UPAYA MENINGKATKAN HASIL BELAJAR IPS MELALUI METODE BERMAIN PERAN (ROLE PLAYING) SISWA KELAS IV

Wulan Ayu Winanti

Abstract


Abstrak

Penelitian ini bertujuan untuk mengetahui meningkatkan hasil belajar IPS melalui metode Bermain Peran (Role Playing) siswa kelas IVB SD Muhammadiyah Sangonan IV Godean Sleman materi Perkembangan Teknologi Produksi, Komunikasi, dan Transportasi. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK), menggunakan model Kemmis dan Taggart. Subjek dalam penelitian ini adalah siswa kelas IV berjumlah 24 siswa. Metode pengumpulan data dilakukan melaui tes dan observasi. Teknik analisis data menggunakan deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan adanya peningkatan hasil belajar IPS melalui metode bermain peran. Peningkatan hasil belajar dapat dilihat dari ketuntasan belajar siswa dari nilai rata-rata. Pada data awal nilai rata-rata siswa sebesar 66,58 dengan pencapaian KKM 62,5%. Pada akhir siklus I nilai rata-rata sebesar 76,4 dengan pencapaian KKM 70,83%, dan pada akhir siklus II sebesar 84,17 dengan pencapaian KKM 87,5% .

Kata kunci: Hasil Belajar, IPS, Role Playing


Abstract

This study aims to improve student learning outcomes in subjects social though role playing method in class IV B of Muhammadiyah Sangonan IV Elementary School, Godean, Sleman. This was class Action Research (CAR) by Kemmis and Taggart model. The subject were students of class IV, which amounted to 24 student. Methods of data collection is done through testing and observation. Data analysis techniques used quantitative and qualitative descriptive analysis. The results showed an incrase in Social Studies learning outcomes trough role playing method. Improved learning outcomes can be seen from the student learning completenss of average student score. The intial data the average value of student into 66,58 with student learning completeness reached 62,5%. The end of the first cycle of the average value of student into 76,4 with student learning completeness reached 70,83% and the second cycle of the average value of student into 84,17 with student learning completeness reached 87,5%.

Keywords: Learning Outcomes, Social Science, Role Playing Methods


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