PENINGKATAN AKTIVITAS PEMBELAJARAN PKn MENGGUNAKAN METODE BERMAIN PERAN PADA SISWA KELAS VSD

Authors

  • Hairunisa (F33208050) PGSD, FKIP Universitas Tanjungpura, Pontianak
  • Sri Utami PGSD, FKIP Universitas Tanjungpura, Pontianak
  • Mastar Asran PGSD, FKIP Universitas Tanjungpura, Pontianak

DOI:

https://doi.org/10.26418/jppk.v2i5.2116

Abstract

Penelitian ini bertujuan untuk mendeskripsikan peningkatan fisik, mental, dan emosional dalam pembelajaran PKn dengan metode bermain peran. Penelitian ini menggunakan metode deskriptif, jenis penelitian tindakan kelas, bersifat kolaboratif, pendekatan kualitatif. Subjek penelitian siswa kelas V SDN 05 Pontianak Kota. Teknik pengumpul data adalah observasi langsung dan komunikasi tidak langsung. Alat pengumpul data adalah lembar observasi dan angket. Analisis data dengan menggunakan persentase. Data yang diperoleh dari base line ke siklus Ipada aktivitas fisik meningkat 47,44% (cukup tinggi), aktivitas mental meningkat43,17% (cukup tinggi), aktivitas emosional meningkat 28,47% (cukup tinggi). Dari base line ke siklus II dilihat dari aktivitas fisik meningkat 61,86% (cukup tinggi), aktivitas mental meningkat 74,83% (cukup tinggi), aktivitas emosional meningkat 53,47% (cukup tinggi).

 

Kata Kunci: Peningkatan, aktivitas, metode bermain peran

Abstract: The purpose of this research is to describe the improvement of physic, mental, and emotional in civic learning through role play method. In research, the reseacher uses descriptive method, for form of the research classroom action research, characteristic of this research is collaborative, and  qualitative approach. Subject of research is sixth grade student’s of SDN 05 Pontianak Kota. The techniques of data analysis are direct observation and indirect communication.The tool of data collecting is direct observation and questionnaire. For the data analysis the researcher uses percentages. The data obtained from baseline to first cycle has increased, the physical activity increased 47,44% (high enough), at mental activity increased 43,17% (high enough), and emotional activity increased by 28,47% (high enough). From baseline to second cycle has increased, the physical activity increased 61,86% (high enough), at mental activity increased 74,83% (high enough), and emotional activity increased by 53,47% (high enough).

Keyword:Improving, activities, role play method

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Published

2013-05-28

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Articles