IMPLEMENTASI MEDIA PEMBELAJARAN KARTU MAKE A MATCH PADA MATA PELAJARAN PPKN KELAS III DI SDS AL FATH BSD UNTUK MENINGKATKAN HASIL BELAJAR

Main Authors: Romadin, Achmad, Fauziah, Lulu
Format: Article info application/pdf Journal
Bahasa: ind
Terbitan: Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar , 2023
Subjects:
Online Access: https://ojs.uhnsugriwa.ac.id/index.php/AW/article/view/3039
https://ojs.uhnsugriwa.ac.id/index.php/AW/article/view/3039/1983
ctrlnum article-3039
fullrecord <?xml version="1.0"?> <dc schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><title lang="id-ID">IMPLEMENTASI MEDIA PEMBELAJARAN KARTU MAKE A MATCH PADA MATA PELAJARAN PPKN KELAS III DI SDS AL FATH BSD UNTUK MENINGKATKAN HASIL BELAJAR</title><creator>Romadin, Achmad</creator><creator>Fauziah, Lulu</creator><subject lang="en-US">Learning Outcomes</subject><subject lang="en-US">Civics</subject><subject lang="en-US">Make a Match</subject><subject lang="id-ID">Hasil Belajar</subject><subject lang="id-ID">PPKn</subject><subject lang="id-ID">Make a Match</subject><description lang="en-US">Learning is an activity undertaken by students to acquire knowledge for future use. However, at present, many learning models have caused students to become less enthusiastic about participating in them. The observed fact is that there are still many students in class 3-D at SDS Al Fath BSD who receive grades below the Minimum Competency Criteria (KKM). This is primarily due to the use of traditional teaching models, which consequently affect the learning objectives. One of the interactive learning models is 'Make a Match.' This study aims to determine the impact of using the 'Make a Match' card media on the learning outcomes of PPKn (Civics and Citizenship Education) students regarding the diversity of regional specialties in Indonesia, specifically in the third-grade class at Elementary School (SD) 3-D. This research falls under the category of Classroom Action Research (CAR). The research subjects consist of 22 students participating in the SD 3-D class. The study employs three cycles: pre-cycle, cycle 1, and cycle 2. In the pre-cycle, it was found that the completion rate was 31.82%, which is below the Minimum Competency Criteria (KKM) threshold of 70%. In cycle 1, the completion rate rose to 81.82%, indicating that learning outcomes exceeded the KKM of 70%. In the second phase, the graduation rate reached 90.91%, once again surpassing the KKM. Based on the results of this study, it can be concluded that the development of student learning outcomes is influenced by the teaching model and the instructional media used. 'Make a Match' learning fosters student activity, creativity, and motivation throughout the learning process</description><description lang="id-ID">Pembelajaran merupakan kegiatan yang dilakukan siswa untuk mencari pengetahuan sebagai bekal dimasa mendatag. Namun saat ini model pembelajaran banyak membuat siswa kurang antusias dalam mengikutinya. Fakta dilapangan pada hasil belajar siswa kelas 3-D SDS Al Fath BSD masih banyak nilai yang dibawah KKM. Hal tersebut dikarenakan penggunaan model pembelajaran yang tradisional &#xA0;sehingga mempengaruhi tujuan dalam pembelajaran. Salah satu model pembelajaran interaktif adalah Make a Match. Oleh karena itu penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media kartu Make a Match terhadap hasil belajar siswa&#xA0; mata pelajaran PPKn tentang keberagaman kekayaan khas daerah di Indonesia kelas III-D Sekolah Dasar. Jenis penelitian ini adalah Classroom Action Research (CAR). Subjek penelitian yaitu 22 siswa berpartisipasi dalam kelas SD 3-D.&#xA0; Penelitian ini menggunakan 3 siklus yaitu pra siklus, siklus 1 dan siklus 2. Hasil pra siklus didapatkan tingkat ketuntasan sebesar 31,82%, persentase itu dibawah nilai KKM ketuntasan yakni 70%. Pada siklus 1, tingkat ketuntasan 81,82%, hasil belajar sudah melampaui KKM, yaitu 70% dan pada tindakan ke-2 tingkat kelulusan 90,91%, hasil belajar di atas KKM yaitu 70%. Berdasarkan&#xA0; hasil penelitian ini dapat disimpulkan bahwa perkembangan hasil belajar siswa ditentukan dengan model pembelajaran, media pembelajaran&#xA0; serta pembelajaran Make a Match &#xA0;&#xA0;mampu membuat siswa aktif, kreatif dan termotivasi pada proses pembelajaran berlangsung Kata kunci: Hasil Belajar, PPKn, Make a Match</description><publisher