PENERAPAN METODE WIDE GAME UNTUK MENINGKATKAN KEAKTIFAN DAN HASIL BELAJAR SISWA KELAS IV SEKOLAH DASAR

Sinta Nurhayati, - (2022) PENERAPAN METODE WIDE GAME UNTUK MENINGKATKAN KEAKTIFAN DAN HASIL BELAJAR SISWA KELAS IV SEKOLAH DASAR. S1 thesis, Universitas Pendidikan Indonesia.

[img] Text
S_PGSD_1801862_Title.pdf

Download (222kB)
[img] Text
S_PGSD_1801862_Chapter1.pdf

Download (121kB)
[img] Text
S_PGSD_1801862_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (344kB)
[img] Text
S_PGSD_1801862_Chapter3.pdf

Download (274kB)
[img] Text
S_PGSD_1801862_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (561kB)
[img] Text
S_PGSD_1801862_Chapter5.pdf

Download (50kB)
[img] Text
S_PGSD_1801862_Appendix.pdf
Restricted to Staf Perpustakaan

Download (14MB)
Official URL: http://repository.upi.edu

Abstract

Penelitian ini dilaksanakan karena pada pelaksanaan pembelajaran, guru masih menggunakan model dan metode konvensional yang mengakibatkan belum terlihatnya keaktifan siswa dalam belajar serta hasil belajar yang belum memenuhi KKM. Selain itu, dari hasil wawancara siswa menginginkan kegiatan belajar yang menyenangkan dan memudahkan siswa untuk memahami materi yang dupelajari. Penelitian ini bertujuan untuk mendeskripsikan penerapan metode wide game untuk meningkatkan keaktifan dan hasil belajar siswa kelas IV Sekolah Dasar. Metode penelitian yang digunakan yaitu Penelitian Tindakan Kelas (Classroom Action Research). Model penelitian yang digunakan adalah model spiral dari Kemmis & Mc. Taggart yang terdiri dari perencanaan, tindakan, pengamatan/observasi, dan refleksi. Subjek penelitian ini adalah siswa kelas IV SDN 2 Sukalaksana tahun pelajaran 2022-2023 sebanyak 13 orang. Teknik pengumpulan data yang digunakan yaitu observasi, wawancara dan tes. Penerapan metode wide game oleh peneliti dilaksanakan sebanyak dua siklus. Hasil penelitian ini yaitu pelaksanaan pembelajaran berjalan baik sesuai dengan yang diharapkan meskipun terdapat kelemahan pada siklus I dan diperbaiki pada siklus II. Keaktifan belajar siswa pada siklus I mencapai 30,7% dan meningkat pada siklus II menjadi 76%. Selain itu, ketuntasan hasil belajar siswa pada siklus I mencapai 54% dan meningkat pada siklus II menjadi 85% dengan kategori Sangat Baik. Maka dapat disimpulkan, metode wide game yang diterapkan pada pembelajaran dapat meningkatkan keaktifan dan hasil belajar siswa melalui beberapa permainan dalam bentuk pos to pos yang terdiri dari perlombaan membuat peta pikiran, permainan tebak kata, dan beberapa permainan tradisional yaitu benteng, gobak sodor, Boy-Boyan dan lompat tali. This research was carried out because in the implementation of learning, teachers still used conventional models and methods which resulted in students not being active in learning and learning outcomes that did not meet the KKM. In addition, from the results of interviews students want learning activities that are fun and make it easier for students to understand the material they are studying. This study aims to describe the application of the wide game method to increase the activity and learning outcomes of fourth grade elementary school students. The research method used is Classroom Action Research. The research model used is the spiral model from Kemmis & Mc. Taggart which consists of planning, action, observation/observation, and reflection. The subjects of this study were 13 class IV students at SDN 2 Sukalaksana for the 2022-2023 school year. Data collection techniques used are observation, interviews and tests. The application of the wide game method by researchers was carried out in two cycles. The results of this study are that the implementation of learning goes well as expected even though there are weaknesses in the first cycle and it is improved in the second cycle. Student activeness in cycle I reached 30.7% and increased in cycle II to 76%. In addition, the mastery of student learning outcomes in cycle I reached 54% and increased in cycle II to 85% in the Very Good category. So it can be concluded, the wide game method applied to learning can increase the activity and learning outcomes of students through several games in the form of post to post consisting of competitions to make mind maps, guessing games, and several traditional games that is castle game, gobak sodor, Boy-Boyan and jump rope.

Item Type: Thesis (S1)
Additional Information: ID SINTA Dosen Pembimbing Sandi Budi Iriawan : 6753110 Evi Rahmawati : 6691539
Uncontrolled Keywords: Kata kunci: Penelitian Tindakan, Metode Wide Game, Keaktifan belajar, Hasil belajar Keywords: Action Research, Wide Game Methods, Active Learning, Learning Outcomes
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: SINTA NURHAYATI
Date Deposited: 16 Jan 2023 03:49
Last Modified: 16 Jan 2023 03:49
URI: http://repository.upi.edu/id/eprint/86730

Actions (login required)

View Item View Item