Maulana, Rizal (2016) PENGGUNAAN MEDIA PERMAINAN ULAR TANGGA UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA DALAM PEMBELAJARAN IPS. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Penelitian ini dilatarbelakangi oleh permasalahan yang terjadi di kelas VIII-B SMP Negeri 2 Lembang yaitu rendahnya motivasi belajar siswa dalam pembelajaran IPS. Hal tersebut disebabkan karena pembelajaran IPS yang kurang melibatkan siswa serta kurang minatnya siswa pada pembelajaran IPS. Melihat permasalahan tersebut maka perlu dilakukan perbaikan dalam pembelajaran IPS yang membuat siswa terlibat langsung dalam pembelajaran sehingga siswa dapat termotivasi dalam belajar pada pembelajaran IPS. Sehingga peneliti memilih Penelitian Tindakan Kelas (PTK) dengan desain penelitian model Kemmis & Taggart (1988) yang terdiri dari planning (perencanaan), acting & observing (pelaksanaan dan pengamatan), serta reflecting (refleksi) dan dilakukan dalam tiga siklus. Peneliti mencoba menerapkan media permainan ular tangga dalam pembelajaran IPS untuk meningkatkan motivasi belajar siswa. Penerapan media tersebut dapat dikatakan berhasil setelah melalui tiga siklus. Pencapaian tujuan yang diharapkan tergambar pada peningkatan hasil belajar siswa yang terdiri dari penilaian kegiatan observasi, serta penilaian pencapaian indikator motivasi belajar siswa. Berhasilnya penelitian ini dilihat dari adanya peningkatan motivasi belajar siswa yang ditunjukkan melalui perkembangan aspek-aspek atau beberapa indikator dari tingkat perhatian siswa, tingkat keinginan atau kebutuhan siswa, tingkat percaya diri, dan juga tingkat kepuasan siswa. Seluruh indicator yang dikembangkan untuk meningkatkan motivasi belajar siswa mengalami peningkatan dari siklus I diperoleh predikat “cukup”, siklus II “baik” dan siklus III diperoleh predikat “baik”. Kendala yang paling dirasakan pada penelitian ini yaitu sulitnya mendisiplinkan siswa saat berlangsungnya kegiatan pembelajaran menggunakan permainan ular tangga dikelas, siswa terlihat antusias namun sulit untuk mengkondusifkan. Hasil penelitian ini menyatakan bahwa penerapan media permainan ular tanga sangat efektif untuk meningkatkan motivasi belajar siswa dalam pembelajaran IPS.;--- This research is motivated by the issues raised in class VIII-B SMP Negeri 2 Lembang is the low student motivation in learning IPS. This is because the IPS learning less and less interest in engaging students in learning social studies students. Seeing the problems it is necessary to improvements in social studies learning that keep students involved in learning so that students can be motivated to learn in social studies learning. So the researchers chose a Class Action Research (PTK) with the study design models Kemmis & Taggart (1988), which consists of planning (planning), acting and observing (implementation and observation), and reflecting (reflection) and carried out in three cycles. Researchers tried to apply media in learning the game of snakes and ladders IPS to improve students' motivation. Application of these media can be said to be successful after going through three cycles. The achievement of expected goals depicted on improving student learning outcomes assessment consisting of observation, as well as evaluating the achievement indicators of students' motivation. The success of this research is seen from the increase in student motivation demonstrated by the development of aspects or some indicator of the level of attention of students, the level of desires or needs of students, the level of self-confidence, and also the level of student satisfaction. The entire indicator developed to increase students' motivation has increased from cycle I obtained the title of "enough", the second cycle of "good" and the third cycle is obtained the title of "good". The biggest challenge in this research is the perceived difficulty of disciplining students during the learning activities using the game of snakes and ladders in class, students were enthusiastic but difficult to mengkondusifkan. The results of this study show that implementation tanga snake game media is very effective to increase students' motivation in learning IPS.
Item Type: | Thesis (S1) |
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Additional Information: | No.panggil : S IPS MAU p-2016; Pembimbing : I.Aim Abdul Karim, II.Siti Nurbayani. |
Uncontrolled Keywords: | Media permainan ular tangga, motivasi belajar, pembelajaran IPS. |
Subjects: | H Social Sciences > H Social Sciences (General) L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools |
Divisions: | Fakultas Pendidikan Ilmu Pengetahuan Sosial > Pendidikan IPS |
Depositing User: | Mr mhsinf 2017 |
Date Deposited: | 12 Oct 2017 03:24 |
Last Modified: | 12 Oct 2017 03:24 |
URI: | http://repository.upi.edu/id/eprint/26831 |
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