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UPAYA MENINGKATKAN KEPERCAYAAN DIRI PESERTA DIDIK MELALUI METODE ROUND ROBIN CARD PADA MATA PELAJARAN PPKN KELAS X-1 SMA NEGERI 1 PONOROGO Muzakkiyah Darojat; Oksiana Jatiningsih; Edy Purnomo
Jurnal Tinta: Jurnal Ilmu Keguruan dan Pendidikan Vol. 5 No. 2 (2023): Jurnal Tinta
Publisher : Institute Agama Islam Al-Qolam Malang

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Abstract

This study aims to increase the self-confidence of students at SMAN 1 Ponorogo by using round robin card and active learning methods. The research method used is a quantitative descriptive method. The research subjects totaled 36 students consisting of 15 male students and 21 female students. Data collection techniques used include observation and documentation in the form of descriptive field notes. The instruments in this study included asking questions, giving opinions during discussions, and conveying ideas in public. Data analysis techniques were carried out using quantitative and qualitative data analysis. The results showed that there was an increase in students' self-confidence from pre-cycle to cycle I by 36.1%. The increase in student self-confidence also occurred in cycle I to cycle II of 27.8%. In this study the round robin card learning method can increase students' self-confidence by 63.9%. The round robin card method with active learning by utilizing video media needs to be done so that students can be more confident in the learning process. The use of media in the form of video or power point can facilitate students in finding an overview of the material to be delivered.
MENINGKATKAN PARTISIPASI BELAJAR PESERTA DIDIK MELALUI METODE PERMAINAN PESAN BERANTAI PADA MATA PELAJARAN PPKN KELAS X-4 SMAN 1 PONOROGO Lutfiana Arriza Novianti; Oksiana Jatiningsih; Edy Purnomo
Jurnal Tinta: Jurnal Ilmu Keguruan dan Pendidikan Vol. 5 No. 2 (2023): Jurnal Tinta
Publisher : Institute Agama Islam Al-Qolam Malang

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Abstract

This study aims to increase student learning participation through the chain message game method in PPKn class X-4 SMAN 1 Ponorogo subjects. This Classroom Action Research uses a chain message game learning method. The population in this study was 36 students of grade X-4 SMA Negeri 1 Ponorogo. The results showed an increase in student participation through the chain message game method in PPKn class X-4 subjects of SMA Negeri 1 Ponorogo in the first cycle of the cooperation indicator by 83.3%, the indicator of answering questions by 33.3% and the indicator of expressing opinions by 27.8% While in the second cycle the indicator of cooperation by 100%, the indicator of answering questions by 69%, and the indicator of expressing opinions by 61.1%. Cycle I and cycle II in the indicators of cooperation increased by 16.7%, answered questions increased by 35.7%, and expressed opinions by 33.3%. These results show that the learning method of chain message games is able to increase student learning participation.