Media Strip Story untuk Meningkatkan Keaktifan dan Hasil Belajar Menulis Teks Cerita Fantasi

Christina Maya Meilawati, L. Rahmawati, Giyato Giyato
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Abstract

Student learning outcomes about the material for writing fantasy story texts have not reached minimal learning mastery because of the lack of student activity in learning. The purpose of this study was to increase the activeness and learning outcomes of students in learning to write fantasy story texts. The form of this research is classroom action research. The research subjects were students of class VIIG of SMP Negeri 4 Sragen. Research through the assessment process based on CAR which includes four stages, namely planning, implementation, observation, and reflection. Based on the results of the action data analysis, it can be concluded that the application of strip story media is able to improve the ability to write fantasy story texts for class VIIG students of SMP Negeri 4 Sragen in the 2020/2021 academic year. Improved learning outcomes of writing fantasy story texts, students who scored above the KBM in the initial conditions were 35,72%  of students, increased to 67,68% in cycle 1, and in cycle 2 increased to 82,14%.  The active learning of students with certain indicators also increases. From the initial condition 40,72%  to 60,71%  in cycle 1, and in cycle 2 increased to 81,43%. The indicators are: active students to ask questions, express opinions, answer questions, do assignments, and present learning outcomes.
带动故事媒体,提高活动和学习写幻想故事文本的结果
由于学生在学习中缺乏主动性,学生对奇幻故事文本写作材料的学习成果还没有达到最低限度的掌握。本研究的目的在于提高学生学习奇幻故事文本写作的积极性和学习效果。本研究的形式为课堂行动研究。研究对象为SMP Negeri 4小学vig班学生。通过基于CAR的评估过程进行研究,该过程包括计划、实施、观察和反思四个阶段。根据行动数据分析的结果,可以得出结论,在2020/2021学年,使用连载故事媒体可以提高SMP Negeri 4 sagen的vig班学生的奇幻故事文本写作能力。幻想故事文本写作学习效果的提高,在初始条件下得分高于KBM的学生占35.72%,在第一阶段增加到67.68%,在第二阶段增加到82.14%。学生在某些指标上的主动学习也有所增加。从初始状态40.72%增加到循环1的60.71%,循环2增加到81.43%。这些指标是:学生主动提出问题、表达意见、回答问题、做作业和展示学习成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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