Penggunaan permainan variatif dalam meningkatkan motivasi belajar ilmu pengetahuan sosial siswa kelas 9 = The implication of various games to increase grade 9 students motivation in learning social studies

Vani, Karunia Tiara (2010) Penggunaan permainan variatif dalam meningkatkan motivasi belajar ilmu pengetahuan sosial siswa kelas 9 = The implication of various games to increase grade 9 students motivation in learning social studies. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Pembelajaran dalam kelas seharusnya dapat menciptakan atmosfer belajar yang dapat membantu siswa agar dapat termotivasi untuk belajar. Seringkali guru tidak dapat menciptakan atmosfer yang dapat menumbuhkan motivasi karena tidak menyadari karakteristik siswa. Untuk meningkatkan motivasi siswa dalam belajar Ilmu Pengetahuan Sosial, maka diperlukan penelitian dalam penerapan permainan yang variatif di dalam pembelajaran. Pengumpulan data dilakukan dengan studi literatur, observasi, wawancara, dan catatan harian atau jurnal refleksi, dan dokumentasi dari pelaksanaan tiap siklus. Penelitian dilakukan dalam tiga siklus penelitian tindakan kelas yang tiap siklusnya terdiri dari perencanaan (plan), tindakan (action), observasi (observation), dan refleksi (reflection). Dari hasil pelaksanaan tiga siklus dan analisis yang telah dilakukan, maka dapat diketahui bahwa penerapan permainan variatif dapat meningkatkan motivasi belajar Ilmu Pengetahuan Sosial kelas 9. / Learning in the classroom should create atmosphere that helps students to be motivated to learn. in fact, teachers cannot create the atmosphere that promote motivation because they don’t consider the characteristics of the students. To increase student motivation in learning Social Studies, it is needed research in applying various games in learning process. The data was gathered by doing study of literature, observation, interview, daily journal or reflection, and documentation of action in each cycle. The research was classroom action research consisted of 3cycles of planning, action, observation, and reflection. The result of applying these 3 cycles and analysis, it was identified, that the use of various games could increase grade 9 student motivation in learning Ilmu Pengetahuan Sosial.
Item Type: Thesis (Bachelor)
Creators:
Creators
NIM
Email
ORCID
Vani, Karunia Tiara
NIM40720060021
UNSPECIFIED
UNSPECIFIED
Contributors:
Contribution
Contributors
NIDN/NIDK
Email
Thesis advisor
Wibawanta, Budi
NIDN0319067604
budi.wibawanta@uph.edu
Uncontrolled Keywords: permainan; motivasi; games; motivation.
Subjects: L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Economics Education
Current > Faculty/School - UPH Karawaci > Faculty of Education > Economics Education
Depositing User: Stefanus Tanjung
Date Deposited: 18 Mar 2025 12:57
Last Modified: 18 Mar 2025 12:57
URI: http://repository.uph.edu/id/eprint/67838

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