improve learning outcomes math class V students SD Negeri 004 Teluk Binjai Dumai Timur through cooperative learning team asissted individualization (TAI), conducted in September-November 2011. The subjects fifth grade students numbering SD Negeri 004 Teluk Binjai Dumai Timur students. Parameters measured research is student learning, student activities, complete learn student and teacher activities. The research instrument used consisted of two research instruments are instruments learning device consists of a syllabus, lesson plan (RPP), student worksheet (LKS) and data collection instruments consist of observation sheet student activity, observation sheet activities of teachers, test sheet. The results showed mastery learning in the first cycle was (60.00%) and the second cycle (93.30%). It can be concluded from the results of fifth grade students learn math SD Negeri 004 Teluk Binjai Dumai Timur can be improved through the cooperative model type asissted team individualization (TAI).


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 4 (1) ◽  
pp. 18-23
Author(s):  
Agustin Dwi Utami ◽  
Dedy Setyawan

This study aims to describe the activities of fifth-grade students of SDN Telangkah-1 in learning the Indonesian language by using role-playing models assisted by comic media as well as improving Indonesian language learning outcomes of fifth-grade students of SDN-1 Telangkah by using role-playing models supported by humorous media participants fifth-grade students of SDN-1 Telangkah. The method used by the researcher was Classroom Action Research (CAR) with research subjects 31 students consisting of 12 men and 19 female class V SDN-1 Telangkah. Data collection techniques in this study used observation and tests. Data analysis uses qualitative and quantitative data analysis. The results of this study indicate that the activities of fifth-grade students of SDN-1 Telangkah at the time of learning took place by using a role-playing model assisted by comic media on Indonesian language subjects about material Playing the Drama in the first cycle was in an outstanding category. Also, there was an increase in the results of learning the Indonesian Language by applying the role-playing model assisted by comic media to the fifth-grade students of SDN-1 Telangkah. This can be seen from the learning outcomes data of students, in the pre-test, the average score of 61 with classical completeness was 45.16%, while the post-test results in the first cycle the average rating of 78 and integrity in the traditional, i.e. 100%.


Author(s):  
Nurhasanah Nurhasanah

The purpose of this study was to improve student learning outcomes in mathematics learning by using the mind map method for fifth grade students of SD Negeri 38 Ampenan. The research method used is classroom action research. The research process used was the research proposed by Kemmis and Taggart which used a spiral system cycle, each cycle consisting of planning, action, observation, and reflection. The subjects in this study were 37 grade V SD Negeri 38 Ampenan students. Research data obtained from the results of observations, tests and documentation. The data analysis technique used descriptive qualitative and quantitative. The results showed that the students' mathematics learning outcomes using the Mind Map method had increased. This is indicated by an increase in the average mathematics learning outcomes of grade V students by 49.01%. In addition, the results of the analysis of the observation data increased from 46.7% of the fulfilled aspects to 86.7% of the aspects.


Author(s):  
Mahardhini Sonita Putri

<p><em>This study aims to improve the cognitive learning outcomes of the fifth grade students of SDN 01 Petanjungan, totaling 32 students using the school literacy method. The implementation of this classroom action research is carried out in 3 cycles, each cycle consisting of four stages, namely: planning, action, observation and reflection. Data collection was obtained from teacher and student observation sheets. To measure student learning outcomes, cognitive aspects are measured using a formative test. The results in the first cycle resulted in learning outcome data as follows: the cognitive aspect resulted in an average of 73.59 with 47% learning completeness. The results in cycle II produce learning outcome data as follows: cognitive aspects produce an average of 81.88 with 62.5% completeness of learning, while in cycle III produce an average of 83.90 with learning completeness of 84.37%. With an increase in learning outcomes in each cycle can be concluded that the school literacy method can improve the learning outcomes of Indonesian students in fifth grade SDN 01 Petanjungan.</em></p>


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