scholarly journals Meningkatkan Prestasi Belajar Siswa Mata Pelajaran PKn dengan Metode Role Playing di SDN IV Gunung Rajak

FONDATIA ◽  
2017 ◽  
Vol 1 (2) ◽  
pp. 1-21
Author(s):  
Ahmad Izzuddin

This classroom action research aims to improve student achievement by applying role playing method in civic education education material impact of globalization. There are several problems found in the field observation, among others, the low achievement of students in civic education learning (Civics) with several factors that influence, among others, from students, families, material understanding, teachers and the use of teaching aids. Furthermore, by using the role playing method, the writer found a good learning achievement change that is from the result of data analysis of student's learning skill in class, reaching the average value of cycle class I is 67,50 and on second cycle equal to 77,50 and increase as big as 10.00, with completeness level in cycle I equal to 65,55%. In the second cycle of 95.45% Achievement of power seraf in cycle I 73.82%, the second cycle of 79.52% so that an increase of 5.70%

2019 ◽  
Vol 6 (1) ◽  
pp. 13-21
Author(s):  
Uwi Martayadi ◽  
Marzuki Marzuki

Penelitian ini bertujuan untuk mendeskripsikan: 1.) Keefektifan metode role playing untuk penanaman nilai-nilai Pancasila pada pembelajaran Pendidikan Kewargane-garaan; 2.) Keefektifan metode konvensional untuk penanaman nilai-nilai Pancasila pada pembelajaran Pendidikan Kewarganegaraan; dan 3.) Pembelajaran yang lebih efektif antara kedua metode tersebut. Penelitian ini adalah penelitian eksperimen semu. Subjek penelitian ini adalah 32 peserta didik kelas VIII B SMP Muhammadiyah 3 Kota Yogyakarta (kelas eksperimen) dan 30 peserta didik kelas VIII A SMP Muhammadiyah 4 Kota Yogyakarta (kelas kontrol), sehingga keseluruhan subjek berjumlah 62 peserta didik. Pengumpulan data menggunakan angket dan tes. Uji validitas dengan expert judgement. Teknik analisis data yang digunakan adalah deskriptif dan uji MANOVA. Hasil analisis data dengan uji MANOVA menunjukkan bahwa: 1.) Metode role playing efektif untuk penanaman nilai-nilai Pancasila pada pembelajaran Pendidikan Kewarganegaraan dengan melihat kelompok eksperimen sebelum percobaan, nilai T untuk prestasi 2,731 sig 0.005, nilai-nilai Pancasila T 6,069 sig 0,000; 2.) Metode konvensional efektif untuk menanamkan nilai-nilai Pancasilal, nilai prestasi T 0,045 sig 0,482, nilai-nilai Pancasila T 4,12 sig 0.000; dan 3.) metode role playing lebih efektif dibandingkan dengan metode konvensional untuk penanaman nilai-nilai Pancasila pada pembelajaran Pendidikan Kewarganegaraan setelah melakukan pengujian dengan value 1,020, F 30.089, dan sig 0,000.AbstractThe research aims to describe: 1.) The effectiveness of the role playing method in inculcating the values of Pancasila in civic education teaching; 2.) The effectiveness of the conventional method in inculcating the values of Pancasila in civic education teaching; and 3.) The more effective one between the two methods. This research is quasi experiment. The subject of this reserch is 32 grade VIII B students of Junior High School 3 Muhammadiyah in Yogyakarta City (the experimental class) and 30 grade VIII A students of Junior High School 4 Muhammadiyah in Yogyakarta City (the control class). So that the whole subject amounted to 62 students. The instrument of data collection was aquestionnaire and tests. The expert judgemen was used to reveal the validity of the instruments. The data analysis used the descriptive analysis and Multivariate Analysis of Variance. The result of the data analysis based on MANOVA test shows that: 1.) The role playing method is effective to inculcate the values of Pancasila in civic education teaching in the experimental class before the treatment with the score of t-test for students’ achievement being 2.731 at the significance level of 0.005, for Pancasila 6.069 at the significance level of 0.000; 2.) The application of the conventional method is effective in inculcating the values of Pancasila in civic education teaching in which the score of t-test of students’ achievment was 0.045 at the significance level of 4.82 and for Pancasila was 4.12 at the significance level of 0.000; 3.) the application of the role playing method is more effective than the conventional method to inculcate the values of Pancasila in civic education teaching after the last was done, in which the score was 1.020, F was 30.089 at the significance level of 0.000.


