rena renteta, 1013053022 (2014) PENERAPAN ACTIVE LEARNING PERMAINAN CARD SORT UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR SISWA KELAS IVC SDN 2 KOTAGAJAH LAMPUNG TENGAH TAHUN PELAJARAN 2013/2014. FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN, Universitas Lampung.
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Abstract
Penelitian ini dilatarbelakangi oleh rendahnya aktivitas dan hasil belajar siswa pada pembelajaran Tematik terpadu di kelas IVC SDN 2 Kotagajah Lampung Tengah. Penelitian ini bertujuan untuk meningkatkan aktivitas sekaligus hasil belajar siswa menggunakan model active learning permainan card sort. Metode yang digunakan adalah penelitian tindakan kelas (classroom action research). Prosedur penelitian melalui 4 siklus dan masing-masing siklus dilakukan melalui 4 tahapan (1) perencanaan (planning), (2) pelaksanaan (Acting), (3) pengamatan (observing), dan (4) refleksi (reflecting). Pengumpulan data dilakukan dengan cara observasi dan tes dengan menggunakan lembar observasi penilaian kinerja guru (IPKG), lembar observasi aktivitas belajar siswa dan soal-soal tes. Teknik analisis data menggunakan analisis kualitatif dan analisis kuantitatif. Analisis kualitatif digunakan untuk menganalisis data aktivitas siswa dan kinerja guru, sedangkan analisis kuantitatif untuk mengukur data hasil belajar siswa yang diperoleh dari hasil tes. Hasil penelitian ini menunjukan bahwa penggunaan model active learning permainan card sort pada mata pelajaran Tematik terpadu di kelas IVC dapat meningkatkan aktivitas belajar siswa yang berdampak pada peningkatan hasil belajar siswa. Hal ini dilihat dari rata-rata kinerja guru pada siklus I (68,42), siklus II (78,95) dan Siklus III (84,21) sementara rata-rata persentase aktivitas siswa pada siklus I (69,67%), siklus II (75,00%), dan siklus III (81,00%). Sedangkan rata-rata hasil belajar siswa pada siklus I (69,17), siklus II (71,50), dan siklus III (78,00). This research is motivated by low activity and student learning outcomes in an integrated learning in the classroom thematic IVC SDN 2 Kotagajah Central Lampung. This study aims to improve student learning outcomes at the same activity using a model of active learning card game sort. The method used was action research (classroom action research). Research procedures through 4 cycles and each cycle is done through 4 stages (1) planning (planning), (2) implementation (Acting), (3) observation (observing), and (4) reflection (reflecting). Data were collected by means of observation and tests using the observation sheet teacher performance assessment (IPKG), observation sheet student learning activities and test questions. Analysis using qualitative analysis and quantitative analysis. Qualitative analysis is used to analyze student activity data and teacher performance, while the quantitative analysis to measure student learning outcomes data obtained from the test results. These results indicate that the use of active learning model of the sort of card game on integrated thematic subjects in class IVC can improve student learning activities that have an impact on improving student learning outcomes. It is seen from the average performance of the teachers in the first cycle (68.42), second cycle (78.95) and Cycle III (84.21), while the average percentage of students in the first cycle activity (69.67%), cycle II (75.00%), and the third cycle (81.00%). While the average student learning outcomes in the first cycle (69.17), second cycle (71,50), and the third cycle (78.00).
| Item Type: | Other |
|---|---|
| Subjects: | A General Works = Karya Karya Umum |
| Divisions: | FKIP > Prodi Pendidikan Guru Sekolah Dasar (PGSD) |
| Depositing User: | 277250 . Digilib |
| Date Deposited: | 17 Oct 2014 06:38 |
| Last Modified: | 17 Oct 2014 06:38 |
| URI: | http://digilib.unila.ac.id/id/eprint/4170 |
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