Enhancement of Student Learning Activity and Achievement Through the Catch-and-Chase Card Game in IPAS-IPS Subject for 4th Grade at Brahu Siman Ponorogo Elementary School

WIDIATMAJA, KHARISMA GALIH (2024) Enhancement of Student Learning Activity and Achievement Through the Catch-and-Chase Card Game in IPAS-IPS Subject for 4th Grade at Brahu Siman Ponorogo Elementary School. S2 thesis, Universitas PGRI Madiun.

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B. ABSTRAK.pdf

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C. BAB 1.pdf

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Abstract

The learning activity and achievement in IPAS-IPS for 4th-grade students at SDN Brahu, Siman District, Ponorogo Regency, are still low. During the learning process, students appear passive, less interactive with their peers, feel bored, and quickly forget the material taught. This low level of activity and achievement is due to a teacher-centered learning process and a lack of student-to-student interaction. To address this issue, the catch-and-chase card game learning model is applied because it can prevent boredom in learning and encourage student interaction. The objective of this study is to enhance learning activity and achievement through the catch-and-chase card game. The subjects of this research are 20 fourth-grade students of SDN Brahu, Siman District, Ponorogo Regency. This study is a Classroom Action Research consisting of two cycles. Each cycle consists of four stages: planning, implementation, observation, and reflection. The data types include student learning outcomes obtained using evaluation sheets, and activity data obtained using a checklist. Data obtained before applying the catch-and-chase card game model showed that only 40% of students had good and very good learning outcomes. After applying the model, there was an increase. Student activity in cycle I was 60%, and in cycle II, it increased by 20% to 80%. Student learning outcomes in cycle I were 65%, and in cycle II, it increased by 15% to 80%. The results of the study indicate that the use of the catch-and-chase card game learning model on the topic of Indonesia's cultural wealth can enhance student learning activity and achievement in IPAS-IPS learning for 4th-grade students at SDN Brahu, Siman District, Ponorogo Regency.

Item Type: Thesis/Skripsi/Tugas Akhir (S2)
Kata Kunci: Learning Outcomes, Learning Activity, IPAS-IPS Learning, Catch-and-Chase Card Game.
Subjects: L Education > L Education (General)
Divisions: Fakultas Pascasarjana > Pascasarjana Pendidikan Ilmu Pengetahuan Sosial
Depositing User: WIDIATMAJA GALIH KHARISMA
Date Deposited: 03 Sep 2024 04:37
Last Modified: 03 Sep 2024 04:37
URI: http://eprint.unipma.ac.id/id/eprint/1849

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