AbstrakPenelitian ini bertujuan meningkatkan kemampuan membuat kalimat tanya siswakelas V SDN No.13 Allu I Kecamatan Bangkala Kabupaten Jeneponto melaluipenggunaan Model Games Jeopardy.Rancangan Penelitian yang digunakan adalahrancangan penelitian tindakan kelas. Prosedur pelaksanaan dalam penelitian inimelalui tahapan-tahapan yang meliputi : Studi pendahuluan, perencanaan,pelaksanaan tindakan, pengamatan, dan refleksi. Data penelitian berupa dataproses dan hasil tindakan yang diperoleh dari hasil observasi, wawancara, catatanlapangan dokumentasi, dan rekaman. Hasil penelitian menunjukkan bahwa pada tes siklus I, 9 orang atau 36% siswa mendapat nilai≤ 65 dan 16 orang atau 64%masuk dalam kategori tuntas yaitu memperoleh nilai ≥ 65. Pada tes siklus II, 4orang atau 16% siswa mendapat nilai ≤ 65 dan 21orang atau 84% siswa masukdalam kategori tuntas mendapat nilai ≥65 penerapan model Jeopardy dapat meningkatkan frekwensi keaktifan dan aktivitas dalam proses belajar mengajarsesuai dengan pengamatan sikap siswa dalam pelaksanaan tindakan kelas padasiklus I dan siklus II. Untuk Peningkatkan kemampuan membuat kalimat tanyasiswa, maka diharapkan guru dapat menerapkan model Games Jeopardy sebagai salah satu alternatif dalam pembelajaran bahasa Indonesia. Kata kunci:Peningkatan, kemampuan, kalimat tanya, Games Jeopardy Abstract The objective of the study was to improve the ability of make Question SentenceBy Jeopardy Games Students Of Grade V SDN No.13 Allu I Bangkala Subdistrik Jeneponto Regency by Jeopardy Games.The design of the study used classroomaction research.The procedure of the research was done through some steps theywere: planing, actuating, observation, and reflection. The data of the study werethe research process and the result of the action that were gained from the resultof observation, interview, anecdotal notes, documentation, and recordingprocess. The result of the study showed that the tes in cucle I, there were 9 students or 36% got score ≤ 65 and were 16 students or 64 % categorizedmatery that got score ≥ 65. The tes in cycle II, there were 4 students or 16% gotscore ≤ 65 and were 21 students or 84 % categorized matery that got score ≥ 65. The Implemen-tation of Jeopardy Games were able to improve the studentsattitude during the implementation of the classroom action research in cycle I andcycle II. To Improve the ability of the student to make question sentence, theteacher should be able to apply Jeopardy Games as one alternative in learningIndonesian. Keyword:Imrovement,Abilitiy,Question Sentence,Jeopardy Games
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