METODE ROLE PLAYING DAN MEDIA AUDIO VISUAL UNTUK MENINGKATKAN KEMAMPUAN BERCERITA SISWA KELAS II SDN BUKUR 02 KECAMATAN JIWAN KABUPATEN MADIUN

INTANSARI, RIZKY (2026) METODE ROLE PLAYING DAN MEDIA AUDIO VISUAL UNTUK MENINGKATKAN KEMAMPUAN BERCERITA SISWA KELAS II SDN BUKUR 02 KECAMATAN JIWAN KABUPATEN MADIUN. S2 thesis, UNIVERSITAS PGRI MADIUN.

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Abstract

ABSTRACT Rizky Intansari, (2025) Role Playing Method and Audio Visual Media to Improve the Storytelling Ability of Grade II Students SDN Bukur 02, Thesis, Indonesian Language Studies Program Graduate Program, PGRI Madiun University. Supervisor (1) Dr. Panji Kuncoro Hadi, S.S., M.Pd, (2) Dr. Agung Nasrulloh Saputro, 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 Bukur 02. (2) To describe the learning outcomes of students in grade II SDN Bukur 02 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 Bukur 02. 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 Bukur 02 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 Bukur 02 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 Bukur 02 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, AUDIO VISUAL, KEMAMPUAN BERCERITA
Subjects: L Education > L Education (General)
Divisions: Fakultas Pascasarjana > Pascasarjana Pendidikan Ilmu Bahasa dan Sastra Indonesia
Depositing User: RIZKY INTANSARI RIZKY
Date Deposited: 22 Apr 2026 05:44
Last Modified: 22 Apr 2026 05:44
URI: http://eprint.unipma.ac.id/id/eprint/7366

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