ANDHIKA CHANDRA KIAS CHAHYADI, . (2024) PENGGUNAAN MEDIA PEMBELAJARAN BINGO DALAM MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN IPS DI KELAS VII SMP NEGERI 97 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini bertujuan untuk mengetahui penggunaan media pembelajaran Bingo dalam meningkatkan hasil belajar siswa pada mata pelajaran IPS. Metode yang digunakan adalah Penelitian Tindakan Kelas atau Classroom Action Research. Penelitian Tindakan Kelas menggunakan tiga siklus. Subjek penelitian ini adalah siswa kelas VII-G SMP Negeri 97 Jakarta berjumlah 34 siswa. Keberhasilan penelitian ini berdasarkan pada kriteria ketuntasan hasil belajar klasikal siswa apabila mencapai Indikator Pencapaian Hasil (IPH) ≥80% dengan Kriteria Ketercapaian Tujuan Pembelajaran (KKTP) 75. Berdasarkan hasil penelitian, diketahui bahwa terdapat peningkatan hasil belajar siswa setiap siklusnya. Pada siklus 1 ketuntasan hasil belajar klasikal siswa sebesar 47%, angka tersebut bukan karena siswa belum tuntas secara maksimal tetapi faktor ketidakhadiran siswa mempengaruhi penguasaan materi dan hasil belajar. Pada siklus 2 ketuntasan hasil belajar klasikal siswa sebesar 85%, kenaikan sangat signifikan terjadi karena siswa menyadari pentingnya kehadiran dan penguasaan materi serta terlatih dalam menjawab soal pertanyaan saat penggunaan Bingo dalam pembelajaran. Pada siklus 3 ketuntasan hasil belajar klasikal siswa sebesar 94%, meskipun tidak signifikan tetapi hasil belajar konsisten mengalami kenaikan. Selain itu, penggunaan media pembelajaran Bingo mampu meningkatkan keaktifan siswa pada aspek bertanya, menjawab, berpendapat, dan kerja sama kelompok. Kata Kunci: Media Pembelajaran, Bingo, Hasil Belajar, Keaktifan ***** This study aims to determine the use of Bingo learning media in improving student learning outcomes in social studies subjects. The method used is Classroom Action Research. Classroom Action Research uses three cycles. The subjects of this study were students of class VII-G SMP Negeri 97 Jakarta totaling 34 students. The success of this research is based on the criteria for the completeness of students' classical learning outcomes if they reach the Results Achievement Indicator (IPH) ≥80% with the Criteria for Achieving Learning Objectives (KKTP) 75. Based on the results of the study, it is known that there is an increase in learning outcomes in each cycle. In cycle 1, the completeness of students' classical learning outcomes was 47%, this figure was not because students were not maximally complete but the factor of student absence affected mastery of the material and learning outcomes. In cycle 2 the completeness of students' classical learning outcomes was 85%, a very significant increase occurred because students realized the importance of attendance and mastery of the material and were trained in answering questions when using Bingo in learning. In cycle 3, the completeness of students' classical learning outcomes was 94%, although not significant but the learning outcomes consistently increased. In addition, the use of Bingo learning media was able to increase student activeness in the aspects of asking, answering, arguing, and group cooperation. Keywords: Learning Media, Bingo, Learning Outcomes, Activeness
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Prof. Dr. Budiaman, M.Si ; 2). Saipiatuddin, S.Pd., M.Si |
Subjects: | Pendidikan > Penelitian Tindakan Kelas Pendidikan > Media Pembelajaran |
Divisions: | FIS > S1 Pendidikan IPS |
Depositing User: | Users 22989 not found. |
Date Deposited: | 29 Jul 2024 23:44 |
Last Modified: | 29 Jul 2024 23:44 |
URI: | http://repository.unj.ac.id/id/eprint/47121 |
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