PENERAPAN MODEL CONTEXTUAL TEACHING AND LEARNING BERBANTUAN PERMAINAN PUZZLE UNTUK MENINGKATKAN HASIL BELAJAR IPS SISWA KELAS IV SD 1 GOLANTEPUS

RATNASARI, NOVY ADHY (2014) PENERAPAN MODEL CONTEXTUAL TEACHING AND LEARNING BERBANTUAN PERMAINAN PUZZLE UNTUK MENINGKATKAN HASIL BELAJAR IPS SISWA KELAS IV SD 1 GOLANTEPUS. Update Test thesis, Universitas Muria Kudus.

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This research is motivatedby thelack ofstudent learning outcomeswascausedbyteacherswhodominatethe learningactivitiesanduse the lecture method. It made lowlearning activitiesand lowlearning outcomes.Therefore, the author hope the application of Contextual Teaching andLearning modelaidedpuzzlegamescanimprove student learning outcomesin fourth gradersGolantepus 1 elmentary school. The purposeof thisresearchwasconducted(1) To find the increase level of studentlearning the outcomes ofsocial studies inthe fourth gradeGolantepus 1 elmentary school by applyinga model-assisted Contextual Teaching andLearningpuzzle game, (2) To describean increase instudent learning activitiesthe fourth gradeGolantepus 1 elmentary school by applying the modelContextual Teaching andLearningpuzzle gameaidedstudents, (3) To describe theteacher's skillin managinglearningby applying the modelContextual Teaching andLearningaidedpuzzle game. Results’ learning is achange inbehaviorthat occursafterfollowing theteaching and learning processin accordancewith theintended purposethatincludescognitive,affectiveandpsychomotor. Contextual Teaching andLearning modelswasalearning modelwhich relatesthematerial being taughtto the real situationof studentsandencourages studentstomake connections between theknowledge possessedbyits application ineveryday life. Puzzle gameis one formof socialgamebecausethe game isdonein groupsandcan not beplayed alonebyoneperson. This research isClassroom Action Research(CAR), whichimplements oftwocycleswith a model-assisted Contextual Teaching and Learningpuzzle game withstep(1) a planof action, (2) action, (3) observation, and(4) analysisandreflection. Regardingby usingdata collection methods, observation, interviews, anddocumentation.Data analysis techniquesused includequalitative andquantitativetechniques. The results ofthe studyin the first cycleshowedcognitive learningoutcomesof studentsthe percentage offirst cyclereaches72.72% withgoodqualificationsandto increasethe percentage ofsecond cyclereached86.95% withverygoodqualifications. Affectivelearning outcomesof studentsfirst cyclereaches67% the percentage ofwell-qualifiedandexperiencedan increase inthe percentage ofsecond cyclereaches74.4% withgoodqualifications. Learning outcomesof student’spsychomotordomain ofthe first cyclereachesthe percentage of65.15% with agoodqualifyingandreachingthe second cycleincreasedthe percentage of78.74% with qualifiedteachers ingood cycles.The author found the percentage of73.66% withgoodqualificationandexperiencean increase incycle IIto 87.5% withexcellent qualifications. The conclusionsin this studytheapplication of modelsContextual Teaching andLearningaidedpuzzlegamescanimprove student learning outcomesfourth gradeGolantepus 1 elmentary school. Suggestions in this study, studentsshoulddare toexpress an opinion, but it is alsonecessarylevelof cooperationgroupfor the results obtainedover.Forteachers shouldusemodelsandcreatethe inovatif learning that make students happier that before. Then the school shouldprovidethe necessaryinfrastructuretofacilitatethe learningprocess.

Item Type: Skripsi/ Thesis (Update Test)
Dosen Pembimbing: Dosen Pembimbing : Dr.Sri utaminingsih, M.Pd
Kata Kunci: Social studies Outcomes, ModelContextual Teaching and Learning, Puzzle Games
Subjects: Pendidikan > Teori dan praktek pendidikan
Program Studi: Fakultas Keguruan & Ilmu Pendidikan > Pendidikan Guru Sekolah Dasar
Depositing User: librarian umk
Date Deposited: 20 Dec 2014 04:35
Last Modified: 20 Dec 2014 04:35
URI: http://eprints.umk.ac.id/id/eprint/3775

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