Adhee Lia Effendi, . (2018) MENINGKATKAN KREATIVITAS SISWA KELAS XI DALAM MEMBUAT KARYA TARI KREASI MELALUI METODE ROLE PLAYING di SMA NEGERI 8 KOTA TANGERANG SELATAN. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini bertujuan meningkatkan kreativitas dalam membuat karya tari kreasi di SMAN 8 Tangerang Selatan dengan menggunakan metode Role Playing. Penelitian dilakukan karena komponen pembelajaran belum dirancang dan dilaksanakan secara sistematis dan optimal, sehingga hasil belajar kreativitas siswa belum tercapai. Metode penelitian yang digunakan adalah penelitian tindakan kelas dan menggunakan desain penelitian model Kemmis dan Mc Taggart dengan alur kegiatan pembelajaran yaitu perencanaan, tindakan dan observasi yang dilakukan bersamaan serta refleksi. Penelitian ini dilakukan dengan III siklus. Penelitian dilakukan pada siswa kelas XI.IPS 1 di SMA Negeri 8 Tangerang Selatan, sedangkan data dianalisis dengan mencari nilai rata-rata prosentase kreativitas siswa setelah menggunakan metode role playing. Penelitian ini diawali dengan melakukan pretest dan hasilnya diperoleh nilai rata-rata prosentase siswa sebesar 25%, lalu dilakukan tindakan untuk siklus I yang menghasilkan nilai rata-rata prosentase siswa sebesar 40%, kemudian dilakukan tindakan untuk siklus ke II yang menghasilkan sebesar 60%, karena belum mencapai tujuan maka dilanjutkan siklus III yang menghasilkan nilai rata rata prosentase sebesar 80%. Hal ini menunjukkan bahwa kreativitas siswa dalam membuat karya tari kreasi mengalami peningkatan sesuai dengan tujuan pembelajaran yaitu siswa mampu meningkatkan kreativitas dalam membuat karya tari kreasi dengan nilai rata-rata prosentase 80% . Hasil belajar tersebut menunjukan bahwa terjadi peningkatan kreativitas pada siswa kelas XI di SMAN 8 Tangerang Selatan, setelah diterapkan metode pembelajaran role playing dalam membuat karya tari kreasi. **** This research aims to increase creativity for making dance creation artistic at 8th Senior High School of South Tangerang by using the Role Playing method. This research was conducted because the learning component was not yet optimally designed and implemented, so that the learning result of student creativity did not achieved. This research method used classroom action and also design research of the Kemmis and Mc Taggart with the flow of learning activities that is planning, action and observation carried out simultaneously and reflection. This research was conducted in cycle III. The research was conducted on students of class XI.IPS 1 8th Senior High School of South Tangerang, while the data was analyzed by looking for an average percentage of the student creativity after using the role playing method. This research begins with the pretest and the result obtained on average percentage of students by 25%, then carried out the action for cycle I which produces an average percentage of students by 40%, then carried out for the second cycle which produces 60%, because has not reached the goal yet then carried out cycle III which produces an average percentage of 80%. This shows that student’s creativity in making dance creation artistic has increased in accordance with the learning objective, that is students are able to increase creativity in making dance creation artistic with an average percentage of 80%. The learning results showed that there was an increase in student class XI at 8th Senior High School of South Tangerang, after the role playing learning method was applied in dance creation artistic.
| Item Type: | Thesis (Sarjana) |
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| Additional Information: | 1). Drs. Ida Bagus Ketut Sudiasa. M.Sn 2). Deden Haerudin. S.Sn. M.Sn |
| Subjects: | Kesenian > Seni Tari |
| Divisions: | FBS > S1 Pendidikan Tari |
| Depositing User: | PKL . |
| Date Deposited: | 16 Jul 2026 06:51 |
| Last Modified: | 16 Jul 2026 06:51 |
| URI: | http://repository.unj.ac.id/id/eprint/66684 |
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