MENINGKATAN HASIL BELAJAR MENGGUNAKAN MODEL ROLE PLAYING PADA MATERI SBDP SISWA KELAS IV SDN 01 BENGKAYANG
DOI:
https://doi.org/10.23969/jp.v10i02.30373Keywords:
Learning Outcomes Using Role Playing Model, SBDPAbstract
This research aims to improve the learning outcomes of Grade IV
students at SDN 01 Bengkayang in the subject of Arts, Culture, and Crafts
(SBDP) through the implementation of the role-playing learning model.
The low learning outcomes of students are thought to be caused by a lack
of active student involvement in the learning process and teaching
methods that tend to be monotonous. This research employs a classroom
action research (CAR) method conducted in two cycles. Each cycle
includes planning, action implementation, observation, and reflection. The
subjects of this research were 33 Grade IV students of SDN 01
Bengkayang in the academic year 2024/2025. Student learning outcome
data were collected through formative tests at the end of each cycle.
Observational data on student and teacher activities during the learning
process were also collected to support the analysis. The research results
indicate a significant improvement in student learning outcomes after the
implementation of the role-playing model. In the first cycle, the average
student learning outcome was 51.21%, and it increased to 81.15% in the
second cycle. This increase demonstrates that the role-playing model is
effective in enhancing students' understanding and mastery of SBDP
material, as it provides opportunities for students to learn actively,
creatively, and enjoyably through direct role-playing experiences. This
research recommends the application of the role-playing model as an
innovative and effective learning alternative for improving student learning
outcomes in the subject of SBDP at the elementary school level.
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