Penerapan metode permainan untuk meningkatkan motivasi belajar siswa kelas IV SD kristen lentera ambarawa pada mata pelajaran tematik

Sarumpaet, Moudy Claudya (2019) Penerapan metode permainan untuk meningkatkan motivasi belajar siswa kelas IV SD kristen lentera ambarawa pada mata pelajaran tematik. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Hasil identifikasi masalah yang peneliti lakukan di kelas IV SD Kristen Lentera Ambarawa menunjukkan bahwa motivasi belajar siswa perlu ditingkatkan. Seluruh siswa atau 100% siswa di dalam kelas belum memenuhi kriteria baik dilima indikator motivasi belajar. Rendahnya motivasi belajar dikarenakan metode pembelajaran yang digunakan kurang variatif. Sehingga pembelajaran menjadi kaku dan hanya didominasi oleh guru dan beberapa siswa saja. Oleh sebab itu, peneliti memutuskan untuk menerapkan metode permainan “Temukan Jawabannya” dalam mengatasi permasalahan tersebut. Penerapan tindakan metode permainan dilakukan sebanyak tiga kali. Model penelitian yang digunakan dalam penelitian ini adalah model Penelitian Tindakan Kelas (PTK) Pelton. Penelitian ini dilaksanakan di kelas IV SD Kristen Lentera Ambarawa dengan subyek penelitiannya adalah sebanyak 20 siswa. Penelitian ini dilakukan pada tanggal 8 Agustus 2018 sampai 22 Oktober 2018. Instrumen penelitian yang digunakan adalah lembar observasi checklist, Rencana Pelaksanaan Pembelajaran (RPP), lembar umpan balik mentor, dan jurnal refleksi peneliti. Dalam tiga kali penerapan tindakan metode permainan, jumlah siswa yang memenuhi kelima indikator motivasi belajar pada kriteria baik atau sangat baik selalu mengalami peningkatan. Pada penerapan tindakan pertama, jumlah siswa yang termotivasi dalam belajar adalah sebanyak 20% siswa. Penerapan kedua meningkat menjadi 80% siswa, hingga pada penerapan ketiga seluruh siswa atau 100% siswa di dalam kelas telah termotivasi dalam belajar. Langkah-langkah metode permainan yang diterapkan adalah sebagai berikut: pembagian posisi duduk kelompok, penyampaian aturan dan prosedur, pengambilan amplop, memastikan posisi duduk sesuai instruksi, pembacaan soal, mencari jawaban, pengecekan jawaban, dan penmambahan poin pada kelompok yang jawabannya benar. Dalam melakukan penelitian ini, terlebih dahulu seorang peneliti dan guru perlu untuk mempertimbangan jenis permainan yang akan dilakukan dengan beberapa pertimbangan, memperhatikan konsistensi dalam menegakkan aturan dan prosedur yang telah disepakati, serta membagi kelompok siswa secara heterogen. / The result of identification based on the researcher did in grade IV SD Kristen Lentera Ambarawa shows that students’ motivation in learning need to be increased. All of the students in the classroom were not able to fulfill the good criteria in five indicators of learning motivation. The low of learning motivation caused by the learning method used in classroom is less variative. This is caused the learning process only dominated by the teacher and some students only. Therefore, the researcher decided to implement games method “Temukan Jawabannya” to solve the problem. The implementation of games method was done three times. Research model used in this research is Classroom Action Research (CAR) Pelton. The research was done in grade IV SD Kristen Lentera Ambarawa with 20 students as the subject of the research. The research was done from August 8 until October 22, 2018. Instruments used in this research are observation checklist, lesson plan, mentor feedback, researcher reflection journal. In three times of implementation of games method, the number of students that fulfill five indicators of learning motivation in ‘good’ or ‘very good’ criteria always show increasement. In the first implementation, there were 20% students that motivated in learning. In the second implementation, there were increasement until 80% of students, until the last implementation where 100% of students were motivated in learning. Steps that used in this game’s method are: sitting arrangement, rules and procedures time, choose envelop, checking sitting arrangement fit with the instruction given, questions spoken, find the answer, answer checking, and adding point to group who has correct answer. In doing this research, first, teacher and researcher need to discuss type of games that will be done with some of consideration, check consistency to be firm with rules and procedures that have been discussed, also divide students into heterogenous groups.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Sarumpaet, Moudy ClaudyaNIM00000018748UNSPECIFIED
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorMunthe, Ashiong ParheheanUNSPECIFIEDUNSPECIFIED
Uncontrolled Keywords: metode permainan; motivasi belajar; dan fungsi motivasi belajar
Subjects: L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Elementary Teacher Education
Current > Faculty/School - UPH Karawaci > Faculty of Education > Elementary Teacher Education
Depositing User: Romy Ferderik Alapu
Date Deposited: 24 Feb 2023 08:56
Last Modified: 24 Feb 2023 08:56
URI: http://repository.uph.edu/id/eprint/54757

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