PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW UNTUK MENINGKATKAN AKTIVITAS BELAJAR SISWA MELALUI PEMBELAJARAN PERMAINAN INVASI: Studi Penelitian Tindakan Kelas Pada Siswa Kelas V SDN 025 Cikutra

    Pemi Dwi Arum Fatmaningsih, - (2018) PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW UNTUK MENINGKATKAN AKTIVITAS BELAJAR SISWA MELALUI PEMBELAJARAN PERMAINAN INVASI: Studi Penelitian Tindakan Kelas Pada Siswa Kelas V SDN 025 Cikutra. S1 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Aktivitas belajar siswa dikelas V SDN Cikutra masih rendah. Hal ini disebabkan kurangnya partisipasi aktif dan kerterlibatan siswa dalam proses pembelajaran. Penelitian ini bertujuan untuk meningkatkan aktivitas belajar siswa dengan menerapkan model pembelajaran kooperatif tipe jigsaw melalui pembelajaran permainan invasi. Metode yang digunakan adalah penelitian tindakan kelas. Penelitian ini dilaksanakan selama dua siklus dengan subyek 40 siswa di SDN 025 Cikutra. Instrumen yang digunakan berupa lembar observasi. Data penelitian ini diperoleh dengan pengamatan pada aktivitas belajar. Berdasarkan hasil analisis data pada data awal rata-rata skor 6.8 (cukup aktif) pada siklus I meningkat 2.25 rata-rata skor atau 15% menjadi 9.05 (aktif) dan pada siklus II meningkat 2.85 rata-rata atau 19% menjadi 11.09. Berdasarkan hasil data siklus I dan II dapat disimpulkan bahwa penerapan model pembelajaran kooperatif tipe jigsaw melalui permainan invasi dapat meningkatkan aktivitas belajar siswa pada kelas V SDN 025 Cikutra.

    Kata Kunci: Jigsaw, Pembelajaran kooperatif, aktivitas belajar, permainan invasi.

    Learning activities in class V SDN 025 Cikutra are still low. This is due the low level of active participation and the involvement of students in the learning process. This study aims to improve the activity learning with the application Jigsaw cooperative learning model through invasion game learning to class V SDN 025 Cikutra. This research is a classroom action research is the teacher as researcher. This study was conducted in two cycles with subjects were totaling 40 students. Instrument which is the result of learning. The data was collected by observation of student’s activities. Based on the results of data analysis techniques preliminary observations the average score 6.8 (quite active) at the cycle 1 increased to 2.25 or 15% the average score 9.05 (active) and at the cycle 2 increased to 2.85 or 19% the average score 11.09. Based on the cycle 1 and cycle 2 it can be conclude that the implementation of cooperative learning model type jigsaw through invasion game is increasing student’s activities in grade V SDN 025 Cikutra.

    Keyword: Jigsaw, cooperative learning, learning activities, invasion game

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    Official URL: http://repository.upi.edu
    Item Type: Thesis (S1)
    Additional Information: No. Panggil: S SDP PEM p-2018; Pembimbing: I. Suherman Slamet; NIM: 1401280
    Uncontrolled Keywords: Pembelajaran kooperatif, aktivitas belajar, permainan invasi.
    Subjects: L Education > L Education (General)
    L Education > LB Theory and practice of education > LB1501 Primary Education
    Divisions: Fakultas Pendidikan Olahraga dan Kesehatan > Jurusan Pendidikan Olahraga > Program Studi Pendidikan Jasmani, Kesehatan dan Rekreasi
    Depositing User: Mrs. Santi Santika
    Date Deposited: 06 Aug 2019 07:49
    Last Modified: 06 Aug 2019 07:49
    URI: http://repository.upi.edu/id/eprint/37034

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