{"title":"通过引入国家高中学生角色扮演学习模式来增加PKN的学习活动","authors":"Yuhasnil Yuhasnil, Sintawati Sintawati","doi":"10.31539/ijoce.v1i1.1403","DOIUrl":null,"url":null,"abstract":"The purpose of this study was to increase PKN learning activities through the application of role playing learning models for grade X / 6 students of SMA Negeri 1 Payakumbuh District. This type of research is Classroom Action Research (CAR), by collecting data using observations and field notes. The results of this study indicate that there is a significant improvement using role playing learning models. This model is carried out in 2 cycles and each consists of two meetings. Based on the weaknesses or deficiencies seen in the implementation of learning in the first cycle, better learning is planned in the second cycle, so that the increase in student activity that occurs is truly significant. The increase in PKN learning activities seen in Prasiklus research results was 17.2% with low criteria, the first cycle the average number of students active in the learning process was 46.8% with sufficient criteria, and in the second cycle the average number of active students in the learning process is 60.9% with high criteria. The conclusion of this study is that there is an increase in students' learning after using role playing learning models. \n \nKeywords: Learning Activities, Role Playing Learning Models. \n ","PeriodicalId":307200,"journal":{"name":"IJOCE: Indonesia Journal of Civic Education","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Peningkatan Aktivitas Belajar PKN Melalui Penerapan Model Pembelajaran Bermain Peran Pada Siswa Sma Negeri 1 Kecamatan Payakumbuh\",\"authors\":\"Yuhasnil Yuhasnil, Sintawati Sintawati\",\"doi\":\"10.31539/ijoce.v1i1.1403\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The purpose of this study was to increase PKN learning activities through the application of role playing learning models for grade X / 6 students of SMA Negeri 1 Payakumbuh District. This type of research is Classroom Action Research (CAR), by collecting data using observations and field notes. The results of this study indicate that there is a significant improvement using role playing learning models. This model is carried out in 2 cycles and each consists of two meetings. Based on the weaknesses or deficiencies seen in the implementation of learning in the first cycle, better learning is planned in the second cycle, so that the increase in student activity that occurs is truly significant. The increase in PKN learning activities seen in Prasiklus research results was 17.2% with low criteria, the first cycle the average number of students active in the learning process was 46.8% with sufficient criteria, and in the second cycle the average number of active students in the learning process is 60.9% with high criteria. The conclusion of this study is that there is an increase in students' learning after using role playing learning models. \\n \\nKeywords: Learning Activities, Role Playing Learning Models. \\n \",\"PeriodicalId\":307200,\"journal\":{\"name\":\"IJOCE: Indonesia Journal of Civic Education\",\"volume\":\"13 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-08-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IJOCE: Indonesia Journal of Civic Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.31539/ijoce.v1i1.1403\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IJOCE: Indonesia Journal of Civic Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.31539/ijoce.v1i1.1403","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本研究的目的是透过角色扮演学习模式的应用,来增加SMA Negeri 1 Payakumbuh地区X / 6年级学生的PKN学习活动。这种类型的研究是课堂行动研究(CAR),通过观察和实地笔记收集数据。本研究结果表明,使用角色扮演学习模式有显著的改善。该模型分两个周期进行,每个周期由两个会议组成。基于在第一个周期中看到的学习实施中的弱点或不足,在第二个周期中计划更好的学习,这样学生活动的增加才真正有意义。Prasiklus的研究结果显示,PKN学习活动在低标准下增加了17.2%,在标准充分的情况下,第一周期学生平均活跃在学习过程中的人数为46.8%,在高标准的情况下,第二周期学生平均活跃在学习过程中的人数为60.9%。本研究的结论是,使用角色扮演学习模式后,学生的学习效果有所提高。关键词:学习活动,角色扮演,学习模式。
Peningkatan Aktivitas Belajar PKN Melalui Penerapan Model Pembelajaran Bermain Peran Pada Siswa Sma Negeri 1 Kecamatan Payakumbuh
The purpose of this study was to increase PKN learning activities through the application of role playing learning models for grade X / 6 students of SMA Negeri 1 Payakumbuh District. This type of research is Classroom Action Research (CAR), by collecting data using observations and field notes. The results of this study indicate that there is a significant improvement using role playing learning models. This model is carried out in 2 cycles and each consists of two meetings. Based on the weaknesses or deficiencies seen in the implementation of learning in the first cycle, better learning is planned in the second cycle, so that the increase in student activity that occurs is truly significant. The increase in PKN learning activities seen in Prasiklus research results was 17.2% with low criteria, the first cycle the average number of students active in the learning process was 46.8% with sufficient criteria, and in the second cycle the average number of active students in the learning process is 60.9% with high criteria. The conclusion of this study is that there is an increase in students' learning after using role playing learning models.
Keywords: Learning Activities, Role Playing Learning Models.