RANCANGAN PEMBELAJARAN BERBASIS METODE BERMAIN UNTUK MENINGKATKAN KREATIVITAS SISWA KELAS II SEKOLAH DASAR DALAM MATA PELAJARAN SBDP (SENI TARI)

Indah Mutiara Asih, - (2020) RANCANGAN PEMBELAJARAN BERBASIS METODE BERMAIN UNTUK MENINGKATKAN KREATIVITAS SISWA KELAS II SEKOLAH DASAR DALAM MATA PELAJARAN SBDP (SENI TARI). S1 thesis, Universitas Pendidikan Indonesia.

[thumbnail of S_PGSD_1600368_Title.pdf] Text
S_PGSD_1600368_Title.pdf

Download (611kB)
[thumbnail of S_PGSD_1600368_Chapter1.pdf] Text
S_PGSD_1600368_Chapter1.pdf

Download (219kB)
[thumbnail of S_PGSD_1600368_Chapter2.pdf] Text
S_PGSD_1600368_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (282kB)
[thumbnail of S_PGSD_1600368_Chapter3.pdf] Text
S_PGSD_1600368_Chapter3.pdf

Download (146kB)
[thumbnail of S_PGSD_1600368_Chapter4.pdf] Text
S_PGSD_1600368_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (1MB)
[thumbnail of S_PGSD_1600368_Chapter5.pdf] Text
S_PGSD_1600368_Chapter5.pdf

Download (203kB)
[thumbnail of S_PGSD_1600368_Appendix.pdf] Text
S_PGSD_1600368_Appendix.pdf
Restricted to Staf Perpustakaan

Download (2MB)
Official URL: http://repository.upi.edu;

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kreativitas siswa kelas II sekolah dasar dalam mata pelajaran SBdP (seni tari), yang disebabkan oleh rancangan pembelajaran yang belum memunculkan langkah-langkah yang dapat meningkatkan kreativitas siswa dalam mata pelajaran SBdP (seni tari). Maka peneliti membuat rancangan pembelajaran berbasis metode bermain untuk meningkatkan kreativitas siswa dalam pembelajaran SBdP (seni tari). Tujuan penelitian ini adalah mendeskripsikan kegiatan pendahuluan, inti dan penutup pembelajaran berbasis metode bermain untuk meningkatkan kreativitas siswa kelas II SD dalam mata pelajaran SBdP (seni tari). Penelitian ini menggunakan metode penelitian Delphi yang terdiri dari 4 tahap, yaitu tahap studi pendahuluan, tahap rancangan, tahap verifikasi, dan tahap analisis. Proses validasi oleh validator pertama dilakukan selama tiga putaran, oleh validator kedua dan ketiga selama dua putaran. Hasil penelitian ini adalah kegiatan pendahuluan meliputi kegiatan menciptakan kondisi awal dan apersepsi agar siswa siap, nyaman, bersemangat dan antusias mengikuti pembelajaran, sehingga proses pengembangan kreativitas dalam pembelajaran SBdP (seni tari) akan maksimal. Langkah-langkah kegiatan tersebut diantaranya menyapa dan menjawab pertanyaan mengenai kabar, siswa dikondisikan untuk siap belajar, berdoa bersama, siswa diperiksa kehadirannya, mendengarkan dan menjawab pertanyaan berkaitan dengan pembelajaran sebeluumnya, menyimak penjelasan mengenai kompetensi dan tujuan pembelajaran, siswa diberi motivasi dan stimulus berupa alat dan media yang akan digunakan dalam pembelajaran SBdP (seni tari). Kegiatan inti meliputi langkah-langkah kegiatan permainan yang meningkatkan kreativitas siswa dalam mata pelajaran SBdP (seni tari). Langkah-langkah kegiatan tersebut diantaranya siswa diberi waktu untuk memikirkan salah satu gerak kijang, siswa yang terakhir memegang bola harus memeragkan gerak keseharian kijang dalam hitungan 1x8 dan siswa yang lain menebak makna gerakan yang dilakukan, yang mendapat bola selanjutnya tidak boleh mengulangi gerak keseharian kijang yang sudah dilakukan oleh siswa sebelumnya, mengikuti gerak kijang yang sudah diperagakan oleh siswa lain secara berurutan. Kegiatan penutup terdiri dari 4 langkah yang meliputi kegiatan menyimpulkan, refleksi dan umpan balik (menyampaikan kesulitan dan manfaat dari permainan yang dilakukan), tindak lanjut dan menyampaikan kegiatan pembelajaran selanjutnya.

Kata kunci : Rancangan pembelajaran, metode bermain, kreativitas tari

ABSTRACT

LEARNING DESIGN BASED ON PLAYING METHODS
TO IMPROVE THE CREATIVITY OF CLASS II
ELEMENTARY SCHOOL STUDENTS IN SBDP (DANCE) SUBJECTS

Indah Mutiara Asih
1600368

This research was motivated by the low creativity of grade II elementary school students in the SBdP (dance) subject, which was caused by the learning design that had not yet emerged steps that could increase student creativity in the SBdP (dance) subject. So the researcher made a learning design based on the playing method to increase student creativity in learning SBdP (dance). The purpose of this study was to describe the preliminary, core and closing activities of play-based learning to increase the creativity of grade II elementary school students in SBdP (dance) subjects. This research uses the Delphi research method which consists of 4 stages, namely the preliminary study stage, the design stage, the verification stage, and the analysis stage. The validation process by the first validator is carried out for three rounds, by the second and third validators for two rounds. The results of this research are preliminary activities including activities to create initial conditions and perceptions so that students are ready, comfortable, excited and enthusiastic about participating in learning, so that the process of developing creativity in learning SBdP (dance) will be maximized. The steps for these activities include greeting and answering questions about the news, students are conditioned to be ready to learn, pray together, students are checked for attendance, listen to and answer questions related to previous learning, listen to explanations about competencies and learning objectives, students are given motivation and stimulus in the form of tools and the media that will be used in learning SBdP (dance). The core activity includes the steps of game activities that increase students' creativity in SBdP (dance) subjects. The steps of this activity include students being given time to think about one of the deer movements, the student who lastly holds the ball must demonstrate the daily movements of the deer in a count of 1x8 and the other students guess the meaning of the movement being carried out, the one who gets the ball then cannot repeat the daily movements of the deer. the students had done before, following the movement of the deer that had been demonstrated by other students in sequence. The closing activity consists of 4 steps which include concluding, reflection and feedback (conveying the difficulties and benefits of the games being carried out), follow-up and conveying further learning activities.

Keywords : Learning design, playing methods, dance creativity.

Item Type: Tugas Akhir,Skripsi,Tesis,Disertasi (S1)
Uncontrolled Keywords: Rancangan pembelajaran, metode bermain, kreativitas tari, Learning design, playing methods, dance creativity.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Divisions: Fakultas Ilmu Pendidikan > Pedagogik > PGSD Bumi Siliwangi
Depositing User: Indah Mutiara Asih
Date Deposited: 28 Sep 2020 03:24
Last Modified: 28 Sep 2020 03:24
URI: http://repository.upi.edu/id/eprint/54492

Actions (login required)

View Item View Item