PENGGUNAAN METODE PEMBELAJARAN ROLE PLAYING BERBANTUAN MEDIA WAYANG KREASI UNTUK MENINGKATKAN HASIL BELAJAR PEMBELAJARAN BAHASA INDONESIA KELAS V DI SDN 3 KARANGREJO

BILGA, HASTHORI (2024) PENGGUNAAN METODE PEMBELAJARAN ROLE PLAYING BERBANTUAN MEDIA WAYANG KREASI UNTUK MENINGKATKAN HASIL BELAJAR PEMBELAJARAN BAHASA INDONESIA KELAS V DI SDN 3 KARANGREJO. S1 thesis, Universitas PGRI Madiun.

[img] Text
HALAMAN JUDUL.pdf

Download (829kB)
[img] Text
ABSTRAK.pdf

Download (191kB)
[img] Text
Bab I.pdf

Download (170kB)
[img] Text
Bab II 2.pdf

Download (240kB)
[img] Text
Bab III.pdf
Restricted to Repository staff only

Download (285kB)
[img] Text
Bab IV.pdf
Restricted to Repository staff only

Download (476kB)
[img] Text
Bab V.pdf

Download (224kB)
[img] Text
DAFTAR PUSTAKA.pdf

Download (195kB)
[img] Text
LAMPIRAN.pdf

Download (1MB)

Abstract

The purpose of this study was to evaluate the development of learning outcomes in Indonesian language lessons and the ability of teachers to direct learning and student responses to the use of Role playing methods assisted by creative puppet media. This study uses the type of Classroom Action Research (CAR) with 2 cycles. This study uses observation sheets and tests as data collection tools. The low learning outcomes of Indonesian language learning are caused by the learning process which often looks monotonous and boring. This is because teachers still use classical methods such as lectures and questions and answers, so that students tend to be passive because they do not involve students in the learning process. Therefore, teachers in the classroom must be more creative in choosing learning methods because in achieving learning objectives, effective learning methods are needed in schools. The main material of Indonesian language regarding the intrinsic elements of the story, teachers usually only use the lecture method. In the research produced by the use of the role playing method assisted by creative puppet media, it can improve student learning outcomes in Indonesian language learning Chapter II intrinsic elements of the story of class V SDN Karangrejo 3. This can be seen from the increase from the pre-cycle with a completion value of 25% to then experience an increase in cycle I with 75% and in cycle II with 100%, so that there is an increase of 25%% in student learning outcomes. The role playing method is a role-playing learning that involves students to be active in learning and is very suitable for use in Indonesian language material so that students in the learning process are not bored and active and can involve students to actively play roles so that learning does not seem boring and student learning outcomes increase.

Item Type: Thesis/Skripsi/Tugas Akhir (S1)
Kata Kunci: Metode Role Playing; Wayang Kreasi; Hasil Belajar
Subjects: L Education > L Education (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Guru Sekolah Dasar
Depositing User: BILGA HASTHORI BILGA
Date Deposited: 12 Aug 2024 08:01
Last Modified: 12 Aug 2024 08:01
URI: http://eprint.unipma.ac.id/id/eprint/1403

Actions (login required)

View Item View Item