MENINGKATKAN MOTIVASI BELAJAR SISWA SEKOLAH DASAR KELAS III MELALUI SIMULASI PERMAINAN TOKO KELONTONG
DOI:
https://doi.org/10.23969/jp.v11i3.64948Keywords:
learning motivation, simulation game, grocery store, elementary school, CARAbstract
This study aims to enhance the learning motivation of third-grade elementary school students through the implementation of a grocery store simulation game. The research was motivated by the students' low learning motivation, characterized by a lack of enthusiasm and participation in the learning process, as well as a tendency to lose focus during lessons. The study employed the Classroom Action Research (CAR) method based on the Kemmis and McTaggart model, comprising the stages of planning, action implementation, observation, and reflection. The subjects were third-grade students at SDN Ceger 1 Bogor. The research was conducted over two cycles, each consisting of two meetings. Data collection techniques involved observing learning motivation and analyzing learning outcomes. The results indicate that the grocery store simulation game successfully improved student learning motivation across nearly all indicators: physiological needs, a sense of safety and comfort in learning, affection and social acceptance, self-esteem, and self-actualization. This boost in motivation led to improved learning outcomes, evidenced by the class average score rising from 73 in Cycle I to 80 in Cycle II. Furthermore, the number of students meeting the Learning Objective Achievement Criteria (KKTP) increased from 11 to 18 in Cycle II. Thus, the use of the grocery store simulation game proved effective in enhancing both the learning motivation and academic performance of third-grade elementary school students.
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