PENERAPAN PEMBELAJARAN KUANTUM MELALUI BERMAIN UNTUK MENINGKATKAN PENGETAHUAN SISWA TENTANG BANGUN DATAR PADA KELAS III
DOI:
https://doi.org/10.23887/jjpgsd.v4i1.7357Abstract
Penelitian ini bertujuan untuk meningkatan pengetahuan bangun datar dengan penerapan pembelajaran kuantum melalui bermain pada siswa kelas III SD No. 1 Cemagi. Penelitian ini adalah penelitian tindakan kelas yang dilaksanakan dalam dua siklus tindakan. Setiap siklus terdiri dari empat tahapan yaitu perencanaan, tindakan, observasi/evaluasi dan refleksi. Subjek penelitian adalah siswa kelas III yang berjumlah 31 siswa yang terdiri dari 18 orang siswa laki-laki dan 13orang siswa perempuan. Pengumpulan data pada penelitian ini dilakukan menggunakan metode tes jenis uraian. Data yang terkumpul dianalisis dengan analisis statistik deskriptif dan analisis deskriptif kuantitatif. Hasil penelitian ini menunjukan terjadi peningkatan persentase rata-rata penguasaan pengetahuan bangun datar mencapai 9,3%. Siklus I diperoleh persentase rata-rata pengetahuan siswa tentang bangun datar 57,4% berada pada kategori rendah sedangkan pada siklus II diperoleh persentase rata-rata 66,7% berada pada kategori sedang. Peningkatan ketuntasan klasikal 12,9%. Siklus I ketuntasan klasikal 64,5%, sedangkan siklus II ketuntasan klasikal 77,4%. Dengan demikian dapat disimpulkan bahwa penerapan pembelajaran kuantum melalui bermain dapat meningkatkan pengetahuan siswa tentang bangun datar pada tema pendidikan kelas III di SD No. 1 Cemagi tahun pelajaran 2015/2016.Kata Kunci : pembelajaran kuantum, pengetahuan bangun datar, bermain
The aim of this research is to improve knowledge of two-dimensional figure by the application of quantum learning through playing in the third grade students of SD No.1 Cemagi. The Design of this research is using Classroom Action Research (CAR) that is implemented in two cycles. Each cycle consists of four phases, namely planning, process/ action, observation/evaluation and reflection. Subject of the research are all of the third grade students consisting of 18 male students and 13 female students. Collecting data of the research is using descriptions test method. Collected data is analyzed by descriptive statistic analysis and quantitative analysis. The result of this research shows a significant raise of 9.3% in the students’ mastery of the two-dimensional figure knowledge average percentage, with the raise of the classical completeness figure of 12.9%. The average percentage of the students who are categorized as low in the first cycle is 57.4% percent, and the classical completeness figure is 64.5%. In the second cycle, the average percentage of the students who are categorized as medium is 66.7%, and the classical completeness figure is 77.4%. Therefore, it can be concluded that the application of the quantum learning through playing is indeed able to improve the students’ knowledge in mastering the two-dimensional figure in the educational thematic in SD No. 1 Cemagi in the school year of 2015/2016.
keyword : Quantum learning, Playing, Two-Dimensional Figure
Published
2016-07-12
How to Cite
., I. P. A. W., ., D. I. B. S. M. M., & ., D. N. W. S. M. (2016). PENERAPAN PEMBELAJARAN KUANTUM MELALUI BERMAIN UNTUK MENINGKATKAN PENGETAHUAN SISWA TENTANG BANGUN DATAR PADA KELAS III. MIMBAR PGSD Undiksha, 4(1). https://doi.org/10.23887/jjpgsd.v4i1.7357
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