Penerapan Model Role Playing Untuk Meningkatkan Keaktifan dan Hasil Belajar Siswa Pada Mata Pelajaran Pkn Kelas III SD IT Darussalam Bayan

Penulis

DOI:

https://doi.org/10.33507/ibtida.v3i2.1762

Kata Kunci:

Role Playing, Liveliness, Learning Results

Abstrak

This study used classroom action research (CAR) which consists ofa cycle.  Each cycle consists of two meetings.  The subjects in this study were grade III students of SD IT Darussalam Bayan totaling 17 students, the data collection methods used were interviews, observations, and documentation.  With the following role-playing steps: 1) warm up the atmosphere and motivate students, 2) choose roles, 3) arrange role stages, 4) prepare observations, 5) cast, 6) discussion and evaluation, 7) share experiences and draw conclusions.  Based on research analysis data that has been conducted using role playing models  about student activeness getting an average in the precycle 60%, then in cycle I 67.64% and cycle II 80.39%, it can  be concluded that the  application of role playing models   can increase student activeness, while the results  Student learning  with the  application of role playing  at the pre-cycle stage  gets an average of 60,  cycle  I 70.83 and cycle II 80.88  thus  it can be concluded that the role playing model   can   improve student learning outcomes.

Referensi

Diterbitkan

2023-12-31

Cara Mengutip

Penerapan Model Role Playing Untuk Meningkatkan Keaktifan dan Hasil Belajar Siswa Pada Mata Pelajaran Pkn Kelas III SD IT Darussalam Bayan. (2023). IBTIDA-Jurnal Kajian Pendidikan Dasar, 3(2), 122-131. https://doi.org/10.33507/ibtida.v3i2.1762

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