The Impact of Applying the Role Playing Method on Social Studies Lessons in Fourth Grade Student

Main Authors: Manan, Mastul, Al-Rashiff Hamjilani
Format: Article info application/pdf Journal
Bahasa: eng
Terbitan: The Indonesian Institute of Science and Technology Research , 2023
Subjects:
Online Access: https://journal.iistr.org/index.php/JPES/article/view/99
https://journal.iistr.org/index.php/JPES/article/view/99/201
ctrlnum article-99
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="en-US">The Impact of Applying the Role Playing Method on Social Studies Lessons in Fourth Grade Student</title><creator>Manan</creator><creator>Mastul, Al-Rashiff Hamjilani</creator><subject lang="en-US">Elementary education</subject><subject lang="en-US">Learning outcomes</subject><subject lang="en-US">Role-playing</subject><subject lang="en-US">Social studies</subject><description lang="en-US">This study aimed to determine the effect of the role-playing method on student learning outcomes in social studies. The subjects of this study were fourth-grade students who were grouped into experimental and control groups. Methods of data collection using observation, tests and documentation. The research instrument is the learning outcomes test's validity and the observation sheet's validity. The data analysis technique used is descriptive qualitative, and quantitative. The results showed a significant effect of learning methods on learning outcomes. Students who get the role-playing method get higher learning outcomes than student who takes lessons with various lectures. The results of observations on the affective domain in the experimental group were in the score range of 18.71 (high), and the control group was in the score range of 11.9 (low). The average increase in learning outcomes was 19.1 in the experimental group and 9.35 in the control group.</description><publisher lang="en-US">The Indonesian Institute of Science and Technology Research</publisher><date>2023-02-22</date><type>Journal:Article</type><type>Other:info:eu-repo/semantics/publishedVersion</type><type>Journal:Article</type><type>File:application/pdf</type><identifier>https://journal.iistr.org/index.php/JPES/article/view/99</identifier><identifier>10.56741/jpes.v2i01.99</identifier><source lang="en-US">Journal of Pedagogy and Education Science; Vol. 2 No. 01 (2023): Journal of Pedagogy and Education Science; 64-70</source><source lang="id-ID">Journal of Pedagogy and Education Science; Vol 2 No 01 (2023): Journal of Pedagogy and Education Science; 64-70</source><source>2962-1763</source><source>2962-5777</source><source>10.56741/jpes.v2i01</source><language>eng</language><relation>https://journal.iistr.org/index.php/JPES/article/view/99/201</relation><rights lang="en-US">Copyright (c) 2023 Manan, Al-Rashiff Hamjilani Mastul</rights><rights lang="en-US">https://creativecommons.org/licenses/by-sa/4.0</rights><recordID>article-99</recordID></dc>
language eng
format Journal:Article
Journal
Other:info:eu-repo/semantics/publishedVersion
Other
File:application/pdf
File
Journal:Journal
author Manan
Mastul, Al-Rashiff Hamjilani
title The Impact of Applying the Role Playing Method on Social Studies Lessons in Fourth Grade Student
publisher The Indonesian Institute of Science and Technology Research
publishDate 2023
topic Elementary education
Learning outcomes
Role-playing
Social studies
url https://journal.iistr.org/index.php/JPES/article/view/99
https://journal.iistr.org/index.php/JPES/article/view/99/201
contents This study aimed to determine the effect of the role-playing method on student learning outcomes in social studies. The subjects of this study were fourth-grade students who were grouped into experimental and control groups. Methods of data collection using observation, tests and documentation. The research instrument is the learning outcomes test's validity and the observation sheet's validity. The data analysis technique used is descriptive qualitative, and quantitative. The results showed a significant effect of learning methods on learning outcomes. Students who get the role-playing method get higher learning outcomes than student who takes lessons with various lectures. The results of observations on the affective domain in the experimental group were in the score range of 18.71 (high), and the control group was in the score range of 11.9 (low). The average increase in learning outcomes was 19.1 in the experimental group and 9.35 in the control group.
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Pedagogy
School
Learning Theory
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