SHAYLA NADYA MAHARANI, . (2026) UPAYA MENINGKATKAN PARTISIPASI AKTIF MURID DALAM EKSPLORASI GERAK TARI MELALUI PENERAPAN GAMIFICATION DANCE DI KELAS VII-5 SMPN 106 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini dilatarbelakangi oleh rendahnya partisipasi aktif murid dalam pembelajaran tari, khususnya pada eksplorasi gerak. Berdasarkan dari hasil data yang diperoleh pada tahap prasiklus bahwa patisipasi aktif murid dalam eksplorasi gerak sangat rendah. Maka peneliti melakukan tindakan berupa penerapan metode gamification dance selama kegiatan pembelajaran untuk meningkatkan partisipasi aktif murid kelas VII.5 dalam eksplorasi Gerak. Penelitian ini dilakukan dengan metode Penelitian Tindakan Kelas (PTK) dengan desain Kurt Lewin selama 2 siklus. Penelitian ini dilakukan kepada murid kelas VII.5 SMPN 106 Jakarta dengan subjek penelitian 36 orang murid. Setelah menerapkan metode gamification dance terjadi peningkatan partisipasi aktif murid dalam eksplorasi gerak. Rata-rata hasil observasi meningkat dari 38,9 pada prasiklus menjadi 67,2 pada siklus I dan 83,4 pada siklus II. Peningkatan tersebut didukung oleh hasil angket yang meningkat dari 40,8 pada prasiklus menjadi 65,3 pada siklus I dan 81,5 pada siklus II. Hasil analisis N-Gain pada instrumen observasi memperoleh nilai 0,71 dengan kategori tinggi. Hasil tersebut menunjukkan bahwa penerapan metode Gamification Dance efektif dalam meningkatkan partisipasi aktif murid pada kegiatan eksplorasi gerak. ***** This study was motivated by the low level of students’ active participation in dance learning, particularly in movement exploration. Based on data obtained during the pre-cycle phase, it was found that students’ active participation in movement exploration was very low. Therefore, the researcher implemented the gamification dance method during learning activities to increase the active participation of Grade 7-5 students in movement exploration. This study was conducted using the Classroom Action Research (CAR) method with Kurt Lewin’s design over two cycles. The study involved 36 students in Class VII.5 at SMPN 106 Jakarta. After implementing the gamification dance method, there was an increase in students’ active participation in movement exploration. The average observation score increased from 38.9 in the pre-cycle to 67.2 in Cycle I and 83.4 in Cycle II. This increase was supported by questionnaire results, which rose from 40.8 in the pre-cycle to 65.3 in Cycle I and 81.5 in Cycle II. The N-Gain analysis results for the observation instrument yielded a value of 0.71, classified as high. These results indicate that the application of the Gamification Dance method is effective in increasing students’ active participation in movement exploration activities.
| Item Type: | Thesis (Sarjana) |
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| Additional Information: | 1). Prof. Dr. Dwi Kusumawardani, M.Pd. ; 2). Sulistiani, S.Hum. M.A. |
| Subjects: | Kesenian > Seni Tari |
| Divisions: | FBS > S1 Pendidikan Tari |
| Depositing User: | Shayla Nadya Maharani . |
| Date Deposited: | 26 Aug 2026 03:48 |
| Last Modified: | 26 Aug 2026 03:48 |
| URI: | http://repository.unj.ac.id/id/eprint/73167 |
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