PENERAPAN METODE PERMAINAN DENGAN MEDIA KARTU DOMINO DALAM PEMBELAJARAN MATEMATIKA UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR SISWA : Penelitian Tindakan Kelas di Kelas V SDN Cisalasih Semester II Tahun Ajaran 2013/ 2014 Kecamatan Lembang Kabupaten Bandung Barat

Amalina, Erika Nur (2014) PENERAPAN METODE PERMAINAN DENGAN MEDIA KARTU DOMINO DALAM PEMBELAJARAN MATEMATIKA UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR SISWA : Penelitian Tindakan Kelas di Kelas V SDN Cisalasih Semester II Tahun Ajaran 2013/ 2014 Kecamatan Lembang Kabupaten Bandung Barat. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini dilatarbelakangi oleh permasalahan yang dialami siswa kelas V SDN Cisalasih dalam pembelajaran Matematika materi Penjumlahan Pecahan. Permasalahan tersebut didasari oleh kurangnya motivasi siswa dalam belajar matematika sehingga berdampak pada hasil belajar siswa yang belum maksimal. Guna menjawab permasalahan tersebut, maka dilakukan penelitian tindakan kelas untuk meningkatkan motivasi dan hasil belajar siswa. Tujuan penelitian ini adalah: (1) mengungkapkan proses pembelajaran dengan menerapkan metode permainan dengan media kartu domino pada materi penjumlahan pecahan, (2) mengungkapkan motivasi belajar siswa setelah penerapan metode permainan dengan media kartu domino, (3) mengungkapkan peningkatan hasil belajar siswa setelah penerapan metode permainan dengan media kartu domino. Penelitian ini dilakukan melalui empat tahapan yang merupakan adaptasi dari model Kemmis dan Mc.Taggart, yaitu perencanaan, pelaksanaan, observasi, dan refleksi. Penelitian dilaksanakan sebanyak dua siklus. Data diperoleh dari lembar observasi dan tes tertulis pada setiap akhir siklus. Berdasarkan hasil data tersebut, motivasi belajar siswa kelas V mengalami peningkatan. Pada siklus I presentase skor rata-rata motivasi siswa adalah 74% dan pada siklus II presentase skor rata-rata motivasi siswa adalah 93%. Indeks gain rata-rata motivasi belajar siswa ialah 0,80 dengan kriteria tinggi. Hasil belajar siswa juga mengalami peningkatan, pada siklus I nilai rata-rata siswa adalah 75 dengan persentase ketuntasan 85% dan pada siklus II nilai rata-rata siswa adalah 92 dengan persentase ketuntasan 100%. Indeks gain rata-rata hasil belajar siswa ialah 0,72 dengan kriteria tinggi. Simpulan dari penelitian ini adalah penerapan metode permainan dengan media kartu domino dapat meningkatkan motivasi dan hasil belajar siswa kelas V SDN Cisalasih pada mata pelajaran Matematika dengan materi pokok Penjumlahan Pecahan. This research is motivated by problems which is experienced by the fifth grade of SDN Cisalasih students in learning mathematics material Fractional Summation. The problem is based on the lack of student motivation in learning mathematics so the impact on student learning outcomes are not maximized. To answer these problems, then conducted classroom action research to increase motivation and student learning outcomes. The purpose of this research are: (1) reveal the learning process by the implementation of methods of games with dominoes card in material fractional summation, (2) reveal the students motivation after the implementation of methods of games with dominoes card and (3) reveal an increase in student learning outcomes after the implementation of methods of games with dominoes card. This research is a classroom action research which is adapted from Kemmis and MC Taggart models. Therefore, this research was conducted with several stages. Each stages consists of the planning, acting, observation, and reflecting. This research was conducted in two cycles. The data is obtained from the observation sheet and written test at the end of each cycles. Based on the results of these data, the fifth grade students motivation has increased. In the first cycle the percentage of the average of students motivation score was 74% and the second cycle percentage of the average of students motivation score was 93%. Index average gain of students motivation was 0,80 with a high criteria. Student learning outcomes has increased, in the first cycle value of the students average was 75 with a percentage of 85% completeness and the second cycle value of the students average was 92 with a percentage of 100% completeness. Index average gain of student learning outcomes was 0,72 with a high criteria. Conclusions from this research is the implementation of methods of games with dominoes card can increase motivation and student learning outcomes in the fifth grade of SDN Cisalasih students in mathematics learning material Fractional Summation. Keywords: Methods of games, domino, motivation, learning outcomes

Item Type: Thesis (S1)
Additional Information: No.Panggil: S PGSD AMA p-2014
Uncontrolled Keywords: Metode permainan, kartu domino, motivasi, hasil belajar
Subjects: L Education > L Education (General)
Divisions: Fakultas Ilmu Pendidikan > Pedagogik > PGSD Bumi Siliwangi
Depositing User: DAM STAF Editor
Date Deposited: 10 Feb 2015 07:05
Last Modified: 10 Feb 2015 07:05
URI: http://repository.upi.edu/id/eprint/12971

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