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PENINGKATAN AKTIVITAS DAN HASIL BELAJAR TEMATIK MELALUI PERMAINAN ES JAWAB (ESTAFET JAWABAN) PADA KELAS I SDN TLOGOMAS 1 MALANG

Putri, Firdha Firmala (2018) PENINGKATAN AKTIVITAS DAN HASIL BELAJAR TEMATIK MELALUI PERMAINAN ES JAWAB (ESTAFET JAWABAN) PADA KELAS I SDN TLOGOMAS 1 MALANG. Undergraduate (S1) thesis, University of Muhammadiyah Malang.

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Abstract

Student outcomes for thematic learning are quite low that it requires an effort of refinement. Based on observations, the teacher still plays a role as a center of learning and has not been maximized in using learning strategies so that students are less interested in learning because the learning is less fun. One of the fun learning methods is games. The game method will encourage active students and help each other in mastering the subject matter to achieve meaningful learning and learning outcomes. This research aims to (1) describe the implementation of Es Jawab Games in increasing the activity of grade 1 students of SDN Tlogomas 1 Malang in thematic learning, and (2) upgrade thematic learning outcomes through the Es Jawab Games method for grade 1 students of SDN Tlogomas 1 Malang. This research uses a quantitative and qualitative approach and the type of research used is classroom action research. The research procedure uses the Kemmis and Mc. Taggar models. The subjects of the research were the first grade students of SDN Tlogomas 1 Malang that involves 28 students in total. The research was conducted in the even semester of 2017/2018 school year in two cycles. Each cycle consists of two meetings. The data used in this study are student activities and learning outcomes. While the data sources used are teachers and students. Data collection techniques use observation, interviews, tests and documentation. Data analysis techniques in the study consisted of qualitative and quantitative data analysis. The results showed that there was an increase in activity and learning outcomes by using the Es Jawab Games method for class 1 students at SDN Tlogomas 1 Malang. This is evidenced in the results of the first cycle student activity research obtained an average score of 17.45 good categories, cycle II obtained an average score of 24.7 categories very well. Cognitive domain learning outcomes obtained classical completeness cycle I by 71.4%, cycle II by 96.4%. Affective domain learning outcomes obtained by the number of cycle I scores of 8.7 good categories, cycle II was 11.4 categories very well. Psychomotor domain learning outcomes obtained by the number of cycle I score of 8.4 good categories, cycle II of 10.8 categories are very good.

Item Type: Thesis (Undergraduate (S1))
Student ID: 201410430311042
Keywords: Activity, Outcomes, Thematic Learning, Es Jawab Games
Subjects: L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: Faculty of Teacher Training and Education > Department of Elementary Teacher Education (86206)
Depositing User: Retno Widiyastuti Ika Wijaya
Date Deposited: 19 Oct 2018 07:14
Last Modified: 19 Oct 2018 07:14
URI : http://eprints.umm.ac.id/id/eprint/38125

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