2020 ◽  
Vol 2 (2) ◽  
pp. 26
Author(s):  
Diana Anisa Nurhasanah ◽  
Upik Elok Endang Rasmani

<p>This study aims to determine the effect of using the micro role playing method on empathy for children 5-6 years. This research is a quantitative research with Quasi Experimental Design in the form of Nonequivalent Control Group. The study was conducted from April to December 2018. Sampling using saturated samples. The research sample of 36 children was taken from the Dharma Wanita 1 Banaran Kindergarten and Banaran Kindergarten, Kalijambe, Sragen. The technique of collecting data uses observation, interviews and documentation. The validity of the instrument uses expert judgment which is then tested by the instrument. Data analysis consisted of prerequisite tests and hypothesis testing. The prerequisite test in data analysis consisted of a normality test and a homogeneity test, while a hypothesis test used an independent sample t-test. The prerequisite test results show normal and homogeneous data. The results of the hypothesis test show that the difference in the average value of the posttest value of the experimental group and the control group is 24.33 and 20.33 with a significance value of 0.000 &lt;0.05. While the difference in the value of the pretest and posttest in the experimental group was 18.39 to 24.33. The conclusion of the study shows that there is an influence of the use of the micro role playing method on empathy for children aged 5-6 years.</p>


2019 ◽  
Vol 7 (1) ◽  
pp. 47
Author(s):  
Indah Prawoko . ◽  
Dr. Maria Goreti Rini Kristiantari,M.Pd . ◽  
Drs. I Ketut Adnyana Putra,M.Pd .

Penelitian ini bertujuan untuk mengetahui pengaruh yang signifikan metode bermain peran terhadap peningkatan keterampilan berbicara pada anak kelompok A TK Handayani I Denpasar Barat Tahun Ajaran 2018/2019. Jenis penelitian yang digunakan adalah pre-eksperimen dengan desain ekperimen yang digunakan adalah one group pretest-posttest. Teknik sampling yang digunakan dalam penelitian ini yaitu Sampling Jenuh karena dalam penelitian ini semua anggota populasi digunakan sebagai sampel. Hal ini dilakukan karena jumlah populasi relatif kecil, yaitu kurang dari 30 orang. Jadi, sampel dalam penelitian ini adalah sama dengan populasinya yaitu anak Kelompok A TK Handayani I Denpasar Barat dengan jumlah anak sebanyak 25 anak. Data keterampilan anak dikumpulkan dengan instrument non test. Analisis dalam penelitian ini menunjukkan uji t. Hasil dari penelitian ini menunjukkan bahwa nilai rata-rata pretest sebesar 30,80 sedangkan nilai rata-rata posttest sebesar 86,36. hasil dari analisis data yang diperoleh dari nilai thitung yaitu sebesar 73,97. pada ttabel dengan kriteria signifikasi 5% dengan dk=24 yang menunjukkan nilai ttabel 2,064 berdasarkan hasil dari analisis tersebut, maka keterampilan berbicara anak menunjukkan nilai thitung 73,97 > ttabel 2,064. maka dapat disimpulkan bahwa yaitu terdapat pengaruh signifikan metode bermain peran terhadap keterampilan berbicara pada anak kelompok A TK Handayani I Denpasar Barat Tahun Ajaran 2018/2019. berdasarkan hasil dari simpulan penelitian tersebut maka dapat disarankan kepada peneliti lain agar dapat menggunakan metode pembelajaran yang yang meningkatkan keterampilan berbicara pada anak. Jadi dapat disimpulkan bahwa metode bermain peran berpengaruh terhadap keterampilan berbicara kelompok A TK. Handayani I Denpasar Barat Tahun Ajaran 2018/2019.Kata Kunci : metode bermain peran, peningkatan keterampilan This study discusses the importance of learning methods to play a role in improving speaking skills in group A Denpasar Barat Handayani I Kindergarten Academic Year 2018/2019. The type of research used was pre-experiment with the experimental design used was one group of pretest-posttest. The sampling technique used in this study is Saturated Sampling because in this study all research members were used as samples. This is done because the number of participation is relatively small, which is less than 30 people. So, the sample in this study is the same as the population of children in Group A of Denpasar Barat Handayani I Kindergarten with 25 children. Child skills data are collected with non-test instruments through collection, scores. the results of this study show the average pretest value of 30.80 while the posttest average value is 86.36. the results of data analysis obtained from the value of tcount which is equal to 73.97. in t table with 5% significance criteria with dk = 24 which shows 2.0t ttable value based on the results of the analysis, then the children's speaking skills assess the tcount> t table. So it can be denied that this is the method that is played. Play kindergarten towards speaking skills in group children. Handayani I TK Denpasar Barat Academic Year 2018/2019. Based on the results of the conclusions of this study, it can be approved for other researchers to be able to use learning methods that improve speaking skills in children.keyword : method of role playing, improvement of speaking skills


