PENERAPAN ROLE PLAYING UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR IPS KELAS V
Abstract
Abstrack : The background of this research students' low motivation with an average of
57.95 and learning outcomes of 13 students (65%) under the KKM (≥65). The purpose of this
study to increase motivation and student learning outcomes using model role playing. This
type of research is a classroom action research with two cycles beginning stages of planning,
implementation, observation and reflection. Questionnaire to collect data motivation to learn,
about the test, the observation sheet attitudes and skills for student learning outcomes. Data
using descriptive analysis techniques. Motivation in the first cycle "Good" (80%), the second
cycle of "Very Good" (75%). The results of the cognitive aspects of student learning cycle I
"Good" score completeness 50%, the second cycle of the category "Good" score of 80%
completeness. Psychomotor first cycle an average of 67.5 (enough), the second cycle an
average of 77.2 (enough). Affective aspects of the first cycle an average of 61.4 (enough), the
second cycle an average of 67.6 (enough). Thus the suggested role playing learning model
can be used as one way to increase student motivation and learning outcomes.
Keywords: role playing, learning motivation, learning outcomes
Abstrak : Penelitian ini dilatar belakangi oleh rendahnya motivasi belajar siswa dengan ratarata
57,95 dan hasil belajar 13 siswa (65%) dibawah KKM (≥65). Tujuan penelitian ini
meningkatkan motivasi dan hasil belajar siswa menggunakan model pembelajaran role
playing. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK) dengan dua siklus
diawali tahap perencanaan, pelaksanaan, pengamatan (observasi), dan refleksi. Angket untuk
mengumpulkan data motivasi belajar, sedangakn soal tes, lembar observasi sikap dan
keterampilan untuk hasil belajar siswa. Data menggunakan teknik analisis deskriptif. Motivasi
pada siklus I “Baik†(80%), siklus II “Sangat Baik†(75%). Hasil belajar siswa aspek kognitif
siklus I “Baik†nilai ketuntasan 50%, siklus II kategori “Baik†nilai ketuntasan 80%. Aspek
psikomotorik siklus I rata-rata 67,5 (cukup), siklus II rata-rata 77,2 (cukup). Aspek afektif
siklus I rata-rata 61,4 (cukup), siklus II rata-rata 67,6 (cukup). Dengan demikian disarankan
model pembelajaran role playing dapat digunakan sebagai salah satu cara untuk
meningkatkan motivasi dan hasil belajar siswa.
Kata kunci : role playing, motivasi belajar, hasil belajar
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