PENERAPAN MODEL PEMBELAJARAN ROLE PLAYING GAMES MATERI KERAGAMAN SOSIAL DAN BUDAYA DI INDONESIA DALAM MENINGKATKAN HASIL BELAJAR IPS PADA SISWA KELAS IVB SDN 1 BERINGIN RAYA KEMILING

Authors

  • I Ketut Ariyanto STKIP PGRI Bandar Lampung
  • Wayan Satria Jaya STKIP PGRI Bandar Lampung
  • Putut Wisnu Kurniawan STKIP PGRI Bandar Lampung

Keywords:

Role playing games learning model, Social Studies Learning Outcomes

Abstract

The problems found in this study are 1) student learning outcomes are still low, 2) some students are still passive 3) students are not yet able to develop thinking skills and 4) students rarely give apperception. One way to overcome this problem is by applying a learning model of role playing games. The purpose of this study is to improve social studies learning outcomes using the role playing games learning model in class IVB students at SDN 1 Beringin Raya Kemiling for the 2022/2023 academic year. This type of research is classroom action research (CAR). The subjects of this study were 30 students in class IVB at SDN 1 Beringin Raya Kemiling. This research was conducted in two cycles consisting of four stages, namely planning, implementing, observing and reflecting. Data collection techniques used are tests, observation and documentation. The data obtained were analyzed quantitatively to form individual and classical completeness. The use of role-playing games learning models to increase activity and learning outcomes in Social Studies class IVB material on social and cultural diversity in Indonesia at IVB SDN 1 Beringin Raya Kemiling is carried out in two cycles, each cycle consisting of three meetings. The results showed that the activity and learning outcomes increased in each cycle. In cycle I, student activity obtained a percentage of 67.19% then increased in cycle II of 87.51%. Then in cycle I student learning outcomes obtained classical mastery which was achieved which was 70% and obtained an average score of 72.67, while in cycle II it increased where classical mastery achieved in this cycle reached 86.67% and obtained an average score of 76.17. From the two acquisitions of cycle I and cycle II, thus the use of role playing games learning models can improve student learning outcomes in social studies subjects.

References

Daryanto & Syaiful Karim. (2017). Pembelajaran Abad 21. Yogyakarta: Gava Media.

Huda, Miftahul. (2017). Model-model Pengajaran dan Pembelajaran. Yogyakarta: Pustaka Pelajar.

Nasution, Rizani Qorinah Br. (2021). Penerapan Model Pembelajaran Role Playing Dalam Meningkatkan Hasil Belajar di Kelas IV SD Negeri 115510 Batu Tunggal Kabupaten Labuhan Batu Utara. Skripsi: Institut Agama Islam Negeri Padang Sidimpuan

Ngalimun. (2017). Strategi Pembelajaran. Yogyakarta: Parama Ilmu.

Purwanto. (2014). Evaluasi Hasil Belajar. Yogyakarta: Pustaka Pelajar.

Sardiman, A.M. (2014). Interaksi & Motivasi Belajar Mengajar. Jakarta: Rajawali Pers.

Shoimin, Aris. (2018). 68 Model Pembelajaran Inovatif dalam Kurikulum 2013. Yogyakarta: Ar-Ruzz Media.

Suhana, Cucu. (2014). Konsep Strategi Pembelajaran. Cetakan IV. Bandung: Refika Aditama.

Suprijono, Agus. (2015). Cooperative Learning Teori Dan Aplikasi Paikem. Yogyakarta: Pustaka Belajar.

Susanto, Ahmad. (2019). Teori Belajar dan Pembelajaran di Sekolah Dasar. Jakarta: Prenadamedia Group.

Trianto. (2014). Model Pembelajaran Terpadu Konsep Strategi Dan Implementasi Dalam Kurikulum Tingkat Satuan Pendidikan. Jakarta: Bumi Aksara.

Downloads

Published

2023-06-23

How to Cite

Ariyanto, I. K. ., Satria Jaya, W., & Wisnu Kurniawan, P. (2023). PENERAPAN MODEL PEMBELAJARAN ROLE PLAYING GAMES MATERI KERAGAMAN SOSIAL DAN BUDAYA DI INDONESIA DALAM MENINGKATKAN HASIL BELAJAR IPS PADA SISWA KELAS IVB SDN 1 BERINGIN RAYA KEMILING. CERDAS: Jurnal Ilmiah Mahasiswa Pendidikan Dasar, 2(1), 129–138. Retrieved from http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/746