This research was conducted with the aim of testing effectiveness using the role playing learning model on increasing the social interaction of 4th graders at SDN Bumiayu 2 Malang. This study uses a pre-experimental design method with a quantitative approach. The results of the calculation of the paired sample test show a significance value of 0.000 which is less than 0.05. So that it can be interpreted that there is a significant difference between the results of the pretest and posttest, in other words the use of role playing models has an effect on increasing students' social interactions. The level of effectiveness of the use of the role playing model is included in the medium category based on the results of the N-Gain test with an average gain score of 0.6. Abstrak: Penelitian ini dilakukan dengan tujuan menguji efektivitas penggunaan model pembelajaran role playing terhadap peningkatan interaksi sosial siswa kelas 4 SDN Bumiayu 2 Malang. Metode penelitian yang digunakan yaitu pre-experimental design dengan pendekatan kuantitatif. Hasil dari penghitungan uji paired sample test yang menunjukkan nilai signifikansi sebesar 0,000 yang bernilai kurang dari 0,05. Sehingga dapat diartikan bahwa terdapat perbedaan yang signifikan antara hasil dari pretest dan posttest, dengan kata lain penggunaan model role playing berpengaruh dalam peningkatan interaksi sosial siswa. Tingkat efektivitas dari penggunaan model role playing termasuk dalam kategori sedang berdasarkan hasil uji N-Gain dengan rata-rata gain score sebesar 0,6.
This research aims to produce a prototype of interactive teaching materials based on android applications effectively used in thematic learning in Elementary School. This development research uses the DDD-E model with four stages of development which include: (1) decide, (2) design, (3) develop, and (4) evaluate. The products developed are divided into six applications that focus on the sub-theme of Environmental Conservation. Based on the test results, the obtained paired sample test results had a significance value of 0.001, which is less than 0.05. It can be interpreted that there is a significant difference between student learning outcomes before and after using interactive teaching material. The effectiveness of interactive teaching materials can be seen from the results of the N-Gain test with an average gain score of 0.6, which means the level of effectiveness of interactive teaching materials is in the medium category.
Penelitian ini dilakukan dengan tujuan menguji efektivitas penggunaan model pembelajaran role playing terhadap peningkatan interaksi sosial siswa kelas 4 SDN Bumiayu 2 Malang. Penelitian ini menggunakan metode pre-experimental design dengan pendekatan kuantitatif. Hasil dari penghitungan uji paired sample test yang menunjukkan nilai signifikansi sebesar 0,000 yang bernilai kurang dari 0,05. Sehingga dapat diartikan bahwa terdapat perbedaan yang signifikan antara hasil dari pretest dan posttest, dengan kata lain penggunaan model role playing berpengaruh dalam peningkatan interaksi sosial siswa. Tingkat efektivitas dari penggunaan model role playing termasuk dalam kategori sedang berdasarkan hasil uji N-Gain dengan rata-rata gain score sebesar 0,6.
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