PENINGKATAN KEMAMPUAN STORYTELLING MELALUI IMPLEMENTASI METODE ROLE PLAYING DENGAN MEDIA CERITA AUDIO LEGENDA PADA SISWA KELAS VI SD NEGERI PANJANG I KEDUNGADEM BOJONEGORO

Ninggiarti, Setiya (2026) PENINGKATAN KEMAMPUAN STORYTELLING MELALUI IMPLEMENTASI METODE ROLE PLAYING DENGAN MEDIA CERITA AUDIO LEGENDA PADA SISWA KELAS VI SD NEGERI PANJANG I KEDUNGADEM BOJONEGORO. S2 thesis, Universitas PGRI Madiun.

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Abstract

ABSTRACT Setiya Ninggiarti. 2025. Improving Storytelling Skills Through the Implementation of the Role Playing Method with Audio Legend Story Media for 6th Grade Students of SD Negeri Panjang I Kedungadem Bojonegoro. Thesis. Indonesian Master of Language and Literature Education Study Program, Post Graduate Program Universitas PGRI Madiun. Pembimbing (I) Prof. Dr. Marheny Lukitasari, M.Pd.; (II) Dr. Aris Wuryantoro, M.Hum. Keywords: storytelling, role playing, audio media, legend stories This study aimed to improve the storytelling ability of sixth-grade students at SD Negeri Panjang I, Kedungadem District, Bojonegoro Regency, through the implementation of the role-playing method using audio media of legend stories. This research employed Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The research subjects were 14 sixth-grade students. Data were collected through observation, storytelling performance tests, field notes, and documentation. The data were analyzed using qualitative and quantitative descriptive techniques. The assessment indicators of storytelling ability included fluency, accuracy of story content, language use, intonation and expression, and students’ self-confidence. The results showed that the implementation of the role-playing method with legend audio media significantly improved students’ storytelling abilities. The average storytelling score increased from 68.21 in the pre-cycle to 75.36 in Cycle I and further increased to 84.64 in Cycle II. The percentage of students achieving mastery learning improved from 28.57% in the pre-cycle to 64.29% in Cycle I and reached 92.86% in Cycle II. In addition, the learning process became more active, interactive, and enjoyable.

Item Type: Thesis/Skripsi/Tugas Akhir (S2)
Kata Kunci: storytelling; role playing; audio media; legend stories
Subjects: L Education > L Education (General)
Divisions: Fakultas Pascasarjana > Pascasarjana Pendidikan Ilmu Bahasa dan Sastra Indonesia
Depositing User: SETIYA NINGGIARTI SETIYA
Date Deposited: 20 Apr 2026 07:19
Last Modified: 20 Apr 2026 07:19
URI: http://eprint.unipma.ac.id/id/eprint/7528

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