lang="id-ID">Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar</publisher><date>2023-11-27</date><type>Journal:Article</type><type>Other:info:eu-repo/semantics/publishedVersion</type><type>Journal:Article</type><type>File:application/pdf</type><identifier>https://ojs.uhnsugriwa.ac.id/index.php/AW/article/view/3039</identifier><identifier>10.25078/aw.v8i2.3039</identifier><source lang="en-US">Adi Widya: Jurnal Pendidikan Dasar; Vol. 8 No. 2 (2023): Adi Widya: Jurnal Pendidikan Dasar; 145-153</source><source lang="id-ID">Adi Widya: Jurnal Pendidikan Dasar; Vol 8 No 2 (2023): Adi Widya: Jurnal Pendidikan Dasar; 145-153</source><source>2685-8312</source><source>2527-5445</source><language>ind</language><relation>https://ojs.uhnsugriwa.ac.id/index.php/AW/article/view/3039/1983</relation><rights lang="id-ID">Hak Cipta (c) 2023 Adi Widya: Jurnal Pendidikan Dasar</rights><recordID>article-3039</recordID></dc>
language ind
format Journal:Article
Journal
Other:info:eu-repo/semantics/publishedVersion
Other
File:application/pdf
File
Journal:Journal
author Romadin, Achmad
Fauziah, Lulu
title IMPLEMENTASI MEDIA PEMBELAJARAN KARTU MAKE A MATCH PADA MATA PELAJARAN PPKN KELAS III DI SDS AL FATH BSD UNTUK MENINGKATKAN HASIL BELAJAR
publisher Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar
publishDate 2023
topic Learning Outcomes
Civics
Make a Match
Hasil Belajar
PPKn
url https://ojs.uhnsugriwa.ac.id/index.php/AW/article/view/3039
https://ojs.uhnsugriwa.ac.id/index.php/AW/article/view/3039/1983
contents Learning is an activity undertaken by students to acquire knowledge for future use. However, at present, many learning models have caused students to become less enthusiastic about participating in them. The observed fact is that there are still many students in class 3-D at SDS Al Fath BSD who receive grades below the Minimum Competency Criteria (KKM). This is primarily due to the use of traditional teaching models, which consequently affect the learning objectives. One of the interactive learning models is 'Make a Match.' This study aims to determine the impact of using the 'Make a Match' card media on the learning outcomes of PPKn (Civics and Citizenship Education) students regarding the diversity of regional specialties in Indonesia, specifically in the third-grade class at Elementary School (SD) 3-D. This research falls under the category of Classroom Action Research (CAR). The research subjects consist of 22 students participating in the SD 3-D class. The study employs three cycles: pre-cycle, cycle 1, and cycle 2. In the pre-cycle, it was found that the completion rate was 31.82%, which is below the Minimum Competency Criteria (KKM) threshold of 70%. In cycle 1, the completion rate rose to 81.82%, indicating that learning outcomes exceeded the KKM of 70%. In the second phase, the graduation rate reached 90.91%, once again surpassing the KKM. Based on the results of this study, it can be concluded that the development of student learning outcomes is influenced by the teaching model and the instructional media used. 'Make a Match' learning fosters student activity, creativity, and motivation throughout the learning process
Pembelajaran merupakan kegiatan yang dilakukan siswa untuk mencari pengetahuan sebagai bekal dimasa mendatag. Namun saat ini model pembelajaran banyak membuat siswa kurang antusias dalam mengikutinya. Fakta dilapangan pada hasil belajar siswa kelas 3-D SDS Al Fath BSD masih banyak nilai yang dibawah KKM. Hal tersebut dikarenakan penggunaan model pembelajaran yang tradisional sehingga mempengaruhi tujuan dalam pembelajaran. Salah satu model pembelajaran interaktif adalah Make a Match. Oleh karena itu penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media kartu Make a Match terhadap hasil belajar siswa mata pelajaran PPKn tentang keberagaman kekayaan khas daerah di Indonesia kelas III-D Sekolah Dasar. Jenis penelitian ini adalah Classroom Action Research (CAR). Subjek penelitian yaitu 22 siswa berpartisipasi dalam kelas SD 3-D. Penelitian ini menggunakan 3 siklus yaitu pra siklus, siklus 1 dan siklus 2. Hasil pra siklus didapatkan tingkat ketuntasan sebesar 31,82%, persentase itu dibawah nilai KKM ketuntasan yakni 70%. Pada siklus 1, tingkat ketuntasan 81,82%, hasil belajar sudah melampaui KKM, yaitu 70% dan pada tindakan ke-2 tingkat kelulusan 90,91%, hasil belajar di atas KKM yaitu 70%. Berdasarkan hasil penelitian ini dapat disimpulkan bahwa perkembangan hasil belajar siswa ditentukan dengan model pembelajaran, media pembelajaran serta pembelajaran Make a Match mampu membuat siswa aktif, kreatif dan termotivasi pada proses pembelajaran berlangsung Kata kunci: Hasil Belajar, PPKn, Make a Match
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