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Journal : BAHASTRA

PENINGKATAN HASIL BELAJAR BAHASA INDONESIA MELALUI METODE ROLE PLAYING PADA SISWA SEKOLAH DASAR Rohmanurmeta, Fauzatul Ma’rufah
BAHASTRA Vol 37, No 1 (2017): Bahastra
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (769 KB) | DOI: 10.26555/bahastra.v37i1.5960

Abstract

The purpose of this study was to determine the application of the method of role playing, improved learning outcomes, and the advantages and disadvantages of the methods of role playing in elementary school. This research use desciptive qualitative approach. Subjects in the study third grade students numbering nine people. This type of research is classroom action research with data collection through testing, observation and documentation. These data analysis techniques using data analysis with interactive models, and in the activities of analysis and data collection activities using two cycles of the first cycle and the second cycle. The results showed an increase learning outcomes Indonesian teaching methods for role playing in a drama about the beauty of nature with the provisions of ≥70 value as much as 80% of students, in cooperation with the provisions ≥75 students as much as 80% and motivated students with the provisions of ≥75 value as much as 80%. Therefore, it can be seen the advantages of this model is to make learning more fun, can improve learning outcomes Indonesian, cultivate the potential of students, improve student collaboration. While the drawbacks is that it takes a long time and needed a place large enough.
PENINGKATAN HASIL BELAJAR BAHASA INDONESIA MELALUI METODE ROLE PLAYING PADA SISWA SEKOLAH DASAR Fauzatul Ma’rufah Rohmanurmeta
BAHASTRA Vol 37, No 1 (2017): Bahastra
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (769 KB) | DOI: 10.26555/bahastra.v37i1.5960

Abstract

The purpose of this study was to determine the application of the method of role playing, improved learning outcomes, and the advantages and disadvantages of the methods of role playing in elementary school. This research use desciptive qualitative approach. Subjects in the study third grade students numbering nine people. This type of research is classroom action research with data collection through testing, observation and documentation. These data analysis techniques using data analysis with interactive models, and in the activities of analysis and data collection activities using two cycles of the first cycle and the second cycle. The results showed an increase learning outcomes Indonesian teaching methods for role playing in a drama about the beauty of nature with the provisions of ≥70 value as much as 80% of students, in cooperation with the provisions ≥75 students as much as 80% and motivated students with the provisions of ≥75 value as much as 80%. Therefore, it can be seen the advantages of this model is to make learning more fun, can improve learning outcomes Indonesian, cultivate the potential of students, improve student collaboration. While the drawbacks is that it takes a long time and needed a place large enough.
PENINGKATAN PRESTASI BELAJAR MENYIMAK PADA PEMBELAJARAN TEMATIK INTEGRATIF MELALUI MULTIMEDIA INTERAKTIF PADA SISWA SEKOLAH DASAR Fauzatul Ma'rufah Rohmanurmeta
BAHASTRA Vol 38, No 1 (2018): Bahastra
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (242.222 KB) | DOI: 10.26555/bahastra.v38i1.7931

Abstract

The purpose of this research is to know the application of interactive multimedia, improvement of learning achievement, and the advantages of interactive multimedia. This research use desciptive qualitative approach. The subjects studied were the students of grade 1, amounting to 24 people. The type of research used is classroom action research (PTK) with data collection techniques through test, observation, and documentation. This data analysis technique using data analysis with interactive model, and in the analysis and data collection activities using 2 cycles that is cycle I and cycle II. The result of the research shows that there is an increase of learning achievement by using interactive multimedia in integrative thematic learning with the value of ≥70 as much as 80% of students, student cooperation with the provision of ≥75 80% and student motivation with the value of ≥75 as much as 80%. So it can be seen the advantages of interactive multimedia is to make learning more fun, can improve the achievement listening integrative thematic learning, foster student potential, improve student cooperation. While the shortage is a long time in preparation and require the availability of facilities.    Â