2020 ◽  
Vol 4 (1) ◽  
pp. 21-30
Author(s):  
Atik Masruroh ◽  
Nurbiana Dhieni ◽  
Karnadi Karnadi

THE EFFECT OF JAVANESE LANGUAGE LEARNING METHODS THROUGH ROLE PLAYING ON CHILD POLITE BEHAVIOR. The purpose of this study was to examine how much influence the Javanese language learning method through playing macro roles and playing micro roles on the behavior of courtesy in grade 2 elementary school children in Lamongan Regency. The behavior of courtesy in this study is based on Javanese culture, focused on three aspects namely respecting older people, choosing the language level wisely, and obeying orders. This research was conducted at SDN Made IV and SDN Sukorejo II. This research was conducted in the odd semester of the 2019/2020 school year with a total of 68 research subjects. Data collection techniques using the method of observation. While the data analysis technique uses t-test, which has previously been tested for normality and homogeneity. The results showed that the average value of the experimental class was 58.24, while the control class was 56.5. From the results of the study found that the results of a significant value of 0.018 < 0.05. Then the results are obtained that there are differences in the average behavior of courtesy between children who are taught with the Javanese learning method through playing macro roles and children who are taught with the Javanese learning method through playing micro roles. Thus, the behavior of the children polite given the Javanese language learning method through playing macro roles is higher than the children who were given the Javanese learning method through micro role playing.


2018 ◽  
Vol 4 (1) ◽  
pp. 1-6
Author(s):  
Orhan Orhan ◽  
Siti Aminah

This study aims to describe the learning activities of students in social studies learning by applying role-playing models assisted by flannel board media in class IV-C SDN-1 Sabaru Palangkaraya 2016/2017 Academic Year, as well as improving student learning outcomes in social studies learning by applying role models playing aided by flannel board media in class IV-C SDN-1 Sabaru Palangkaraya Academic Year 2016/2017. The type of research used by researchers is Classroom Action Research (CAR), with the research subjects all IV-C class students of SDN-1 Sabaru Palangkaraya totalling 26 students. Data collection techniques in this study used tests and observations. Data analysis using qualitative and quantitative data analysis. The results of this study indicate that the activity of social studies learning students of class IV-C of SDN-1 Sabaru Palangkaraya increased by an average of 3.43 which included good criteria, learning outcomes of students of class IV-C of SDN-1 Sabaru Palangkaraya increased from the pretest results the average value of 62.11 with classical completeness was 46.15%, while the post-test results in the first cycle averaged 76.53 with 100% classical completeness.


2020 ◽  
Vol 9 (1) ◽  
pp. 57-67
Author(s):  
I Kadek Darmadi Adiyasa ◽  
I Made Sutama ◽  
Ida Bagus Putrayasa

The classroom action research conducted at class X IPB1 in SMA Negeri 1 Susut aimed to (1) To describe the steps in implementing e-Learning based learning in writing the exposition text of class X IPB1 at SMA Negeri 1 Susut. (2) Describe student achievements after implementing e-Learning in exposition text of class X IPB1 in SMA Negeri 1 Susut, and (3) Describe student responses after applying e-learning in writing text exposition of class X IPB1 in SMA Negeri 1 Susut. This research was conducted in two cycles in which consisted of five stages, namely: planning, implementing, observing, evaluating, and reflecting. Data were collected by observation method, interview method, test method, questionnaire method and analyzed descriptively quantitative and qualitative. The results showed the average value of the first cycle was 72.6 or an increase of 17.05% from the previous value (pre-cycle) 37. The value of the second cycle was 81.1 or an increase of 43.4%. The acquisition of the average response of students in the first cycle of 33.7% in the very positive category and increased in the second cycle of student responses to 33.96 in the very positive category. The conclusions in this study were (1) learning steps based on e-Learning based on basic competency standards and according to procedures that have been designed. (2) e-Learning can improve student achievement in writing exposition texts. (3) students' responses to e-Learning are very positive. The suggestion of this research is that teachers should use e-learning to improve student achievement.


