PENERAPAN QUANTUM TEACHING BERBANTUAN PERMAINAN EDUKATIF MENINGKATKAN KEAKTIFAN DAN PENGUASAAN KOMPETENSI IPS
DOI:
https://doi.org/10.23887/jjpgsd.v4i1.7263Abstract
Penelitian ini bertujuan untuk (1) meningkatkan keaktifan belajar melalui penerapan pembelajaran saintifik berbasis Quantum teaching berbantuan permainan edukatif pada siswa, (2) meningkatkan penguasaan kompetensi pengetahuan IPS melalui penerapan pembelajaran saintifik berbasis Quantum teaching berbantuan permainan edukatif pada siswa. Jenis penelitian adalah penelitian tindakan kelas yang dilaksanakan dalam dua siklus. Subjek penelitian adalah siswa kelas IVC di SDN 9 Pedungan yang berjumlah 37 siswa, terdiri dari 14 orang putra dan 23 orang putri. Data mengenai keaktifan belajar siswa dikumpulkan menggunakan metode observasi, sedangkan data penguasaan kompetensi pengetahuan IPS dikumpulkan dengan metode tes. Data yang terkumpul dianalisis dengan metode analisis statistik deskriptif dan analisis deskriptif kuantitatif. Data pada prasiklus menunjukkan persentase rata-rata keaktifan sebesar 63,5% dengan kategori C sedangkan persentase rata-rata penguasaan kompetensi pengetahuan IPS yaitu 70,40% dengan kategori C dan persentase ketuntasan klasikal yaitu 40,54% dengan kategori C. Pada siklus I didapatkan persentase rata-rata keaktifan sebesar 74,82% dengan kategori B sedangkan persentase rata-rata penguasaan kompetensi pengetahuan IPS sebesar 78,72% dengan kategori B dan persentase ketuntasan klasikal sebesar 67,57 dengan kategori C. Pada siklus II persentase rata-rata keaktifan mengalami peningkatan yaitu 81,36% dengan kategori dan persentase rata-rata penguasaan kompetensi pengetahuan IPS yaitu 85,92% dengan kategori B serta persentase ketuntasan klasikal sebesar 83,78% dengan kategori B. Maka dapat disimpulkan bahwa penerapan pembelajaran saintifik berbasis Quantum teaching berbantuan permainan edukatif dapat meningkatkan keaktifan belajar dan penguasaan kompetensi pengetahuan IPS siswa kelas IVC SDN 9 Pedungan.Kata Kunci : quantum teaching, permainan edukatif, pembelajaran saintifik, keaktifan belajar, kompetensi pengetahuan IPS.
The objectives of this research are; (1) to improve the students’ activeness in learning through the application of scientific study based on Quantum Teaching supported by educative games, (2) to improve the competence mastery on the knowledge of social study through the application of scientific study based on Quantum Teaching supported by educative games. This research is categorized as a classroom action research which was conducted in 2 cycles. The research subjects were the fourth grade students of C class in SDN 9 Pedungan with the total number of 37 students, which consisted of 14 males and 23 females. The data about students’ activeness in learning were gathered by observation method, meanwhile the data about competence mastery on the knowledge of social study were gathered by test method. The data which have been gathered then were analyzed by the use of descriptive statistical analysis and descriptive quantitative analysis. The data from preliminary stage showed that the average percentage of students’ activeness was 63,5% with category C, meanwhile the average percentage of competence mastery on the knowledge of social study was 70,40% with category C and the percentage of classical exhaustiveness was 40,54% with category C. On the first cycle, it was obtained that the average percentage of students’ activeness was 74,82% with category B while the average percentage of competence mastery on the knowledge of social study was 78,72% with category B and the percentage of classical exhaustiveness was 67,57% with category C. On the second cycle, the average percentage of students’ activeness increased by 81,36% with the average percentage of competence mastery on the knowledge of social study as high as 85,92% with category B and the classical exhaustiveness hit 83,78% with category B. Therefore, it can be concluded that the application of scientific study based on Quantum Teaching supported by educative games can improve the learning activeness and competence mastery on the knowledge of social study for the fourth grade students of C class in SDN 9 Pedungan.
keyword : activity, competence mastery on the knowledge of social study, educational games, quantum teaching, scientific approach.
Published
2016-07-01
How to Cite
., K. R. P. D., ., D. I. W. S. M., & ., D. M. R. K. (2016). PENERAPAN QUANTUM TEACHING BERBANTUAN PERMAINAN EDUKATIF MENINGKATKAN KEAKTIFAN DAN PENGUASAAN KOMPETENSI IPS . MIMBAR PGSD Undiksha, 4(1). https://doi.org/10.23887/jjpgsd.v4i1.7263
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