PENERAPAN METODE ROLE PLAYING BERBANTUAN MEDIA GAMBAR UNTUK MENINGKATKAN HASIL BELAJAR SISWA PPKN KELAS VII-1 SMPN 5 PRAYA

Authors

  • Arif Suhardiman UNIVERSITAS MATARAM
  • Edy Herianto Universitas Mataram
  • Basariah Universitas Mataram
  • M. Ismail Universitas Mataram
  • Rina Fatmawati Universitas Mataram

DOI:

https://doi.org/10.23969/jp.v8i3.10902

Keywords:

Role Playing, Image Media, PPKn

Abstract

This research is a type of PTK, using a qualitative approach which aims to improve student learning outcomes. The research area is at SMPN 5 Praya, with the population and sample all students in class VII-1 SMPN 5 Praya. Sample determination was carried out using a purposive sampling technique. Data is collected through observation techniques, documentation and learning outcomes test techniques. Data analysis techniques are carried out based on performance achievement indicators, action variables and expectation variables. The research procedure was carried out over four cycles, each cycle consisting of 4 stages, namely: (1) Planning; (2) implementation; (3) observation; (4) reflection. The results of data analysis show that, the first cycle of research stated that the number of indicators for applying the role playing method assisted by image media as an action variable that emerged was 19 descriptors (73%). The percentage variable of hope in the form of an increase in learning outcomes is 8 students (32%). At the end of each cycle, reflection is carried out to find out why the performance indicators have not been achieved and improvements are made. In cycle II learning there was an increase of 23 descriptors (88%). As the quality of the action variable increases, the quality of the expectation variable also increases. Student learning outcomes increased to 15 students (71%). In cycle III there was an increase of 24 descriptors (92%), with student learning outcomes increasing to 17 students (80%). In cycle IV, there was an increase of 26 descriptors (100%), with student learning outcomes increasing to 21 students (100). Based on the data from this cycle, the right pattern was found in the application of the role playing method assisted by image media to improve the learning outcomes of PPKn students in class VII-1 SMPN 5 Praya.

Downloads

Download data is not yet available.

References

Andriani, T. (2008). SISTEM

PEMBELAJARAN BERBASIS

TEKNOLOGI INFORMASI DAN

KOMUNIKASI. 282.

Basariah, & Sulaimi, M. (2021).

Peningkatan Karakter

Bertanggung Jawab Siswa

Melalui Model Dicovery Learning.

Jurnal Pendidikan Indonesia, 2.

Damayanti, S. (2018). Peningkatan

Kemampuan Menganalisis,

Menyaji Hasil Analisis, Dan

Kemandirian Siswa Kelas VIII-C

MTs Negeri 2 Mataram Dalam

Pembelajaran PPKn Melalui

Penggunaan Model Problem

Based Learning Dan VCT Teknik

Lecturing.

Hariyanto. (2020). Buku Ajar

Pendidikan Kewarganegaraan

(Pkn) (Bagdawansyah Alqadri

(ed.); Cetakan 1). Sanabil.

Herianto, E. (2021). How to Apply

HOTS-based E-learning in

Higher Education? Randwick

International of Education and

Linguistics Science Journal, 2(2),

–170.

https://doi.org/10.47175/rielsj.v2i

256.

Ismail, M., Rispawati, Zubair, M.,

Herianto, E., & Alqadri, B.

(2019). Pelatihan

Pengembangan Metode

Pembelajaran Inovatif Pada

Guru-Guru Ma / M . Ts Pondok

Pesantren Al Raisyiah Sekarbela

Mataram. 11–12.

Isro’ullaili, Herianto, E., & Sawaludin.

(2023). Pengembanagan Hasil

Belajar Siswa Melalui Penerapan

Model Problem Based learning

Integrasi Media Monopoli. Jurnal

Pendidikan Guru Madrasah

Ibtidaiyah, 06.

Maulisa. (2017). Penerapan Metode

Role Playing Dengan Media

Gambar Pada Materi Sistem

Pencernaan Untuk Meningkatkan

Aktivitas Dan Ketuntasan Siswa

DI SMPN 10 Banda Aceh.

Nurgiansah, T. H., Hendri, H., &

Khoerudin, C. M. (2021). Role

Playing dalam Pembelajaran

Pendidikan Pancasila Dan

Kewarganegaraan. Jurnal

Kewarganegaraan, 18(1), 56.

https://doi.org/10.24114/jk.v18i1.

Nurmasita, Ismail, M., & Fauzan, A.

(2022). Penerapan Pembelajaran

Aplikasi Nearpod Pada Mata

Pelajaran PPKn Di MTs 2

Mataram. Manazahim: Jurnal

Manajemen Dan Ilmu

Pendidikan, 4.

https://ejournal.stitpn.ac.id/index.

php/manazahim

Saputra, D. R. (2015). Penerapan

Metode Role Playing Untuk

Meningkatkan Hasil Belajar IPS

Pada Siswa Kelas V SD Negeri 2

Kecemen, Manisrenggo, Klaten.

Ekp, 13(3), 1576–1580.

Sari, M. (2020). Penerapan Model Pembelajaran Role Playing

Untuk Meningkatkan Hasil

Belajar Ips Siswa Kelas V Mis

Lamgugob Banda Aceh. Primary:

Jurnal Pendidikan Guru Sekolah

Dasar, 7(1), 128.

https://doi.org/10.33578/jpfkip.v7i

5345

Setyosari, P. (2014). Menciptakan

Pembelajaran Yang Efektif Dan

Berkualitas. Jurnal Inovasi Dan

Teknologi Pembelajaran, 1.

Sukmawati, Jamaludin, Kembarini,

Rahmadani, Saparudin, Fitra,

Siti, Jousa, & ALI, &. (2022).

Penerapan Media Pembelajaran

Role Playing Dalam

Pembelajaran PPKn. Jurnal

Kewarganegaraan, 6(1), 762–

Sutoyo. (2020). Teknik Penyusunan

Penelitian Tindakan Kelas (PTK)

(Rusdianto (ed.); Cetakan Pe).

UNISRI Press.

Timu, A., Wangge, Y. S., & Mbabho,

F. (2020). Penggunaan Media

Gambar dalam Meningkatkan

Hasil Belajar pada Pembelajaran

IPA di SDK Ende 3. Prima

Magistra: Jurnal Ilmiah

Kependidikan, 1(1), 30–37.

https://doi.org/10.37478/jpm.v1i1.

Downloads

Published

2023-11-14

Most read articles by the same author(s)

<< < 1 2 3 > >>