MENINGKATKAN MINAT BELAJAR ANAK USIA 5-6 TAHUN MENGGUNAKAN PERMAINAN LUDO SMART: Penelitian Tindakan Kelas di TK Kelompok B Kabupaten Ciamis

Desy Sulisetiawati, - (2025) MENINGKATKAN MINAT BELAJAR ANAK USIA 5-6 TAHUN MENGGUNAKAN PERMAINAN LUDO SMART: Penelitian Tindakan Kelas di TK Kelompok B Kabupaten Ciamis. S1 thesis, Universitas Pendidikan Indonesia.

Abstract

Minat belajar merupakan kecenderungan setiap individu untuk memperhatikan dan mengikuti kegiatan belajar. Minat belajar sangat penting bagi setiap individu agar belajar dengan semangat dan membantu seseorang untuk mencapai prestasi belajar yang optimal dan maksimal. Berdasarkan observasi yang dilakukan peneliti terdapat permasalahan mengenai minat belajar anak usia 5-6 tahun yang terjadi di TK X yang menyebabkan anak kurang aktif untuk bertanya, kurang memperhatikan guru ketika pembelajaran, anak tidak semangat, tidak berpartisipasi aktif, dan anak tidak dapat menyelesaikan perintah guru. Tujuan dari penelitian ini adalah untuk memecahkan permasalahan yang ada di TK X mengenai kurangnya minat belajar anak dan mengetahui hasil peningkatan minat belajar anak usia 5-6 tahun dengan menggunakan permainan Ludo Smart. Metode penelitian yang akan digunakan adalah metode penelitian tindakan kelas (PTK). Penelitian ini dilakukan di salah satu TK di Kabupaten Ciamis dengan jumlah partisipan 8 orang anak. Instrumen yang digunakan dalam penelitian ini berupa lembar observasi penilaian minat belajar anak, lembar observasi guru, catatan lapangan, dan dokumentasi. Analisis data yang digunakan dalam penelitian ini menggunakan analisis data kualitatif dan analisis data kuantitatif. Penelitian ini dilakukan dengan sebanyak tiga siklus dengan menerapkan permainan Ludo Smart. Hasil persentasi siklus I memperoleh 33,92% dikategorikan mulai berkembang, persentasi siklus II memperoleh 58,92% dikategorikan berkembang sesuai harapan persentasi siklus III memperoleh 92,41% dikategorikan berkembang sangat baik dengan N-Gain 0,885 dikategorikan tinggi. Berdasarkan hasil perhitungan tersebut dapat disimpulkan bahwa penerapan permainan Ludo Smart dapat meningkatkan minat belajar anak usia 5-6 tahun. -------- Learning interest is the tendency of each individual to pay attention to and enjoy learning activities. Learning interest is very important for each individual, in order to learn with enthusiasm and help a person to achieve optimal and maximum learning achievements. Based on observations made by researchers, there are problems regarding the interest in learning of children aged 5-6 years that occur in Kindergarten X which causes children to be less active in asking questions, less attention to the teacher during learning, children are not enthusiastic, do not participate actively, and children cannot complete teacher orders. The purpose of this study is to solve the problems that exist in Kindergarten X regarding the lack of children”s interest in learning and to find out the results of increasing children’s interest in learning aged 5-6 years by using Ludo Smart games. The research method to be used in the classroom action research method (PTK). This research was conducted in one of the Kindergarten in Ciamis Regency with a total participant of 8 children. The instruments used in this research are observation sheets for assessing children’s learning interest, teacher observation sheets, field notes, and documents. The data analysis used in this research uses qualitative data and quantitative data analysis. The research was conducted in three cycles by setting the Ludo Smart game. The percentage of cycle I obtained 33,92% categorized as developing, the percentage of cycle II obtained 58,92% categorized as beginning to develop, and the percentage of cycle III obtained 92,41% categorized as very well develop with N-Gain 0.885 categorized as high based on these calculation of Ludo Smart games can increase the learning interest of children aged 5-6 years. Keywords: interest learning, Ludo Smart Game.

[img] Text
S_PAUD_2009893_Title.pdf

Download (1MB)
[img] Text
S_PAUD_2009893_Chapter1.pdf

Download (330kB)
[img] Text
S_PAUD_2009893_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (483kB)
[img] Text
S_PAUD_2009893_Chapter3.pdf

Download (605kB)
[img] Text
S_PAUD_2009893_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (900kB)
[img] Text
S_PAUD_2009893_Chapter5.pdf

Download (293kB)
[img] Text
S_PAUD_2009893_Appendix.pdf
Restricted to Staf Perpustakaan

Download (2MB)
Official URL: https://repository.upi.edu
Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?view_op=new_profile&hl=en SINTA ID : 6006814 SINTA ID : 6869209
Uncontrolled Keywords: Minat Belajar, Permainan Ludo Smart, interest learning, Ludo Smart Game
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: UPI Kampus cibiru > PGPAUD UPI Kampus Cibiru
Depositing User: Desy Sulisetiawati
Date Deposited: 07 Mar 2025 03:41
Last Modified: 07 Mar 2025 03:41
URI: http://repository.upi.edu/id/eprint/130975

Actions (login required)

View Item View Item