PENERAPAN METODE ROLE PLAYING BERBANTUAN MEDIA MATH SHOP UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI BILANGAN CACAH DI KELAS IV SD NEGERI 6 GANDAPURA | ELECTRONIC THESES AND DISSERTATION

Electronic Theses and Dissertation

Universitas Syiah Kuala

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PENERAPAN METODE ROLE PLAYING BERBANTUAN MEDIA MATH SHOP UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI BILANGAN CACAH DI KELAS IV SD NEGERI 6 GANDAPURA


Pengarang

Jihanul Hawada - Personal Name;

Dosen Pembimbing

Mislinawati - 198101042008122002 - Dosen Pembimbing I
Linda Vitoria - 198105062010122001 - Dosen Pembimbing II



Nomor Pokok Mahasiswa

2206104040084

Fakultas & Prodi

Fakultas KIP / Pendidikan Guru Sekolah Dasar (S1) / PDDIKTI : 86206

Subject
-
Kata Kunci
-
Penerbit

Banda Aceh : Fakultas KIP Pendidikan Guru Sekolah Dasar., 2026

Bahasa

No Classification

-

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Jihanul Hawada (2026). Penerapan Metode Role Playing Berbantuan Media Math Shop untuk Meningkatkan Hasil Belajar Siswa pada Materi Bilangan Cacah di Kelas IV SD Negeri 6 Gandapura. [Skripsi Universitas Syiah Kuala]. Di bawah bimbingan Mislinawati, S.Pd.I., M.Pd., dan Linda Vitoria, S.Si., M.Sc.

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar siswa kelas IV SD Negeri 6 Gandapura pada materi bilangan cacah serta kurang optimalnya keterlibatan siswa dalam proses pembelajaran matematika. Untuk mengatasi permasalahan tersebut, diterapkan metode Role Playing berbantuan media Math Shop sebagai upaya meningkatkan aktivitas belajar dan hasil belajar siswa. Penelitian ini merupakan penelitian tindakan kelas (PTK) yang dilaksanakan dalam dua siklus, yang masing-masing terdiri atas tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian adalah siswa kelas IV SD Negeri 6 Gandapura tahun ajaran 2025/2026. Teknik pengumpulan data meliputi observasi aktivitas guru dan siswa serta tes hasil belajar. Data dianalisis secara deskriptif kualitatif. Hasil penelitian menunjukkan adanya peningkatan yang signifikan dari Siklus I ke Siklus II. Pada Siklus I, nilai rata-rata hasil belajar siswa sebesar 54,58 dengan persentase ketuntasan 62,5%. Setelah dilakukan perbaikan pembelajaran pada Siklus II, nilai rata-rata meningkat menjadi 74,38 dengan ketuntasan belajar klasikal mencapai 87,5%. Aktivitas guru juga mengalami peningkatan dari kategori cukup–baik pada Siklus I menjadi sangat baik pada Siklus II. Demikian pula aktivitas siswa yang pada Siklus I belum merata meningkat menjadi lebih aktif, percaya diri, dan mampu bekerja sama pada Siklus II. Berdasarkan hasil tersebut dapat disimpulkan bahwa penerapan metode Role Playing berbantuan media Math Shop efektif dalam meningkatkan aktivitas pembelajaran dan hasil belajar siswa pada materi bilangan cacah di kelas IV SD Negeri 6 Gandapura.


Kata kunci: Role Playing, Math Shop, hasil belajar.

Jihanul Hawada (2026). Implementation of Role Playing Method Assisted by Math Shop Media to Improve Student Learning Outcomes on Whole Number Material in Grade IV of SD Negeri 6 Gandapura. [Syiah Kuala University Thesis]. Under the guidance of Mislinawati, S.Pd.I., M.Pd., and Linda Vitoria, S.Si., M.Sc. This research is motivated by the low learning outcomes of fourth-grade students of SD Negeri 6 Gandapura on the topic of whole numbers and the less than optimal student involvement in the mathematics learning process. To overcome these problems, the Role Playing method was implemented with the help of Math Shop media as an effort to improve student learning activities and learning outcomes. This research is a classroom action research (CAR) carried out in two cycles, each consisting of the planning stage, action implementation, observation, and reflection. The research subjects were fourth-grade students of SD Negeri 6 Gandapura in the 2025/2026 academic year. Data collection techniques included observations of teacher and student activities and learning outcome tests. Data were analyzed descriptively and qualitatively. The results showed a significant improvement from Cycle I to Cycle II. In Cycle I, the average student learning outcome score was 54.58 with a completion percentage of 62.5%. After learning improvements in Cycle II, the average score increased to 74.38 with a classical learning completion rate of 87.5%. Teacher activity also increased from the fair-good category in Cycle I to very good in Cycle II. Similarly, student activity, which was uneven in Cycle I, increased to become more active, confident, and able to work together in Cycle II. Based on these results, it can be concluded that the implementation of the Role Playing method assisted by Math Shop media is effective in improving learning activities and student learning outcomes in the material of whole numbers in grade IV of SD Negeri 6 Gandapura. Keywords: Role Playing, Math Shop, learning outcomes Jihanul Hawada (2026). Implementation of Role Playing Method Assisted by Math Shop Media to Improve Student Learning Outcomes on Whole Number Material in Grade IV of SD Negeri 6 Gandapura. [Syiah Kuala University Thesis]. Under the guidance of Mislinawati, S.Pd.I., M.Pd., and Linda Vitoria, S.Si., M.Sc. This research is motivated by the low learning outcomes of fourth-grade students of SD Negeri 6 Gandapura on the topic of whole numbers and the less than optimal student involvement in the mathematics learning process. To overcome these problems, the Role Playing method was implemented with the help of Math Shop media as an effort to improve student learning activities and learning outcomes. This research is a classroom action research (CAR) carried out in two cycles, each consisting of the planning stage, action implementation, observation, and reflection. The research subjects were fourth-grade students of SD Negeri 6 Gandapura in the 2025/2026 academic year. Data collection techniques included observations of teacher and student activities and learning outcome tests. Data were analyzed descriptively and qualitatively. The results showed a significant improvement from Cycle I to Cycle II. In Cycle I, the average student learning outcome score was 54.58 with a completion percentage of 62.5%. After learning improvements in Cycle II, the average score increased to 74.38 with a classical learning completion rate of 87.5%. Teacher activity also increased from the fair-good category in Cycle I to very good in Cycle II. Similarly, student activity, which was uneven in Cycle I, increased to become more active, confident, and able to work together in Cycle II. Based on these results, it can be concluded that the implementation of the Role Playing method assisted by Math Shop media is effective in improving learning activities and student learning outcomes in the material of whole numbers in grade IV of SD Negeri 6 Gandapura. Keywords: Role Playing, Math Shop, learning outcomes

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