PENINGKATAN AKTIVITAS DAN HASIL BELAJAR PKN DENGAN MENGGUNAKAN MODEL PERMAINAN ULAR TANGGA BERBANTU KARTU SOAL DI SMAN 1 TULANG BAWANG UDIK TULANG BAWANG BARAT

DWI ISTIYANI, 1323031009 (2015) PENINGKATAN AKTIVITAS DAN HASIL BELAJAR PKN DENGAN MENGGUNAKAN MODEL PERMAINAN ULAR TANGGA BERBANTU KARTU SOAL DI SMAN 1 TULANG BAWANG UDIK TULANG BAWANG BARAT. Other thesis, UNIVERSITAS LAMPUNG.

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ABSTRAK.pdf

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COVER DALAM.pdf

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DAFTAR GAMBAR.pdf

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DAFTAR ISI.pdf

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DAFTAR LAMPIRAN.pdf

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DAFTAR TABEL.pdf

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LEMBAR PENGESAHAN.pdf

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LEMBAR PERNYATAAN.pdf

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LEMBAR PERSETUJUAN.pdf

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Abstrak (Berisi Bastraknya saja, Judul dan Nama Tidak Boleh di Masukan)

ABSTRAK INDONESIA Penelitian ini bertujuan untuk: (1) mengetahui perbedaan aktivitas belajar PKN pada siswa yang pembelajarannya menggunakan model permainan ular tangga dan talkingstick(2) mengetahui perbedaan hasil belajar PKN siswa yang pembelajarannya menggunakan model permainan ular tangga dan talkingstick (3) mengetahui peningkatan hasil belajar PKN siswa yang pembelajarannya menggunakan model permainan ular tangga daripada talkingstick. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen semu yaitu peneliti dapat membagi grup yang ada dengan tanpa membedakan antara control dan grup eksperimen secara nyata dengan tetap mengacu pada bentuk alami yang sudah ada. Desain penelitianyang digunakan adalah Pre-Test Post-Test Control Group Design. Rancangan ini merupakan rancangan klasik dan tradisional yang menerapkan prosedur Random pada para partisipan untuk ditempatkan ke dalam dua kelompok. Populasi adalah kelas X semester genap SMAN 1 Tulang Bawang udik tahun pelajaran 2014/2015 sebanyak 3 kelas. Sampel diambil dengan menggunakan teknik Simple Random Sampling sebanyak 2 kelas yaitu kelas X2 dan X3. Teknik pengumpulan data pada aktivitas belajar digunakan lembar pengamatan sedangkan hasil belajar dengan pre test dan post test. Teknik analisis data menggunakan t test untuk menguji efektifitas peningkatan aktivitas belajar dengan menggunakan model permainan ular tangga , sedangkan peningkatan hasil belajar dengan menggunakan N-Gain. Hasil penelitian ini menyimpulkan bahwa (1) terdapat perbedaan aktivitas belajar PKN siswa yang pembelajarannya menggunakan model permainan ular tangga dengan talkingstick (2) terdapat perbedaan hasil belajar PKN siswa yang pembelajarannya menggunakan model permainan ular tangga dengan talkingstick (3) terdapat peningkatan hasil belajar PKN yang pembelajarannya menggunakan model permainan ular tangga daripada talkingstick. Kata kunci: Aktivitas Belajar, Hasil belajar, Model Permainan Ular Tangga Berbantu Kartu Soal, Talkingstick. ABSTRAK INGGRIS This study aimed to: (1) to determine the incresed learning activity of civic education for students in class X2 by using a model of snake-ladder game helped card question. (2) to analyze the increasing of learning outcomes of civic education for students in class X2 by using a model of snake-ladder game helped card question. (3) to find out the differences of learning outcomes between using models snake-ladder game help card question in class X2, and the learning talkingsticks model in class X3. This study used a quantitative approach with pseudo experimental methods that researchers can divide an existing group without distinguishing between control and experimental group significantly while still referring to existing natural form. The design of study was Pre-test post-test Control Group Design. This design was a classic and traditional designs that implemented Random procedure on the participants to be placed into two groups. The Population was the 10th Grade on Even semester of SMAN 1 Tulang Bawang Udik academic year 2014/2015 as many as 3 classes. The samples taken using Simple Random Sampling Technique as many as 2 classes, namely class X2 and X3. Data collecting techniques in learning activities used observation sheets, while learning outcomes used the pre-test and post-test. Data analysis techniques used t test to examine the effectiveness of the increased activity of learning by using a model of snake-ladder game and card question, while the increasing of learning outcomes used N-Gain. The results of this study concluded that (1) There was an increasing in learning activity of civic education by using a model of snake-ladder game helped card question. (2) There was a learning outcomes increasing of civic education by using a model of snake-ladder game helped card question. (3) There was the differences of learning outcomes between using models snake-ladder game helped card question in class X2, and using the learning talkingsticks model in class X3. Keywords: Learning Activity, Learning Outcomes, Model of Snake-ladder Game Helped Card Question, Talkingstick.

Jenis Karya Akhir: Tesis (Other)
Subyek: > H Social Sciences (General)
> LB Theory and practice of education
Program Studi: FKIP > Prodi Magister Pendidikan IPS
Pengguna Deposit: 9653374 . Digilib
Date Deposited: 31 Oct 2015 04:35
Terakhir diubah: 31 Oct 2015 04:35
URI: http://digilib.unila.ac.id/id/eprint/14311

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