PENERAPAN METODE PEMBELAJARAN ROLE PLAYING TERHADAP HASIL BELAJAR SISWA KELAS XI PADA MATA PELAJARAN FRONT OFFICE DI SMKS ICB CINTA WISATA

Raissa Athalla Kusumaputri Suherman, - (2023) PENERAPAN METODE PEMBELAJARAN ROLE PLAYING TERHADAP HASIL BELAJAR SISWA KELAS XI PADA MATA PELAJARAN FRONT OFFICE DI SMKS ICB CINTA WISATA. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Dilatarbelakangi rendahnya hasil belajar siswa kelas XI Perhotelan ICB SMKS ICB Cinta Wisata Bandung. Penelitian ini bertujuan untuk: (1) mengetahui bagaimana gambaran proses pembelajaran menggunakan metode pembelajaran role playing, (2) gambaran hasil pencapaian siswa pada pembelajaran metode role playing, dan (3) apakah penerapan metode pembelajaran role playing dapat meningkatkan hasil belajar siswa kelas XI Perhotelan ICB pada mata pelajaran Front Office SMKS ICB Cinta Wisata pada tahun ajaran 2023/2024. Jenis penelitian ini merupakan penelitian tindak kelas (PTK) yang berjumlah dua siklus, siklus terdiri dari 2 pertemuan menggunakan teori Kemmis & McTaggart dengan komponen perencanaan, observasi dan tindakan, dan refleksi. Data yang dikumpulkan dengan metode wawancara, observasi, dan tes non – tulis. Analisis data yang digunakan dalam penelitian ini adalah analisis statistik deskriptif dan analisis deskriftif kualitatif. Hasil dari penelitian ini adalah : (1) penerapan metode pembelajaran dilaksanakan sesuai sintaks pembelajaran role playing yaitu : tahap persiapan, partisipan, pengaturan dan setting, pengamatan, pemeranan, diskusi, dan evaluasi, (2) hasil nilai rata – rata kelas dari pembelajaran pada ranah pengetahuan di siklus pertama adalah 82,95 dengan ketuntasan sebesar 95% dan pada ranah keterampilan yaitu 2.48 dengan ketuntasan 70%. Di siklus 2, rata – rata nilai pengetahuan pada 86.7 dengan ketuntasan 100% dan pada ranah keterampilan di angka 2.97 dengan ketuntasan 100%, (3) terdapat peningkatan terhadap hasil belajar siswa pada siklus 1 ranah pengetahuan, nilai rata – rata siswa meningkat dari 41 menjadi 82,9 dengan peningkatan skor rata – rata sebanyak 41,9 poin. Pada siklus 2, nilai rata – rata meningkat dari 68,6 menjadi 86,7 dengan peningkatan skor rata – rata sebanyak 18,1 poin. Pada ranah keterampilan di siklus 1, perolehan nilai rata – rata adalah 2,48 sedangkan pada siklus 2 nilai rata – rata kelas meningkat menjadi 2,97. Nilai peningkatan pada uji keterampilan siklus 1 dan 2 adalah 0,49 poin. The background of this study is the low learning outcomes of students in class XI of the Hospitality ICB at ICB Cinta Wisata Bandung Vocational High School. This study aims to: (1) determine the description of the learning process using the role-playing learning methods, (2) the description of student achievement in the role-playing learning methods, and (3) whether the implementation of the role-playing learning methods can improve the learning outcomes of class XI students in the Front Office subject at ICB Cinta Wisata Vocational High School in the academic year 2023/2024. This type of research is a classroom action research (PTK) consisting of two cycles, each cycle consisting of 2 meetings using Kemmis & McTaggart's theory with planning, observation, action, and reflection components. Data was collected using interview, observation, and non-written test methods. Data analysis used in this study is descriptive statistical analysis and qualitative descriptive analysis. The results of this study are: (1) the implementation of the learning methods was carried out according to the syntax of role-playing learning, namely: preparation, participant, arrangement and setting, observation, enactment, discussion, and evaluation stages, (2) the average class score from the first cycle of learning in the knowledge domain was 82.95 with a completeness rate of 95% and in the skill domain was 2.48 with a completeness rate of 70%. In cycle 2, the average knowledge score was 86.7 with a completeness rate of 100% and in the skill domain was 2.97 with a completeness rate of 100%, (3) there was an improvement in student learning outcomes in cycle 1 in the knowledge domain, the average score increased from 41 to 82.9 with an increase of 41.9 points. In cycle 2, the average score increased from 68.6 to 86.7 with an increase of 18.1 points. In the skill domain in cycle 1, the average score was 2.48 while in cycle 2 the average class score increased to 2.97. The improvement in skill test scores in cycles 1 and 2 was 0.49 points.

Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?hl=id&view_op=list_works&gmla=AILGF5UWlRR8au9WSrJGoNgZ6uaMhs7USqJE17UxLHBgx4Mbio1w2Lo42sViF0ZpOwTjKRn8ho-YklkrwVPtdUsuFYps8_6J_F83&user=ot69ulwAAAAJ ID SINTA Dosen Pembimbing: Oce Ridwanudin: 6681229 Shandra Rama Panji Wulung: 6680229
Uncontrolled Keywords: Metode pembelajaran role playing, hasil belajar Role playing learning methods, learning outcomes
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure
L Education > L Education (General)
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Divisions: Fakultas Pendidikan Ilmu Pengetahuan Sosial > Program Studi Kepariwisataan
Depositing User: Raissa Athalla Kusumaputri Suherman
Date Deposited: 28 Feb 2024 07:52
Last Modified: 28 Feb 2024 07:52
URI: http://repository.upi.edu/id/eprint/115588

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