ABSTRAK
Penelitian ini bertujuan untuk: (1) mendeskripsikan langkah-langkah penerapan model bermain peran, (2) meningkatkan pembelajaran IPS melalui penerapan model bermain peran, (3) mendeskripsikan kendala dan solusi penerapan model bermain peran dalam peningkatan pembelajaran IPS tentang jual beli di kelas III SDN 1 Sidomukti tahun ajaran 2014/2015. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) kolaboratif yang dilaksanakan selama 3 siklus, 6 pertemuan. Setiap siklus terdiri dari: perencanaan, tindakan, observasi, dan refleksi. Subjek penelitian ini adalah guru kelas III dan siswa kelas III SDN 1 Sidomukti yang berjumlah 18 siswa. Data diperoleh dari observasi, wawancara, angket, dan tes. Analisis data menggunakan teknik analisis kuantitatif dan kualitatif.
Hasil penelitian menunjukan bahwa: (1) penerapan model bermain peran dilaksanakan dengan langkah-langkah: (a) menyiapkan skenario bermain peran, (b) pembagian kelompok, (c) pembagian pemain, (d) pementasan bermain peran, (e) diskusi kelompok, (f) pembahasan hasil diskusi, dan (g) kesimpulan, (2) penerapan model bermain peran telah terbukti dapat meningkatkan pembelajaran IPS tentang jual beli di kelas III SDN 1 Sidomukti tahun ajaran 2014/2015. Hal ini dapat dilihat dari peningkatan pada aspek aktivitas guru dan siswa dalam pembelajaran IPS tentang jual beli, serta hasil belajar. Aktivitas guru pada siklus I 73,21%, pada siklus II 78,79%, pada siklus III 96,21%. Aktivitas siswa pada siklus I 68,97%, pada siklus II 79,69%, pada siklus III 95,31%. Hasil belajar siswa pada siklus I 68,63% dengan nilai rata-rata 77,91, pada siklus II 75,00% dengan nilai rata-rata 74,58, pada siklus III 94,44% dengan nilai rata-rata 86,08, (3) Kendala yang terjadi dalam penerapan model bermain peran yaitu: langkah ke dua, beberapa kelompok tidak dapat kompak, langkah ke tiga, siswa mempelajari skenario bermain peran kurang bersungguh-sungguh, langkah ke empat, siswa sering gaduh ketika pementasan bermain peran, langkah ke enam, siswa membaca hasil diskusi di depan kelas kurang percaya diri, langkah ke tujuh, siswa kurang aktif dalam pengambilan kesimpulan. Solusi yang peneliti lakukan yaitu: langkah ke dua, meningkatkan kerja sama antar anggota kelompok, langkah ke tiga, menegur siswa agar serius mempelajari skenario bermain peran, langkah ke empat, melibatkan siswa dalam pembelajaran, langkah ke enam, memberikan motivasi kepada siswa agar lebih percaya diri dan berani berpendapat, langkah ke tujuh, memberikan motivasi kepada siswa agar aktif dalam pengambilan kesimpulan.
Kesimpulan: penerapan model bermain peran yang dilaksanakan dengan langkah-langkah yang tepat dapat meningkatkan pembelajaran IPS tentang jual beli di kelas III SDN 1 Sidomukti tahun ajaran 2014/2015.
Kata kunci: model bermain peran, pembelajaran, IPS, jual beli.
ABSTRACT
The aims of this research are: (1) to describe the steps of role playing model, (2) to improve social science learning about buying and selling by using role playing model, (3) to describe problems and solutions in using role playing model at the third grade students of SDN 1 Sidomukti in the academic year of 2014/2015. This research is a collaborative Classroom Action Research (CAR) conducted in three cycles in six meetings consisted of planning, action, observation, and reflection on each cycle. Subject in this research were teacher and 18 students of the third grade in SDN 1 Sidomukti. Score of data were obtained from observation, interview, questionnaire, and test. Data were analyzed using quantitative and qualitative analysis.
The results of this research show that: (1) the implementation of role playing model implemented with the following steps: (a) preparing scenario of role playing, (b) the division of groups, (c) the division of players, (d) performance of role playing, (e) groups discussion, (f) working through the result of discussion, and (g) conclusion, (2) the implementation of role playing model can improve social science learning about buying and selling at the third grade students of SDN 1 Sidomukti. It can be seen from the increase on aspects of the activity of teachers and students in social science learning, as well as learning outcomes. Teachers’ activeness in the first cycle was 73.21%, in the second cycle 78.79%, and in the third cycle 96.21%. Students’ activeness in the first cycle was 68.97%, in the second cycle 79.69%, and in the third cycle 95.31%. The learning outcomes in the first cycle was 68.63% with average score of 77.91, in the second cycle 75.00% with average score of 74.58, and in the third cycle 94.44% with average score of 86.08, (3) The problems in the implementation of role playing model were: on step 2, some groups couldn’t be compact, on step 3, the students were study scenario of role playing with less concentration, on step 4, the students often noisy when performance of role playing, on step 6, the students were reading out the results of the discussion in front of the class with less confident, on step 7, the students were less active in making conclusions. Solutions are: on step 2, improve cooperation among members of the group, on step 3, ask the students to learn scenario of role playing seriously, on step 4, involve students in learning, on step 6, give motivation to the students to be more confident and brave in giving opinion, and on step 7, give motivation to the students to be active in making conclusions.
Conclusion: the implementation of role playing implemented with appropriate steps can improve social science learning about buying and selling at the third grade students of SDN 1 Sidomukti in the academic year of 2014/2015.
Keywords: role playing models, learning, social science, buying and selling.