PENINGKATAN PRESTASI BELAJAR ILMU PENGETAHUAN SOSIAL SISWA KELAS IV MENGGUNAKAN METODE PERMAINAN
Abstract
Abstrak
Penelitian ini bertujuan meningkatkan proses dan prestasi belajar IPS siswa kelas IV A SD Negeri Demangan Yogyakarta menggunakan metode permainan. Penelitian ini merupakan PTK. Subjek penelitian adalah 31 siswa kelas IV A. Objek penelitian adalah proses dan prestasi belajar IPS. Desain penelitian menggunakan
model Kemmis dan Taggart. Teknik pengumpulan data adalah observasi dan tes. Teknik analisis data yaitu deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan peningkatan proses dan prestasi belajar IPS siswa kelas IV A SD Negeri Demangan setelah menggunakan metode permainan. Proses ditinjau dari langkah metode permainan, sedangkan prestasi ditinjau dari ketuntasan belajar. Langkah metode permainan yaitu (1) Menjelaskan petunjuk permainan; (2) Menyepakati aturan permainan secara bersama; (3) Membagi siswa sesuai permainan (individu atau kelompok); (4) Melaporkan hasil permainan; (5) Memberikan penjelasan lanjut terkait pelajaran (baik yang dipelajari maupun yang lalu); dan (6) Memberikan rewards. Ketuntasan belajar pra tindakan 19,4%,
siklus I 64.5%, dan meningkat pada siklus II 87.1%.
Kata kunci: prestasi belajar Ilmu Pengetahuan Sosial, metode permainan
Abstract
This research aimed to improve the performance and learning achievement of Social Science of fourth grade students in SD N Demangan Yogyakarta using game method. This was a classroom action research. The subjects were 31 students from class IV A. The object of research is the process and the learning achievement of Social Science. The design of the research used was the model from Kemmis and Taggart. The data was collected through obsevation and tets. Data analysis technique was descriptive qualitative and quantitative. The results showed that there was an improvement on the performance and learning achievement in Social Sciences sucject of fourth grade students of SD Negeri Demangan after using game method. The learning process was observed through the steps of the game method, while learning achievement was observed through the completeness. The step method of the game are (1) Explain the instructions of the game; (2) Agree the rules of the game together; (3) Divide the students according to the game (individual or group); (4) Report the results of the game; (5) Provide further clarification regarding the subject (either studied or past); and (6) Provide rewards. With mastery learning pre-action is 19.4%, in Cycle I 64.5%, and increased in Cycle II 87.1%.
Keywords: learning achievement Social Science, game method
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