dc.contributor.advisor | N, NURWANTO | |
dc.contributor.author | RAHMAWATI, LANGGENG IBAH | |
dc.date.accessioned | 2016-10-27T06:17:48Z | |
dc.date.available | 2016-10-27T06:17:48Z | |
dc.date.issued | 2016-08-18 | |
dc.identifier.uri | http://repository.umy.ac.id/handle/123456789/5422 | |
dc.description | Penelitian ini bertujuan untuk mendeskripsikan implementasi metode smart
game dan mengetahui peningkatan prestasi belajar siswa kelas V di SD N Jati
Candirejo Gunungkidul.
Penelitian ini merupakan penelitian tindakan kelas (PTK) dengan variabel
terikat prestasi belajar dan variabel bebas metode smart game. Subjek penelitian
ini adalah siswa kelas V SDN Jati Candirejo Gunungkidul yang berjumlah 17
siswa. Objek penelitian berupa prestasi belajar siswa dan keaktifan siswa saat
proses pembelajaran berlangsung. Teknik pengumpulan data menggunakan
observasi, wawancara, dokumentasi, dan tes. Instrumen pengumpulan data yang
digunakan dalam penelitian ini berupa soal evaluasi mata pelajaran PAI, lembar
observasi, lembar wawancara yang berisi pertanyaan yang diajukan kepada
narasumber. Teknik analisis data menggunakan teknik analisis deskriptif
kuantitatif dan kualitatif.
Hasil penelitian menunjukkan bahwa metode smart game dapat
meningkatkan prestasi belajar siswa dan keaktifan siswa pada mata pelajaran PAI.
Peningkatan prestasi siswa dapat dilihat dari peningkatan hasil tes sebelum
tindakan dan hasil tes setelah tindakan. Peningkatan prestasi siswa sebesar 12,95
dari nilai rata-rata kelas sebelum tindakan (pra siklus) 65,29 kategori cukup,
menjadi 74,70 pada siklus I kategori baik dan pada siklus II sebesar 78,24
kategori baik. Selain itu, peningkatan keaktifan siswa ditunjukkan dengan
peningkatan nilai keaktifan siswa sebesar 26,47%, dari nilai rata-rata keaktifan
siswa sebelum tindakan (pra siklus) 47,06% kategori kurang aktif menjadi
55,88% pada siklus I kategori kurang aktif dan pada siklus II menjadi 73,53%
kategori akti | en_US |
dc.description.abstract | The research aimed at describing the implementation of smart game
method and finding out the increase of learning achievement of class V students in
Jati Elementary School, Candirejo, Gunung Kidul.
The research was classroom action research (CAR) in nature with
dependent variable of learning achievement and independent variable of smart
game method. The subject of the research was class V students of Jati Elementary
School, Candirejo, Gunung Kidul with 17 students. The objects of the research
were student learning achievement and the student activeness when the learning
process was in progress. The data collecting technique used observation,
interview, documentation, and test. The instrument of the data collection used in
the research was in the form of evaluation questions of Islam Education subject,
observation sheet, interview sheet containing the question given to interviewees.
The data analysis technique used descriptive quantitative and qualitative analysis
tehnique.
The result of the research showed that the smart game method could
increase the student learning achievement and the students activeness in Islam
Education subject. The increase could be seen from the increase of the test result
before the treatment and the test result after the treatment. The increase of the
student learning was 12.95 from the class average score before the treatment (pre
cycle) of65.29 categorized as fair, became 74.70 in the cycle 1 categorized as good
and in the cycle II was 78.24 categorized as good. Besides, the increase of the
student activeness was shown by the increase of the student activeness score of
26.4 7%, from the average score of student activeness before the treament (pre
cycle) of 47.06% categorized as less active became 55.88% in the cycle T
categorized as less active and in the cycle II became 73.53% categorized as active | en_US |
dc.publisher | FAI UMY | en_US |
dc.subject | Smart Game Method; Learning Achievement; Islam Education. Metode Smart Game; Prestasi Belajar; PAI | en_US |
dc.title | PENINGKATAN PRESTASI BELAJAR MATA PELAJARAN PENDIDIKAN AGAMA ISLAM DENGAN MENGGUNAKAN METODE PEMBELAJARAN SMART GAME PADA SISWA KELAS V SD N JATI GUNUNGKIDUL TAHUN PELAJARAN 2016/2017 | en_US |
dc.type | Thesis
SKR
FAI
249 | en_US |