Penerapan Metode Role Playing Berbantuan Media Kartu Bergambar untuk Meningkatkan Keaktifan Belajar Siswa pada Mata Pelajaran Sosiologi Kelas XI IPS Di SMA Dwijendra Mataram - Ramdhani, Jihad Akbar; Nursaptini, Nursaptini; Malik, Imam (Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM), 2026)
Penelitian ini dilatarbelakangi oleh rendahnya aktivitas belajar siswa pada mata pelajaran sosiologi di kelas XI IPS SMA Dwijendra Mataram, berdasarkan hasil observasi awal hanya 38% siswa yang aktif terlibat dalam proses pembelajaran. Selanjutnya dalam proses pembelajaran ditemukan bahwa penggunaan metode ceramah oleh guru dominan dan belum menerapkan metode pembelajaran inovatif. Tujuan penelitian ini adalah untuk meningkatkan keaktifan belajar siswa melalui penerapan metode Role Playing berbantuan media kartu bergambar. Jenis penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) yang terdiri dari dua siklus, dengan tahapan meliputi perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah 16 siswa kelas XI IPS SMA Dwijendra Mataram. Data dikumpulkan melalui observasi keterlaksanaan pembelajaran dan instrumen penilaian keaktifan belajar siswa. Hasil penelitian pada Siklus I menunjukkan persentase keaktifan belajar siswa sebesar 50%, yang masih berada di bawah indikator keberhasilan sebesar 80%. Setelah dilakukan perbaikan pada Siklus II, terjadi peningkatan signifikan di mana keaktifan belajar siswa mencapai 94%. Berdasarkan temuan tersebut, dapat disimpulkan bahwa penerapan metode Role Playing berbantuan media kartu bergambar secara efektif meningkatkan keaktifan belajar siswa pada mata pelajaran sosiologi. Implementation of the Role Playing Method Using Picture Card Media to Improve Student Learning Activeness in the Sociology Subject of Class XI IPS at Dwijendra Mataram High School Abstract This research is motivated by the low learning activity of students in sociology in class XI IPS of SMA Dwijendra Mataram. Based on the results of initial observations, only 38% of students were actively involved in the learning process. Furthermore, in the learning process, it was found that the use of lecture methods by teachers was dominant and had not implemented innovative learning methods. The purpose of this study was to increase student learning activity through the application of role-playing methods assisted by picture cards. The type of research used was Classroom Action Research (CAR) consisting of two cycles, with stages including planning, implementation, observation, and reflection. The subjects of the study were 16 class XI IPS students of SMA Dwijendra Mataram. Data were collected through observations of the implementation of learning and assessment instruments for student learning activity. The results of the study in Cycle I showed the percentage of student learning activity was 50%, which was still below the success indicator of 80%. After improvements were made in Cycle II, there was a significant increase where student learning activity reached 94%. Based on these findings, it can be concluded that the application of role-playing methods assisted by picture cards effectively increases student learning activity in sociology.