Permana, Singgih (2015) PENERAPAN STRATEGI ACTIVE LEARNING DENGAN PERMAINAN INDEX CARD MATCH UNTUK MENINGKATKAN HASIL BELAJAR DALAM PEMBELAJARAN IPS. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Penelitian ini dilatarbelakangi dari adanya permasalahan di dalam kelas VII C, yaitu kurangnya hasil belajar siswa dalam mata pelajaran IPS. Hal tersebut dimungkinkan karena penerapan strategi atau metode yang diterapkan kurang sesuai dengan pelaksanaan pembelajaran. Sehingga banyak siswa yang terlihat pasif. Ketidak aktifan siswa ini mengakibatkan pada perolehan hasil belajar yang kurang maksimal, oleh karena itu harus segera dicari solusi dari permasalahan tersebut. Penerapan strategi active learning dengan permaian index card match dapat menjadi alternatif untuk meningkatkan hasil belajar siswa dalam pembeljaran IPS. Karena pada hakikatnya belajar yang baik adalah belajar dengan cara “melakukan”. Dalam penelitian ini, peneliti menggunakan metode penelitian tindakan kelas dengan model Kemmis and Taggart. Penelitian ini dilakukan di SMP Negeri 40 Bandung, sedangkan subjek penelitian ini adalah siswa kelas VII C berjumlah 38 orang yang terdiri dari 22 siswa laki-laki dan 16 siswa perempuan. Pada siklus 1, dari hasil penelitian mengenai peningkatan hasil belajar siswa mendapatkan perolehan hasil yang kurang. Dinama 0% siswa memperoleh hasil belajar di bawah KKM yaitu 2,66 atau B- dengan kategori C (Cukup) dan K (kurang). Pada siklus 2 terjadi peningkatan yang signifikan, siswa mendapatkan perolehan nilai dengan kategori SB (Sangat Baik) B (baik) dan C (Cukup). Pada siklus 3, perubahan terus semakin baik terlihat dengan perolehan rata-rata nilai dengan kategori SB (Sangat Baik) dan Baik (B) dengan skala presentase sebesar 100% siswa mampu mencapai nilai KKM. Kemudian pada siklus 4 ditemukan titik jenuh, dimana nilai siswa stabil dan konsisten dengan rata-rata A dan B atau diatas KKM yaitu B-. Aspek hasil belajar yang harus dicapai oleh siswa terdiri dari aspek pengetahuan, sikap dan keterampilan yang masing-masing aspek terdiri dari 4 indikator. Berdasarkan indikator dari aspek hasil belajar yang terlihat sering muncul yaitu, siswa mampu mengingat materi pembelajaran dengan menemukan pasangan kartu indeks dan memberikan alasan/jawaban serta contoh-contoh mengenai materi yang terkait dalam pasangan kartu indeks. Siswa mampu memperhatikan siswa lain yang sedang menjelaskan, mampu berperilaku jujur, bekerjasama dengan baik dengan pasangannya dan dapat menyelesaikan permainan index card match dengan tepat waktu. Siswa secara aktif keluar dari tempat duduknya untuk menemukan pasangan kartu indeks, siswa mampu mempresentasikan pasangan kartu indeks di depan kelas sehingga menimbulkan diskusi tanya jawab pada saat proses pembelajaran berlangsung. Dengan demikian, hasil penelitian ini efektif digunakan dalam pembelajaran IPS dan mencapai tujuan penelitian yang diharapkan. Kata Kunci: active learning dengan permainan index card match, hasil belajar. was the learning outcome of students in Social Studies lessons is under the score limits. It was probably caused by implementation of strategies or methods were irrelevant with the learning performance, thus many students were involved passively. The passiveness of students affected to the learning outcome under the limits. Hence, to solve the problems, implementation of active learning strategy is one of the alternative ways to enhance the students learning outcomes, the reason is that the nature of learning is learning through “doing”. In this research, researcher uses classroom action research methods with Kemmis and Taggart model. This research was done in SMP Negeri 40 Bandung, whereas the participant is VII C students class, whose the total of students are 38 people, consists of 22 boy students and 16 girl students. In the first cycle, the students got the less score, the details were that 0% students got learning outcome under the score limits, 2.66 or the categories were C (Standard) and K (Under the limits). In the second cycle, there was a significantly raising from students, they got score with the categories are SB (Very Good), B (Good), and C (Standard). In the third cycle, the changing was better, it could be seen by the average of scores were categorized in SB (Very Good) and B (Good), the percentage was 100% students could reach the score limits. Then, in the fourth cylce, it was found that saturation point that students scire was stable and consistent with the average was A and B or up the limits, which was B-. Learning outcome aspects had to be reached by students were including cognitive, affective and psikomotor, and each of the aspects had 4 indicators. Regarding to indicators of learning outcome aspects which always appeared was students could remember the lessons by finding the matched card index and gave the reason/answer and also the example about the related material in index card. Students could attend another students who were explaining, could do honestly, do cooperately with their partners and could finish index card match games in time. Students actively went out from their seat and found their matched card, students could present the matched index card in front of class, thus it made a discussion in learning activities. Therefore, the result of this research was effective to be used in learning Social Studies and to reach the objective of the research. Key Words : Active Learning through Index Card Match Games, Learning Outcome
Item Type: | Thesis (S1) |
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Additional Information: | No. Panggil: S_PSIPS_PER p-2015 |
Uncontrolled Keywords: | Active learning dengan permainan index card match, hasil belajar. |
Subjects: | L Education > L Education (General) Q Science > Q Science (General) |
Depositing User: | DAM staf |
Date Deposited: | 24 Feb 2015 07:59 |
Last Modified: | 24 Feb 2015 07:59 |
URI: | http://repository.upi.edu/id/eprint/13350 |
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