2018 ◽  
Vol 5 (1) ◽  
Author(s):  
Danuri Danuri ◽  
Dwendha Lahitani

This study aims to determine the effectiveness of CSM strategies on comprehension reading skills in classes V Padokan 2 Elementary School. The research method used is a quasi-experimental method. In this study the subjects of the study were VA class students as the control class and V C as the experimental class with 28 VA and VC class students. Quantitative data analysis technique used is the calculation of independent sample t-test. Based on data analysis and discussion, researchers can conclude that CSM strategies are more effective than conventional methods of reading comprehension learning. The results of this study indicate that there is a significant difference between the experimental class and the control class as evidenced by the results of the independent sample t-test obtained by the value of Asymp. Sig (2-Tailed) 0.014 <0.05. CSM strategy is an effective learning strategy seen from the average value of the experimental class posstest which is 81.61 higher than the control class average value of 72.96.


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


2021 ◽  
Vol 2 (1) ◽  
pp. 66-74
Author(s):  
Susi Anika

  This research is based on the low creativity of students and the low active activity of students in solving mathematical problems caused by the low ability of teachers to understand learning models in learning activities. Less relevance of the learning model applied by the teacher to the objectives and characteristics of mathematics. This study aims to increase students' creativity and activity in solving mathematical problems by applying the Jigsaw type cooperative learning model. This research is a Classroom Action Research conducted at SMK Negeri 2 DEPOK with the research subject being class XI Boga III with the object of research being the application of the Jigsaw type cooperative learning model with open-ended problems as an effort to increase student creativity. The results of the data analysis in the first cycle showed that the average creativity value was 67.75 or 70% of the number of students who took the test had a minimum level of creativity in the sufficient category and 30% had a creativity level below the sufficient category. In the second cycle, the average value of the creativity test was 76.94%, at least the sufficient category and 10% had the creativity level below the sufficient category. Based on the results in cycles I and II, it can be concluded that the application of Jigsaw cooperative learning can increase students' creativity and the level of student activity during learning has met the targets applied. Keywords: Mathematics, Cooperative Learning, Jigsaw, Student Creativity  


2015 ◽  
Vol 2 (1) ◽  
pp. 85
Author(s):  
Sumanti M. Saleh ◽  
Sugito Sugito

Penelitian ini bertujuan untuk meningkatkan kecerdasan interpersonal anak usia 5-6 tahun di TK Barunawati Kota Ternate dan seberapa besar peningkatan kecerdasan inter-personal anak usia 5-6 tahun dengan menggunakan metode bermain peran. Jenis penelitian ini adalah penelitian tindakan kelas yang dilaksanakan dalam II siklus. Subjek dalam penelitian ini adalah anak didik kelompok B di TK Barunawati Kota Ternate yang berjumlah 25 orang. Kolabolator dalam penelitian adalah guru kelas B, sebagai pelaksana tindakan, peneliti sebagai observer dan guru pendamping sebagai pembantu observer. Pengumpulan data dilakukan melalui observasi, catatan lapangan dan dokumentasi. Observasi meliputi proses pembelajaran sosial emosional dan kecerdasan interpersonal anak. Catatan lapangan digunakan untuk melihat permasalahan yang dihadapi selama pembelajaran. Dokumentasi digunakan untuk memperoleh data yang berbentuk foto. Teknik analisis data dilakukan dengan menggunakan statistik deskriptif sederhana. Data dianalisis secara kuantitatif dan kualitatif. Hasil penelitian ini menunjukkan bahwa kecerdasan interpersonal anak usia dini dapat ditingkatkan melalui metode bermain peran. Peningkatan tersebut sebesar 76%.Kata Kunci: metode bermain peran (role playing), kecerdasan interpersonal, anak usia dini. The Implementation of Role Playing Method to Improve Interpersonal Intelligence of Children Aged 5-6 Years in Kindergarten Barunawati AbstractThe study aims to increase interpersonal intelligence of children aged 5-6 years in kindergarten Barunawati Ternate City and how much the increase in interpersonal intelligence of children aged 5-6 years using role playing methods. This research is a classroom action research conducted in two cycles. The subjects in this study are students in kindergarten group B Barunawati Ternate City amounting to 25 people. The collaborators in this research were the B-grade teachers acting as the executor, while the researcher was an observer and as a teacher assistant in the observation. The data were collected through observation, notes field and documentation. Observations included the process of learning social emotional and childrens interpersonal intelligence. Field notes were used to see the problems faced during the learning. Documentation used to obtain data in the form of photos. The data analysis techniques used simple descriptive statistics. The data were analyzed quantitatively and qualitatively. The results of this study shows that early childhood interpersonal intelligence can be improved through the role playing methods. The increase in the amout of 76%.Keywords: role playing method, interpersonal intelligence, early childhood


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