Safitri, Safitri (2024) PENGARUH MODEL PEMBELAJARAN ROLE PLAYING BERBANTUAN PERMAINAN WEREWOLF TERHADAP HASIL BELAJAR IPAS SISWA KELAS IV SD MUHAMMADIYAH 1 PANARUKAN. PENGARUH MODEL PEMBELAJARAN ROLE PLAYING BERBANTUAN PERMAINAN WEREWOLF TERHADAP HASIL BELAJAR IPAS SISWA KELAS IV SD MUHAMMADIYAH 1 PANARUKAN. (Unpublished)
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Abstract
Abstrak: Tujuan dari penelitian ini untuk mengetahui pengaruh model pembelajaran role playing Berbantuan Permainan Werewolf terhadap hasil belajar IPAS siswa kelas IV SD Muhammadiyah 1 Panarukan. Penelitian ini menggunakan desain penelitian kuantitatif kuasi eksperimen dengan menggunakan posttest only control group design. Sebanyak 45 siswa menjadi populasi dan sampel dalam penelitian ini, meliputi 22 siswa kelas eksperimen dan 23 siswa kelas kontrol. Dari hasil tes tulis yang telah peneliti lakukan siswa pada kelas eksperimen mempunyai nilai post-test tertinggi sebesar 93 dan nilai terendah sebesar 53, sedangkan siswa di kelas kontrol mempunyai nilai post-test tertinggi sebesar 80 dan nilai terendah sebesar 47. Metode pengumpulan data menggunakan tes hasil belajar pilihan ganda. Temuan menunjukkan bahwa 1) Hasil belajar peserta didik menggunakan model pembelajaran role playing berbantuan permainan werewolf lebih membangun siswa memahami mata pelajaran IPAS dengan materi keberagaman budaya Indonesia. 2) Terdapat pengaruh model pembelajaran role playing berbantuan permainan werewolf terhadap hasil belajar IPAS siswa kelas IV SD Muhammadiyah 1 Panarukan. Hal ini ditunjukkan dari taraf signifikan sebesar 3,982196 > 2,016692. Dai data tersebut disimpulkan bahwa model pembelajaran role playing berbantuan permainan werewolf memberikan pengaruh yang besar (signifikan) terhadap hasil belajar IPAS siswa kelas IV SD Muhammadiyah 1 Panarukan. Kata kunci: model pembelajaran role playing, permainan werewolf, hasil belajar Abstract: The purpose of this study was to determine the effect of role playing learning model assisted by Werewolf Game on IPAS learning outcomes of fourth grade students of SD Muhammadiyah 1 Panarukan. This study used a quasi-experimental quantitative research design using a posttest only control group design. A total of 45 students became the population and sample in this study, including 22 experimental class students and 23 control class students. From the results of the written test that the researchers have done, students in the experimental class have the highest post-test score of 93 and the lowest score of 53, while students in the control class have the highest post-test score of 80 and the lowest score of 47. The data collection method used a multiple choice learning outcomes test. The findings show that 1) The learning outcomes of students using the role playing learning model assisted by the werewolf game are more constructive for students to understand IPAS subjects with the material of Indonesian cultural diversity. 2) There is an effect of role playing learning model assisted by werewolf game on IPAS learning outcomes of fourth grade students of SD Muhammadiyah 1 Panarukan. This is indicated by the significant level of 3.982196> 2.016692. Based on the data, it is concluded that the role playing learning model assisted by the werewolf game has a great influence (significant) on the learning outcomes of IPAS fourth grade students of SD Muhammadiyah 1 Panarukan. Keywords: role playing learning model, werewolf game, learning outcomes
Item Type: | Article |
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Uncontrolled Keywords: | model pembelajaran role playing, permainan werewolf, hasil belajar |
Subjects: | L Education > LB Theory and practice of education L Education > LB Theory and practice of education > LB1501 Primary Education |
Divisions: | PGSD > S1 Pendidikan Guru Sekolah Dasar |
Depositing User: | Safitri |
Date Deposited: | 19 Dec 2024 05:32 |
Last Modified: | 19 Dec 2024 05:32 |
URI: | http://repository.unars.ac.id/id/eprint/3050 |
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