PENERAPAN PENDEKATAN SAINTIFIK ROLE PLAYING MENINGKATKAN KEAKTIFAN DAN HASIL BELAJAR IPS SD NEGERI 2 BATUBULAN - ., Putu Teja Juli Artha; ., Drs. I Wayan Darsana,M.Ed; ., Dr. M.G. Rini Kristiantari,M.Pd (MIMBAR PGSD Undiksha, 2016)
Penelitian ini bertujuan untuk meningkatan keaktifan dan hasil belajar siswa melalui penerapan pendekatan saintifik berbasis role playing. Jenis penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus. Masing-masing siklus terdiri atas empat tahapan yaitu, perencanaan, tindakan, observasi, dan refleksi. Subjek dalam penelitian ini adalah siswa kelas V SD Negeri 2 Batubulan dengan jumlah 39 siswa, terdiri dari 26 siswa laki-laki dan 13 siswa perempuan. Hasil penelitian dianalisis dengan metode analisis deskriptif kuantitatif. Hasil penelitian menunjukan terjadinya peningkatan keaktifan belajar siswa, yaitu pada siklus I memperoleh persentase keaktifan belajar sebesar 65,59% dengan kriteria “Cukup Aktif” sedangkan pada siklus II diperoleh persentase keaktifan belajar sebesar 82,36% dengan kriteria “Aktif” Dengan demikian, peningkatan keaktifan belajar yang terjadi dari siklus I ke siklus II sebesar 16,67%. Terjadinya peningkatan hasil belajar, yaitu pada siklus I di peroleh persentase hasil belajar IPS siswa sebesar 65,16% dengan kriteria “Sedang” dan ketuntasan klasikal hasil belajar sebesar 25,64%. Pada siklus II diperoleh persentase hasil belajar IPS siswa sebesar 95,65% dengan kriteria “Sangat Tinggi” dan ketuntasan klasikal hasil belajar sebesar 100% Sehingga terjadi peningkatan persentase hasil belajar IPS yang terjadi dari siklus I ke siklus II sebesar 30,48% dan ketuntasan klasikal sebesar 74,36%. Dengan demikian dapat disimpulkan bahwa penerapan pendekatan saintifik berbasis role playing dapat meningkatkan keaktifan belajar siswa dan hasil belajar IPS siswa kelas V SD Negeri 2 Batubulan tahun ajaran 2015/2016.Kata Kunci : role playing, keaktifan, hasil belajar. This study aims to improve the activity and student learning outcomes through the implementation of a scientific approach based role playing. This research is the Classroom Action Research (PTK) is conducted in two cycles. Each cycle consists of four stages, namely, planning, action, observation, and reflection. Subjects in this study were students of class V SD Negeri 2 Batubulan with the number of 39 students, consisting of 26 male students and 13 female students. The results were analyzed by quantitative descriptive analysis method. The results showed an increase in students' learning activeness, ie the first cycle acquire learning activeness percentage 65.59% with the criteria of "Just On" while the second cycle of activity of learning obtained by percentage of 82.36% with criteria "Active" Accordingly, the increase activity of learning that occurs from the first cycle to the second cycle of 16.67%. The improvement of learning outcomes, ie the first cycle obtained percentage IPS student learning outcomes by 65.16% with the criteria of "Medium" and the classical completeness learning outcomes by 25.64%. In the second cycle the percentage obtained by IPS student learning outcomes by 95.65% with the criteria of "Very High" and the classical completeness learning outcomes by 100% Resulting percentage increase learning outcomes IPS that occur from the first cycle to the second cycle of 30.48% and completeness classical amounted to 74.36%. It can be concluded that the application of a scientific approach based role playing can enhance the activity of student learning and learning outcomes IPS fifth grade students of SD Negeri 2 Batubulan academic year 2015/2016.keyword : role playing, active, learning outcomes.