Jurnal Kewarganegaraan
Vol 6 No 1 (2022): 1 Januari - 30 Juni 2022 (In Press)

Meningkatkan Motivasi Belajar Siswa Melalui Permainan Pancasila Seru Dalam Mata Pelajaran PPKn

Sukmawati Sukmawati (Universitas Tadulako Palu)
Jamaluddin Jamaluddin (Universitas Tadulako Palu)
Husain Husain (Universitas Tadulako Palu)
Zulwana Zulwana (Universitas Tadulako Palu)
Chairul Anwar (Universitas Tadulako Palu)
Wafiq Saifullah (Universitas Tadulako Palu)
Syafaat Muqaddin (Universitas Tadulako Palu)
Moh Fahrisi (Universitas Tadulako Palu)
Nursysyfa Nursysyfa (Universitas Tadulako)



Article Info

Publish Date
18 May 2022

Abstract

AbstrakDalam simulasi ini bertujuan untuk mengembangkan atau mengetahui bahwa melalui permainan “pancasila seru” dapat meningkatkan motivasi belajar siswa pada pembelajaran PPKn di kelas X . Motivasi belajar peserta didik atau siswa sangat berpengaruh terhadap pembelajaran dikelas. Jika motivasi belajar peserta didik tidak ada, sangat sulit bagi peserta didik berpartisipasi secara aktif dalam pembelajaran dikelas. Salah satu permasalahan pendidikan adalah minimnya sarana dan prasarana, sehingga guru dituntut kreatif dalam meningkatkan motivasi belajar siswa di kelas, seperti mengembangkan media pembelajaran. Salah satu media pembelajaran yang menarik dan mengatasi kebosanan siswa dalam kegiatan pembelajaran yaitu kegiatan pembelajaran berbasis permainan, seperti penerapan media pembelajaran permainan pancasila seru. Penerapan ini mengembangkan media pembelajaran permainan pancasila seru dalam pembelajaran pendidikan pancasila dan kewarganegaraan di sekolah menegah pertama. Implementasi media pembelajaran permainan pancasila seru dilaksanakan dengan cara mensimulasikan dalam pembelajaran. Hasil implementasi media pembelajaran permainan pancasila seru, semangat belajar siswa meningkat pada aspek keaktifan belajar dan semangat belajar, juga aspek ketertarikan motivasi semangat belajar siswa meningkat siswa jika menggunakan media pembelajaran.Kata Kunci: Media Pembelajaran, Pancasila Seru, Motivasi Belajar AbstractIn this simulation, it aims to develop or find out that through the game "Pancasila Exciting" can increase students' learning motivation in learning Civics in class X. Learning motivation of students or students is very influential on learning in class. If students' learning motivation does not exist, it is very difficult for students to actively participate in classroom learning. One of the problems of education is the lack of facilities and infrastructure, so teachers are required to be creative in increasing students' motivation to learn in the classroom, such as developing learning media. One of the learning media that is interesting and overcomes student boredom in learning activities is game-based learning activities, such as the application of fun Pancasila game learning media. This application develops learning media for fun Pancasila games in learning Pancasila and citizenship education in junior high schools. The implementation of fun Pancasila game learning media is carried out by simulating learning. The results of the implementation of the exciting Pancasila game learning media, students' enthusiasm for learning increased in the aspect of learning activity and enthusiasm for learning, as well as aspects of interest in motivation, students' enthusiasm for learning increased when using learning media.Keywords: Learning Media, Pancasila Exciting, Motivation to Learn

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Journal Info

Abbrev

pkn

Publisher

Subject

Education Social Sciences Other

Description

Jurnal Kewarganegaraan is published 2 times in 1 year in June and December. The scope of the article includes: 1. Pancasila Education 2. Citizenship Education 3. Social Sciences 4. Politic 5. ...