Hartini, Hartini (2025) METODE ROLE PLAYING DAN MEDIA AUDIO VISUAL UNTUK MENINGKATKAN KEMAMPUAN BERCERITA SISWA KELAS II SDN SENDANGREJO KECAMATAN MADIUN KABUPATEN MADIUN. S2 thesis, Universitas PGRI Madiun.
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Abstract
Hartini, (2025) Role Playing Method and Audio Visual Media to Improve the Storytelling Ability of Grade II Students SDN Sendangrejo, Thesis, Indonesian Language Studies Program Graduate Program, PGRI Madiun University. Supervisor (1) Dr. Dwi Setiyadi, MM., Supervisor (2) Dr. Dwi Rohman Soleh, SS, M. Pd. Keywords: role playing method, audio visual media, storytelling This research aims to (1) To describe the application of role playing method and audio-visual media in the learning of Indonesian language to improve the storytelling skills of students in grade II SDN Sendangrejo. (2) To describe the learning outcomes of students in grade II SDN Sendangrejo in the subject of Indonesian language using role playing method and audio-visual media. (3) To describe the advantages and disadvantages of role playing method with audio-visual media in Indonesian language learning to improve the storytelling skills of students in grade II SDN Sendangrejo. This study constitutes classroom action research (CAR). The results of the study showed(1) The application of role playing method and audio-visual media in grade II students of SDN Sendangrejo in learning Indonesian can improve storytelling skills. This can be seen from the data of observation results in cycle I obtained an average of 69.57% included in the category of sufficient. On the implementation of cycle II actions students’ ability to write descriptive texts improved with an average acquisition of 91.30% with good category. (2) The application of role playing method and audio-visual media in grade II students of SDN Sendangrejo in Indonesian language learning can increase students' learning activity. This can be seen from the data of observation results in cycle I obtained an average of 39% included in the category of sufficient. In the implementation of cycle II actions students' learning activity data increased with an average acquisition of 44.5% with a high category. (3) The application of role playing method and audio-visual media in grade II students of SDN Sendangrejo in Indonesian language learning can improve student learning outcomes. This can be seen from the data of observation results in cycle I obtained an average of 72.17 and the completeness of learning outcomes obtained in cycle I obtained 69.57%. In the implementation of cycle II action data of student learning outcomes increased with an average achievement of 81.30 and the completeness of learning outcomes obtained in cycle II increased by 91.30%.
| Item Type: | Thesis/Skripsi/Tugas Akhir (S2) |
|---|---|
| Kata Kunci: | role playing method, audio visual media, storytelling |
| Subjects: | L Education > L Education (General) P Language and Literature > P Philology. Linguistics |
| Divisions: | Fakultas Pascasarjana > Pascasarjana Pendidikan Ilmu Bahasa dan Sastra Indonesia |
| Depositing User: | HARTINI HARTINI HARTINI |
| Date Deposited: | 25 Sep 2025 03:09 |
| Last Modified: | 25 Sep 2025 03:09 |
| URI: | http://eprint.unipma.ac.id/id/eprint/4787 |
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